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View Full Version : D&D Dynasty: 3rd Path of King Alzar the Mighty - FINISHED!!!!!!!!!!!!!!!


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Abe Sargent
04-17-2015, 09:23 PM
Month 4, Year 5:

Some more growth as Spring arrives.

How does building go? 56, 46, 38. Saffir Castle – 12 man weeks; Evenarrow Walls – 9 weeks; Havendrop - Full defenses, castle, etc – 25 weeks.

Alzar hosts his first major tournament!


For prizes we have:

+1 Shield
+1 Longsword
Ring of Protection +1
Arrow of Thief Slaying

Alzar gets a lot of visitors, including fellow nobles and their various knights and such. At the end of the event, including feasts, lodging, entertainment and more, Alzar spends 12,660 gp from the Treasury, but his Confidence raises 15 and 7 fellow lords attended, including Sandralane, Count Essex, Baron Douglass, Claransa the Seer, Maltus Fharo from Twolakes Vale and more. Alzar has quite a reputation, and giving out magical items for every prize is a bit unusual.

Alzar gains a bunch of XP too.

Abe Sargent
04-17-2015, 10:27 PM
CM8. The Endless Stair

http://upload.wikimedia.org/wikipedia/en/9/98/CM8_The_Endless_Stair.jpg

http://www.arlde.com/9192bs.jpg


Yes, this is a module, hidden in the back of the CM line and penned by no less a luminary that Ed Greenwood. Is this a hidden gem? I think so! It’s my second favorite of the CM modules. (I don’t have CM9). One of them is a dopey solo module, and the CM2-4 line is not exactly scintillating. One is a sylvan adventure that doesn’t really suit the CM style of epic play and the final one we’ll do later on, after I’ve established some of the things in the campaign world that it’ll use.

Abe Sargent
04-17-2015, 11:58 PM
Now, it’s a quick little sidenote, an almost-vignette style adventure in 32 pages that has a lot of backstory. And Greenwood does his classic shtick of ”adding spells, creature and magical items” to give the adventure his own spin, and that in turn fills up a lot more space in the module.

In fact, let’s see how many of these 32 pages is really the adventure. Hold on:

2 pages are the PCs that one could play (each adventure comes with sample PCs that can be played).
1 page table of contents
4 pages of maps
1 page of new spells
1 page of new items
3 pages of new monsters

And then in the text itself, it goes over the artifact and spellbooks in detail, so it doesn’t touch on them later. That takes one full page.

So – total of pages that aren’t the adventure, 12 out of 32. Now many modules don’t have maps in the middle, they are in the cover or have some foldouts, or might have a few smaller ones in the text, but nope. Not this one.

Now, of the remaining 20 pages, how much is background info and NPCs info? 4 pages. So there are just 16 pages, or half of the module, is the actual adventure.

The module is published in 1987,long after the Master rules were published, so it assumes the DM and players have it. It uses spells, items, rules (such as artifact rules) and creatures as part of the module.

Abe Sargent
04-18-2015, 03:07 PM
While at the tournament, after the joust is completed, Baron Fharo approaches Alzar – it seems that at an inn a few miles outside of his barony, a wizard was brought in, dead, a few days ago. He failed to be raised back from the dead. The investigation hasn’t turned up anything, and they have struck out on who or how this mage wound up where he did. But the Barony doesn’t have a high level wizard, just some clerics and a druid who were unable to suss things out. He gives Alzar information on the area if he wants to check it out.

The next day, after the tournament ends, Alzar has memorized a more divinatory set of spells, and he teleports to the Inn and then speaks with locals. 6 days before a mage was found dead about three hundred feet away beside some rocks. The Star reveals nothing. Priests were unable to raise him (he failed the roll) and is permanently dead.

They have nothing on him other that his robes and clothes, none of which detected as magical, good or evil, or anything else. They buried him in an above ground crypt, and Alzar is welcomed in, and the Star shows nothing. Speak with Dead magic by the clerics revealed he was a mage, and his named was Ulthun and that he didn’t see how he died. That’s it though.

He heads up with his Flying Carpet over the site, and uses Greater Rhabdomancy, and has his divining rod out. He uses it to locate and find the place where the wizard died. This magic doesn’t exist on Pandius, and Alzar is using his best rhabdomere skills to suss things out.

Abe Sargent
04-18-2015, 04:31 PM
After a few moments, Alzar finds the space and descends. It’s about a fifth of a mile up the hills, and there are a pair of griffons that have nested here. Alzar chases them off and grabs five griffon eggs from them. He places them into his OtherSpace and will give them to Saffir to add to their guard later on. (One is infertile, the other four are fine).

Up here in the hills is a small lake, Lost Axe Lake, and a rock spur that sticks up against the water is where the mage supposedly died, just outside of it on the ground.

To the left of the large rock formation by about 400 yards alongside the Lake, is a bard who has set up camp for the night and cooking some fish he just found. He welcomes Alzar as he swings down. Alzar surreptitiously uses his ESP spell and the man is exactly who he claims to be.

He introduces himself as Thassil, a wandering minstrel who can play a variety of instruments. He has a tent and inside are some of his instruments. Thassil finished a performance in Twolakes Vale about a week ago, and then came up here to see the famous Leaning Stone, the rock to the right. But it’s just a rock, and after a few days, he wasn’t able to find out anything from it.

Alzar introduces himself, and Thassil’s eyes get large. This’ll make a better song than anything he could have done with the Leaning Stone! Thassil invites Alzar to share the night and Alzar relates why he is here. Thassil arrived after the mage would have been killed and was found, and didn’t notice anything.

Grabbing the Star of Mo-Pilar, Alzar heads over to check things out. The entirety of the Leaning Stone is gently glowing magical. But nothing else can be gleaned. Alzar heads back and spends some time with Thassil.

Abe Sargent
04-18-2015, 05:42 PM
After eating some fish, Alzar is taking first watch when midnight hits, and suddenly, he can make out a very gentle sound coming from the Stone. Alzar heads over and sees that a large archway has opened in the Leaning Stone. Thassil heard Alzar head over and woke up, and grabs a weapon and his armor and moves in behind Alzar. This is his lucky night! After all, it’s free land, there’s nothing stopping Thassil from coming in.

Alzar hands Thassil a continually lit stone from his Bag of Holding and he’ll use it as light source if needed. Visible through the arch is a small dark silent chamber beyond. The Star reveals an illusion and the floor is not really there, and there is a gently descending shaft instead. Forewarned he tells Thassil.

They head down and Alzar pauses a moment to conjure an earth, greater earth, and invisible stalker as company, in case they are needed. They lead the way, Alzar and Thassil behind. Azzil perched on Alzar’s shoulders.

Soon the shaft bends into a very vertical shaft, and there is a Levitate spell her that gently moves everything down. A cluster of magical eyes see them and move to follow them, and Alzar gets several sets following him and Thassil one. Alzar doesn’t recognize them (he failed his Sage Knowledge roll, they are a new monster introduced in this module).

They land gently in a hemispherical unnaturally-smooth chamber with solid walls and a smooth floor, and a corridor that exists on the far side. As they arrive, a specialized undead phantom called a Vision begins to play through the final moments of its life. This is the place that the mage Ulthun was wounded, and then he crawls outside and dies. This room saw seven robed, hooded men bearing daggers stab out and wound him.

A check of the room shows nothing more.

Abe Sargent
04-18-2015, 06:31 PM
The corridor heads left and right and forward after a few yards. Left is a small chamber with the skeleton of a human who died a very long time ago. A search turns up a few items that were not touched. Amid the scraps of her rotten backpack is a large, thick book with a stained cover of hide, a spell book, and the words “I Belong to Naera” on the cover in Pandius Prime runes. It was a very small traveling spellbook.

A silver dagger
Bone Tube with Wizard Scroll – Tenser’s Floating Disc; Hold Portal
Steel Vial, Potion of Invisibility

Naera’s Spellbook: Magic Missile, Read Magic, Detect Magic, Mirror Image, Web, Haste


They return and take the right bend instead, and the passageway ends in a rough stone face, with the marks of picks and prybars still on the wall. There is nothing else so they head back and go forward.

The passageway hits an arched entrance (without a door) in a chamber that is empty save for a solid stone block (7’ by 4’ by 4’). There are doors out to the left and right.

Alzar’s Stalker touches the stone slab after it detects as magical and a Magic Mouth spell says: “The Cheiromar rests not here, but has been laid to rest where in life he strove, and where in death he is safe from those who would rob and destroy. If you seek the power that was his, and have knowledge enough to take and leave what it right, seek the Endless Stair.”

Abe Sargent
04-18-2015, 07:51 PM
As the voice speaks, dozens of the eyes come over and swirl around the speaker, and then all of them fly back off and head away after it is done. The door to the left opens and behind her is a wall that was walled up in rubble. It’s completely caved in. Alzar skips it for now.

To the right is a another walled up doorway as well, and in here, a jagged opening was broken through. Alzar has the elementals widen it to a larger hole so they can pass through. The unearth a old human skeleton with a few minor items such as a old worn scrap of parchment that dissolved long ago.

As they head down the hallway, the Elementals break open the floor, and fall a few feet. They were just too heavy to keep on moving, but checking to make sure everything is okay before moving across, Thassil and Alzar are able to scurry over it easily enough.

The corridor Ts with a relief carved on the stone of a shield bearing the arms of an unknown person (Alzar gets no Heraldry check to see if he knows anywhere but on Thorasia). However, Thassil knows it. It’s the former Baron Elktazar, whose family ruled this area long ago. There are steps to the left and right down. They head left.

Here the passage ends in stairs, six steps each dropping a feet. The last three are under dark cold moving water. The chamber beyond has been flooded through the natural rock by a stream running from Lost Axe Lake. Three massive stone caskets can be seen in the room poking their heads above the water. A handful of bats are here in the ceiling, just coming back from feeding down the shaft. The Earth Elementals opens the three, unlocked, stone caskets, and there’re three skeletons, with the same seal, and nice items., but nothing worth a lot of money, and a magical Staff of Curing in the woman’s casket. These appear to have been the Baron, his wife and their child.

Abe Sargent
04-18-2015, 08:40 PM
They head back and down the stairs on the other side. Again, there are 6 broad one foot steps but this room is dry. There are three iron-bound wooden chests within a chalked circle on the floor. They have been magically preserved and appear new. Alzar has the Stalker enter the circle and open the chests, There appear to be 400 gp,m 400 g , and a glowing golden sword. The Star of Mo-Pilar shows the gold’s real but the sword is a trapped, polymorphed monster they skip and leave.

They open a secret door in the back of the room after Alzar uses a vial of acid on the lock. There is a small stone chamber beyond with a irregular edges and another door on the far side of this room. Between the two doors in an otherwise empty-looking room is a twisted human skeleton missing its head. A quick Star check shows a trap here that falls from the ceiling, and crushes the whole room. The greater elemental heads in and triggers it, and it falls and hits the Elementals shoulders, and does nothing to it, and they have plenty of space under to move through.

The next door opens into a much larger chamber that held 7 oaken chests that were open nd empty, two large casks in a corner that are nasty smelling, the skeleton of a horse, and now everything seems moldy, and the place was raided. There is a small door on the other side that they open. A trap triggers from the other side as they do and an Axe flies out and hits (no damage) to the elemental that opened it.

On the far side of the room is another axe and its glowing in the center of the room. It suddenly fires off a Web spell on everyone at the door. Alzar, with his Ring of Free Action, moves through the Web and another is fired, but he grabs the axe and it stops. It’s just a +2 battle axe.

The Star reveals a secret door and then open it up. In the wall is a carved bas-relief of armored men on horseback hacking and slashing at each other in battle. In front is the Baron Elktazar with a battle axe in triumph, over the falling enemies.

Abe Sargent
04-18-2015, 09:18 PM
There is a stone plinth in the center of the room. On it is a head cast of platinum and resembles a human. Suddenly it’s eyes open up and it speaks!

“I am Artonn; I speak to the glory of Elktazar the Magnificant. I bear witness to Elktazar the Great! I record the doings of the realms that are his. What would you?”

Alzar talks with it. It’s a magical construct of great power and intricacy. It was alive centuries ago, and can answer questions from then with great detail. It will answer any question asked, whether or not it was addressed to Artonn. He then asks a question back that must be answered, before he will answer another. As far as Artonn knows, it’s the 13th year of the reign of Elktazar, who rules from Moonkeep.

Alzar and Artonn exchange some questions back and forth. Moonkeep? Like Moonhold, the castle that Sandralane runs the Barony of Moonland from? Apparently, her area near her used to be Elktazar’s old stomping ground.

The construct is not shocked to find out about Elktazar’s passing, but is greedy to find out more. A feeling Alzar is all-too familiar with.

Alzar asks about the Endless Stair, and is told about the Stair to Nowhere, on the edge of the Baron’s old lands and gives a location. It’s actually just inside Alzar’s own territory today in the foothills of the Wyrmsteeth Range near-ish, Spearhold.

Artonn is unable to be moved, it’s magic its tied to its location here on the plinth, underground. There’s another secret door in here, and they open it and there is a crystal sphere on a carved granite plinth. The sphere appears to contain a miniature scene of an iridescent dragon. The dragon moves around and opens its eyes, stretches like a cat, and then returns its head to its claws, watching Alzar. There is nothing else in the chamber. The dragon scratches its name, Phelzaron, on the ground of the globe when asked, but otherwise cannot speak and doesn’t answer any others questions. Artonn tells Alzar that Phelzaron was the court Magist for Baron Elktazar.

Alzar and the group leave, Alzar has the Elementals collect the three stone caskets and move them to the back room, and then has the Earth Elementals collapse the tunnels into this area of the dungeon. He wants to leave this area unseen. The chest room is destroyed. Alzar can teleport back to Artonn or Phelzaron if he wants to.

Abe Sargent
04-18-2015, 10:29 PM
Alzar teleports with Thassil and his group back to Evenarrow and has his Magist begin to search to see if she can find anything about Phelzaron. Thassil stays behind, and Alzar teleports to Spearhold and then flies south and west.


About 13 miles away is a odd looking construct. Alzar lands. In front of him is a large, grassy clearing, out of which rises a spiral flight of white steps – steps without railings that glow faintly, and spiral up, up, to…..nothing. Just empty air. On the turf round are several old and weathered skeletons.

Alzar flies up and around it. There are 300 steps, and they are in good condition, totally dry. There is nothing at the top, nothing hiding invisibly or anything else. There is nothing between the stair and the area around it. Alzar tosses a coin onto a stair without any issues from his flying carpet. Alzar casts Mount and gets a Griffon. The Griffon will shadow him, in case he falls or something, and will catch up. He still has his Stalker, Too. The star of mo-pilar won’t work at all, it sees nothing no stairs, nothing else.

Alzar steps onto the first stair and nothing happens. Then #2 and #3. He walks up the Endless Stair.

When he reaches the 8th step, there is a shimmering curtain of force that’s between himself and step #9. He steps through and takes 4 damage and is affected with a faerie fire. The Stalker took 2 but is not fire’d.

More steps pass, the Fire fades after 9 rounds. The 23rd step occurs and a another pair of those eyes appear from the steps and move to follow Alzar and his Stalker. More steps follow. When the 40th step is reached, the step itself begins to glow. A puff of white vapor rises from it. Out from it steps a creature, a malfera, that moves to attack!

The Malfera is a creature from the Nightmare Dimension that is only encountered on the Prime as the result of a powerful summoner.

http://www.pandius.com/malfera.jpg

Alzar’s Axe is out and…9 vs 5. The Malfera’s poisonous breath misses Alzar (immune due to Necklace of Adaptation). It attacks and misses with claws. Then Alzar uses his axe and…16, 18, and 7 – two hits for 34 damage. 3 vs 7. Alzar kills it with a 3rd Axe hit and it dies. Alzar gains 6k XP

Abe Sargent
04-18-2015, 11:47 PM
He continues up. The 44th step has a Ivory Tube which is non magical. Inside is:

Unidentified Wand (Wand of Wonder – 63 charges)

Alzar will check it out later.

More stairs pass by. On the 64th, a sudden magical gale wind strikes! Alzar must save vs Breath or be swept off and into the sky. Alzar drops a 17 and it fine, but the axe in his hand blows away and lands on the ground. The gale wind has ended and the Griffon fetches it and ferries it back to him in its beak. The Stalker, as a creature of air, is immune.

At 112 there is a sudden appearance of a beautiful older human female clad in robes of purple. She speaks:

“You are come to the Seat of Power, where the Cheiromar sits in vigil. You have not the key, you are not welcome here. Please leave, and you will suffer no harm.”

She then fades.

Alzar arrives at the 200th stair and sees an odd hand in the middle of the 204th stair, as though it belonged to someone buried under the stair, with just the hand showing. It’s not undead, he can’t control it. A trap? Construct? Magical creature?

When he hits 202, the hand levitates quickly, and then makes a sign as if to say “stop.” It has an eye in the palm of the hand. It appears to have been made of Marble, and it’s just hanging there. Alzar steps back to 201, and then fades to OtherSpace, grabs the whistle and returns.

He blows the Whistle of Golem Control and…it is a construct, but it rolls a 14 and it cannot be controlled. Sensing the hostile action, it flies towards Alzar. Alzar’s axe tries to hit the thing and it fires four rays from its fingers. Init!

4 vs 6. Alzar’s axe….14 and 17, hits for 31 damage. The shield? 4 misses. The Hand uses an Energy Drain, Paralysis, Fiery Beam and Whirlwind at Alzar. The Energy Drain pulls a charge off the Scarab he has, the Paralysis misses (Free Action) the fire does )(no save – 4d6 – 15 damage) and the whirlwind tries to push him off the stair (same as before but no gust blowing items – it’s not that strong an effect) Alzar rolls 15. 2 vs 8. Alzar finishes the hand and it’s destroyed and pieces fall everywhere. Alzar grabs a few for later study.

Abe Sargent
04-19-2015, 12:25 AM
On step 229 a Symbol of Spell-Loss, a hitherto unknown variant of the Symbol spell triggers and Alzar loses….(I roll randomly) Banishment.

Alzar continues up. As Alzar nears 300, suddenly a pair of wizards cast spells from outside the staircase. They are both invisible, and using Fly spells!

Level 24 Mage, Lathkoon – Currently has Fly, Protection from Normal missiles, used Invisibility 10’ radius to get 10 gargoyles up here that are now flying out to attack Alzar. Casting a spell at Alzar.

Level 22 Mage, Zelazel – Currently has Fly, Spell Immunity – Evocation, 10 bats flying in to attack, currently casting a spell.

Both have magical items on of various sorts.

They get their spells off before Alzar can respond. They agreed, before this, to see if they can just kill Alzar quickly and they are launching two sets of Magic Missile Spells. That’s 10d4+10.

Random.org the rolls and Alzar takes 39 damage.

39/78

Initiative . Man, Alzar wishes he had his Ring of Quick Action right now, but he doesn’t…8 vs 8. Whew, roll again. 4 vs 6. Better.

Alzar casts Time Stop. He casts Cleaving and then Maze on the one with the Gargoyles, since he looks like the more deadly one and…Alzar gets anther free turn so he casts Mordenkainen’s Disjunction on the one with the Bats. Time resumes.

The one with the bats, Zelazel, loses his magical spells and begins to fall. Lathkoon loses his protection spells and disappears for…2 rounds. Alzar orders the Griffon flies away to where the Mazed guy was.
The gargoyles have neared Alzar and can melee him next turn. Falling guy, Zelazel, casts Dimension Door and moves to the stairs, around 12 or so below Alzar.

1 vs 4. Alzar casts Wail of the Banshee and…7 gargoyles die, and all of the bats are dead save for one. His stalker moves to intercept the wizard and the remaining gargoyles miss. The wizard casts Dismiss and the Stalker is sent back home.

7 vs 6. Alzar takes 7 from gargoyles and the wizard casts Power Word Stun but it doesn’t work (Ring). He carves with his axe and drops two gargoyles and quaffs a potion of extra healing and gains 25 HP.

6 vs 2. The Mazed guy pops back in, right next to Alzar’s griffin. He casts Meteor Swarm and hits Alzar, the Griffin, the gargoyles, the one bat left, and the other mage for…everything is dead except the mage who took 19 and Alzar who took 23 after he made the save. Alzar grabs the Gem of Delusion from his belt and intones the command word. Both of his foes make their save. Lathkoon is immune to paralysis, so he’s just feebleminded for 2 rounds and Zelazar is stunned for…just 1 round and then feebled for 5,

7 vs 6. Lathkoon can’t do much, he’s feebled. Alzar casts Dispel Magic and…drops the Fly spell. He begins to fall.

2 vs 7. Alzar casts Finger of Death at the feebled Zelazel . He rolls a 4 and dies. Mr. Falling Mage cannot cast a spell. Now, if he had a potion to pop or something…He has one of healing one of speed, those aren’t working. He falls dead.

But, as the dies, Alzar sees the body disappear, teleported away. Alzar heads over to check the bodies and items:

Zelazel – Potion of freedom, 2 Potion of Healing, Button of Blasting, Helm of Telepathy, +3 dagger, Ring of Pro +2

Lathkoon – Wand of Cold (12 charges), Dagger +3, Rung of Pro +3, Ring of Fire Resistance.


Lathkoon’s remains are gone, Alzar grabs a few pieces of his flesh and such for spell components. Tomorrow he’ll memorize and use his Backtrace Teleport.

Abe Sargent
04-19-2015, 07:48 AM
He heads back up.

When Alzar reaches the 300th step, then, and only then, do a spectral door of faintly glowing white light appear. He has to step on all 300 stars o trigger their. Alzar grabs the door and pulls, and it swings wide open. Azzil and Alzar head in.

They arrive at an extradimensional space beyond, sort of like Alzar’s OtherSpace or the inside of a Bag of Holding. This area has the appearance of a subterranean complex of rooms with stone walls. All of the chambers are softly lit by a gentle Continual Light from the ceiling. Everything here radiates magic. (The Star still works though)

At the far end of the corridor in front is a floating skull, with flames glowing in the eye sockets. Alzar reaches out, but it’s not undead. He grabs the Whistle and tries it and it doesn’t work, but again, can tell that it’s a construct.

As Alzar walks in, it intones that this is the chamber of the Cheiromar and gives other sorts of information as they move around. Sort of like a living memento or gravestone. There is one large room, with three doors to the left, one to the rear, and one to the right-ish.

There in an illusion of the Cheiromar on the crypt in the center of the room. In the right corner is a stone plinth with a glass sphere on top with a huge glass sphere in a hollow on the floor, filled with a swirling lime-green gas. The skull warns that this is a threat to all magic everywhere inside the big sphere, and the small sphere controls it.

Abe Sargent
04-19-2015, 11:14 AM
The first door on the left is full of dark wooden shelves, climbing from floor to ceiling and crammed with jars, and bottles of experimental ingredients, and various implements. They include a ton of spell components, as well as other stuff.

The next door is a bed chamber. In here us a magic item, a Table of Plenty, that can be used to make 12 meals a day, with items listed. It can be shrunk down and regrown, and all five command words are written on it. Alzar shrinks it and takes it. A magical Gem is secured and a magical cabinet. Nothing else in here leaps out when scanned via Star.

Gem of Magic Missile Reflection
Cabinet of Ministering

The final door opens into a library. With bookshelves lining three of four walls and its a scene of neglect as something that likes paper for dinner have eaten steadily on the shelves, leaving behind a lot of pieces of books and such. Five magical volumes, untouched by the rest, are on the table here. They are all spellbooks, and Alzar places them in his bag. On the table are a jar of 6 cream colored bone buttons and a dark crystal hexagon.

Crystal of Death Scrying
6x Button of Blasting

Abe Sargent
04-19-2015, 11:38 AM
The back room opens to a 60’ chamber, oddly open and empty. A featureless golden metallic globe hands down from the ceiling. The skull announces that this is a spellcasting arena, and there is an anti-magic sphere around it, so you can head in, try out and cast spells without any chance of hurting others.

Alzar opens the final door and the skull tells him that this is the Seat of Power. A place of great usefulness and great danger to those who wrok magic. Use no magic here and strike it not or perish.


This circular chamber has one thing in it – a stone seat set atop seven concentric rings. Alzar scouts it out, and then sits down.

He goes into a trance, and an anti-magic shell surrounds the chamber. He cannot see save through the Rune-Eye. The Seat of Power, a lesser artifact, gives Alzar its full powers immediately –

It can cast these spells – Dispel Magic, Meteor Swarm, Create Any Monster, Curse, Teleport, Reverse Gravity, Heal, Remove Curse, Prismatic Wall. They can target the user of the Seat, or they can target the location of the Rune-Eye. Using them will damage Alzar permanently, but he doesn’t know exactly what that means. He can also cast any spell in his memory at or through the Rune-Eye. This object moves at the speed up to 2 miles every ten seconds. It’s an eye about the size of a head, and it flies or floats or swims as needed.

Alzar is confused for 1d3 rounds – 2 rounds the first time he enters it. But now he is fine . Casting a touch spell through the Rune-Eye requires contact with the Rune-Eye (that includes the curse/remove curse abilities) Alzar sees through the Rune-Eye like a Gem of Seeing or truesight, but without any chance of failure. The eye goes blind after Alzar uses a spell through it, and he’s blinded for a round.

The Seat’s powers are at the 40th level of ability.

The Seat’s use is mentally exhausting, and cannot be used that many rounds in a row (no more than 21, Alzar’s INT score) without ill effects.

Alzar creates the Rune-Eye and sends it out, seeing if he can find the dead remains of a certain mage, but no luck. He leaves the Seat of Power and it shuts down.

Alzar needs some time with this area. He can use his Bookmend to restore some of the damaged books in the library, he can now teleport to the 300th stair and head in now that he’s used the place (and in fact he can Teleport without Error in and out, like any plane).

The next day Alzar has memorized his spell suite and uses the Backtrace. He arrives in a hot and muggy swamp thousands of miles to the south. There is a high level cleric here with the corpse of the dead wizard, preparing it for a Resurrection spell. Alzar’s arrival ends everything. The priest sees Alzar, and knows who he is (Speak with Dead spell) and backs away from the body. Alzar takes the body and places on it the Death Mask of Ptah. In a day the soul will have been carried away and there will be no chance of restoring it.

Abe Sargent
04-19-2015, 03:23 PM
Meanwhile, he gained these five spellbooks:

Splecters’s Conjurations, Masteries, and Summonings:

Protection from Evil, Detect Invisible, Web, Infravision, Water Breathing, Charm Monster, Control Bats, Plant Growth, Polymorph Other, Conjure Air Elemental, Control Gargoyles, Hold Monster, Invisible Stalker, Monster Summoning IV.

Alzar learns Control Bats, Control Gargoyle and Conjure Air Elemental.

Najirit’s Tome of Wonders:

Warning Trumpet, Wizard Eye, Teleport, Detect Magic, Ventriloquism, Hold Portal, Charm Portal, Detect Magic, Detect Invisible, ESP, Clairvoyance, Phantasmal Force, Improved Phantasmal Force, Haste, Dispel Magic

Alzar learns Warning Trumpet


Phenalon’s Phantasmagorica

Symbol of Spell Loss, Entrap; Legend Lore, Phantasmal Force, Improved Phantasmal Force, Phantasmal Killer, Shadow Creatures, Hallucinatory Terrain, Projected Image, Change Self, Invisibility, Audible Glamour, Dancing Lights, Unseen Servant

Alzar learns the Symbols.

Asztellor’s Book of Deadly Spells


Animate Dead, Animate Dead Animals, Undead Mount, Summon Shadows, Ghoul Touch, Lich Touch, Vampiric Touch, Mummy Touch, Energy Drain, Spectral Hand


The Book of Dolzhabban “The Dread”

Magic Missile, Fire Ball, Stone Bolt, Lightning Bolt, Burning Hands, Cone of Cold, Melf’s Minute Meteor’s, Flaming Sphere, Flame Arrow, Melf’s Acid Arrow

Stone Bolt is new, but Alzar skips it.

Scrolls of Spell – Lower Water, Dissolve, Power Word, Stun, Legend Lore, Phase Door, Wall of Force, Prismatic Spray, Lightning Ring


There is a Dart of Death that he unearths – it’s a bronze disc that turns into a Dart that can be controlled and flies about, hitting targets for 2d4 without needing rolls to hit or anything, just by concentration, and anyone can use it.

The Crystal of Death Scrying is a cursed item that only reveals the violent death of a creatures, three times daily like a Crystal Ball, rather than what Alzar wants to see. But Alzar can use it to scry an area where something dies, and then teleport is to animate it and then teleport back out.

The Gem of Magic Missile Protection has 66 uses. It just has to be held on the person. Magic Missiles strike the stone, not Alzar. The energy can be used to reflect back to the user their missiles, redirect to another target Alzar chooses, or to heal Alzar of the damage that it would have otherwise done.


And we are done, ish.

Done with CM8. The Endless Stair

Abe Sargent
04-19-2015, 05:25 PM
This is a very typical Ed Greenwood adventure. For example, he can’t help but create five more spellbooks that are detailed and talk about the user and such, exactly like his feature column in Dragon Magazine for years called Pages from the Mages. This is exactly his style. He loves that way of writing.

Alzar can use the Seat of Power, and he can teleport back to the folks at the bottom of the Stone as well by the Lost Axe Lake. Meanwhile he has more stuff, which is always a good thing.

Thassil the bard hangs out in Evenarrow for a while and will perform in a few places there, and elsewhere in Alzar’s dominion, and then eventually move on to see new things – always the quest for the new.

Alzar will spend the next two months finishing off the Silver Golem to animate it. He’s also taking the Amber Golem the foundry prepared, and using his Manual of Amber Golems to make that one.

Near the end of Month 4, there is an Earthquake in the Ljallenvals. It’s not a major one, it’s on the northern edge of the mountains. It’s barely noticeable in Alzar’s March.

Abe Sargent
04-19-2015, 07:12 PM
Month 5, Year 5:

Dominion Growth.

How does building go? 51, 13, 73. Saffir Castle – 8 man weeks; Evenarrow Walls – 5 weeks; Havendrop - Full defenses, castle, etc – 25 weeks after bad weather hits the area. Spring storms keep any building from occurring for the month in Havendrop.


No other events occurs.

Alzar decodes his spell books that he got from a previous adventure:

Tairdo’s Spellbook:

1st Level – Magic Missile, Cantrip, Detect Magic, Read Magic, Identify, Burning Hands, Find Familiar, Feather Fall, Grease, Taunt, Nystul’s Magic Aura
2nd Level – Invisibility, Detect Invisible, Summon Swarm, Mirror Image, Melf’s Acid Arrow, Glitterdust, Knock,
3rd – Fly, Fireball, Flame Arrow, Dispel Magic, Non-Detection, Monster Summoning I
4th – Charm Monster, Fire Trap, Massmorph, Polymorph Other, Polymorph Self, Stoneskin, Monster Summoning II
5th –Hold Monster, Demi-Shadow Monsters, Mordenkainen’s Faithful Hound, Leomund’s Lamentable Belaborment, Teleport, Monster Summoning III
6th – Anti-Magic Shell, Ensnarement, Enchant an Item, Stone to Flesh, Invisible Stalker, Project Image, Monster Summoning IV
7th – Phase Door, Simulacrum, Teleport Without Error, Spell Turning, Drawmij’s Instant Summons, Limited Wish,
8th – Power Word Blind, Permanency, Monster Summoning VI
9th – Astral Spell, Monster Summoning VII, Power Word, Kill, Mordenkainen’s Disjunction.

Alzar learns Simulacrum

Eyes, Vision, and Arcane Sight: Infravision, Wizard Eye, Clairvoyance, Blindness, Deafness, Vision, Blur, Eyebite

Yuck

Glandar’s Grimoire: Flesh to Stone, Finger of Death, Disintegrate, Fellblade, Melisander’s Harp, Disruption, Immunity to Undeath

Hmmmm…. Disruption will destroy an undead or created creature. Rnge 10 feet per level, no material component needed, 40 foot radius sphere, every 6 HD or fewer creature is dead instantly. Any 6 HD or more save or dies. Even if it makes its saves, stunned for 1d2 rounds, and that works on undead and constructs. That’s not a bad spell at all. It’s also Necromancy.

Fellblade is odd. Maybe later. The Immunity renders all beings in the 40 foot radius globe immune to energy-draining attacks, strength draining, mental control and all undead powers that cause fear, Paralysis, aging or death. Alzar learns it.

Abe Sargent
04-19-2015, 07:38 PM
Month 6, Year 5:

Minor Growth

How does building go? 18, 91, 24. Saffir Castle – 4 man weeks; Evenarrow Walls – 3 weeks; Havendrop - Full defenses, castle, etc – 21 weeks.

In Evenarrow, a sea-based punitive raid in punishment for the push against pirates a few months ago occurs. More than 50 workers die and Alzar puts in a person appearance to speed up the project with his extra spells and allies and such.

Alzar teleports over to Landfall and destroys three more smugglers after the raid is over.


This month, Alzar has completed both the Silver Golem and Amber Golem projects:

“Kitty”, Amber Golem –

AC 6, HD – 10, HP – 50, THACO – 11, 3 attacks for 2d6, 2d6 and 2d10. Movement 18.

Looks like great amber lion, Detects Invisible, +2 weapon to hit, can follow a trail 12 hours cold, for every 12 hours more its -5% at tracking. Half damage from fire magic.

“Lance”, Silver Golem –

AC 0, HD – 12, HP – 65, THACO -9, 4 attacks for 1d8, 1d8, 1d8, 1d8. Movement 30.

Fastest known golem, has mercury in it. Always wins initiative, even against magic that would take it. +2 weapon to hit. Magic fire heals it, and causes it grow for a time (full damage from magical cold and it will shrink temporarily). Not affected by spells.

Alzar wishes he had more Warp Marbles for carrying Lance and Kitty around. He can store them in OtherSpace if he wants, neither are that big.

He also summons a Spectator and binds it to help guard the castle’s treasury

Abe Sargent
04-19-2015, 08:43 PM
Month 7, Year 5:

Minor Growth

How does building go? 11, 35, 38 Havendrop - Full defenses, castle, etc – 17 weeks.

Saffir Castle and the Evenarrow defenses are now fully operational!

Alzar hires some new folks for running those.

S3 Expedition to the Barrier Peaks

https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcR_d-fEOeWtDr9xr-26KzlHG2JypHGgePFkF9QUWIJnVmE7x8Pj

http://3.bp.blogspot.com/-VUD-sn95mJ4/UGBtuwTJW3I/AAAAAAAAApo/v9OPGXlgcBM/s640/expedition.jpg

I want to begin a four module series:

S3
CM6
DA2 – 3

I didn’t run this module because it’s out of flavor, and doesn’t fit in Dungeons and Dragons or the various campaign worlds we did. But it does fit Pandius. So we’ll run it.

Abe Sargent
04-19-2015, 09:51 PM
Let’s talk about Science Fantasy and such.

Adding science fiction elements to your fantasy wasn’t exactly new ground. In fact, it was extremely common during this era. Having just finished reading the novel Hiero’s Journey, by Sterling Lanier, an early 70s novel that was in the list of works that heavily influenced D&D and Gygax, I can vouch for that. We have psionics and post-apocalyptic fun with radiation and computers and such, but all in the venue of fantasy. Take a look at late 60s Dragonrider of Pern by Anne McCaffrey, a hugely influential novel that combines science fiction and fantasy. Early video games like Ultima and Might and Magic have no compunction about adding in science fiction elements to something that seems like normal fantasy. Early campaigns like Blackmoor and Greyhawk make no bones about including various science fiction elements. We have Metamorphosis Alpha and Gamma World printed very early, and are adding things like psionics to D&D in ‘76.

And we’ll even add in stuff like Spelljammer later. So I get the affectation to all things science fantasy from that era. But that’s not the game. That’s not D&D, no matter how much that veneer might look appealing to some, it’s false window dressing that obscures the point. D&D is something else. It can be pulp-ish, it can be epic, it can be dark, and so forth. But at the end of the day, it’s not Star Wars.

And this module? Ranked very highly by like everyone? Ranked 5th best in that Top 30 ranking they did to mark the 30th anniversary of D&D? It wasn’t even written for D&D. Nope – it was for Metamorphosis Alpha, a different RPG. Gygax mentioned that he turned to his notes from the Greyhawk campaign where he had a crashed starship as the location for an adventure, and used that concept.

Abe Sargent
04-19-2015, 10:51 PM
About halfway through the month, Alzar begins to hear about some areas on the north side getting hit by local creatures. At first, Alzar thinks it might be a nearby tribe of around 250 Mountain Giants that live in the northern part of the mountains, but after flying by, it doesn’t seem likely. Probably monster that came out in the recent earthquake.

With those thoughts, he heads down to the area near where the foothills and mountains meet, checking out potential landslides, exposed caverns or caves that appear recent and that sort of thing.

And then he notices an odd-looking entrance to a place.

He flies over a rise and gained the first view, closer in, of the metal doored “Cave.” There is a hillside where the recent earthquake has exposed two doors, a small upper door and a much large lower door, on the north side of the cave. As Alzar flies over and approaches, the door is open and there is a metal room, about 18 by 20 with a curving rear wall.

As he slides in, the door gently and quietly glides closed behind him. An inner door opens and a 60x60 entry area with a drop tube is in front of him.

Drop Tube –

https://41.media.tumblr.com/f5f8a53ffeaf99e50f790df88678efd3/tumblr_nhkc558jtm1tv7tjlo1_500.png

The tube is dark, and there are no lights here.

Abe Sargent
04-19-2015, 11:11 PM
The area is dark and Alzar turns the Ioun Stone. There are doors that flank the area with purple bands on them. The Star of Mo-Pilar doesn’t find anything unusual here, but when he looks up, he spies a creature, a Lurker above in the ceiling about 20 feet down the room on the left.

The walls are oddly marked with words he can’t read, so head heads to OtherSpace and grabs his Helm of Reading Things and tries it. But it doesn’t work either and he sends it to the Bag of Holding for later in case. The room had exist to the left past the Lurker, to the right and forward. There are numerous doors in the corridors to the three directions that appear to have jet black bands on them. None of the doors seem to want to open. Alzar heads forward, there appears to be two doors to the right and left without any colors on them. The Ear Ring is used to spy into them.


The left door opens into a30x30 room with mechanical devices that appear to test someone’s accuracy and speed. They might be for educational purposes, or perhaps for entertainment, like games. In the back is one such that has a stick that is aimed and used to fire at glowing targets. The stick is used in a way similar to a gun or a crossbow, but is not held in a normal way. Alzar uses some time to acclimate to using the weapon on the targets.

Abe Sargent
04-20-2015, 01:18 AM
There is nothing else here so Alzar heads back to the hallway and checks the other door. These 30x30 area was once very posh and comfortable, but now is quite messy and there are torn easy chairs, small broken tables and upturned furniture of other sorts. There have been fire and more in the room. Alzar checks to see if he can find anything, and…

He finds a Jet Black card. It’s about 2 inches by 3 inches with a thin metal. Alzar heads back and there, in the corridor, moving is….

https://40.media.tumblr.com/5c409e8aa0c4577ee30fe9bfc7fd9156/tumblr_nhkc9k1RFO1tv7tjlo1_500.png

It looks like an odd metal golem of some sort. Alzar grabs his Whistle of Golem Control and tries, but no dice, it’s not working. It’s moving to attack him it’s just moving down the corridor, so Alzar lets it.

Alzar uses the jet black card in a jet black door next to the lounge and it opens and reveals an empty, room, which was thoroughly looted by others long ago. Another jet black door opens for a room that has some odd creatures in it. As they see Alzar, they move to attack!


https://41.media.tumblr.com/590a3c7636d638c24bda6cd4ec49c78e/tumblr_nhkc7oU6HA1tv7tjlo1_1280.png

Alzar is not familiar with them. There are a subchief with 5 HD, 2 thornies, and 2 sprouts at 3 HD. The thorny is that small plant-like dog creature in the picture. They are clearly plant-like foes. Which is something Alzar doesn’t have a lot of ways to handle. Alzar uses his axe and moves in. These mold men have spears. They have a 4 AC, low intelligence, attacking simply, and battle begins!

3 vs 4. Alzar’s axe bites into the firs Mold Man that nears him and hits twice and it dies, and then he shield-smashes a second for 12 damage, They miss (Cloak). They win init, and one hits with a spear for 2 damage. Then Alzar kills them and will regenerate back the minor hits very quickly. A quick search turns up a Brown Card. The Star shows no magic or interesting here (The cards aren’t detecting as anything)

One more Jet door is here in the corridor before it hits a long corridor. Alzar opens it and finds…

Abe Sargent
04-20-2015, 09:38 AM
More of these Subchief of 5 HD, 4 3HD sprouts and 4 thornies. Alzar again wades in, will take 9 damage, heals that quickly enough with the Imp’s regeneration powers, and finds a Violet Card in this room with the sub-chief.

There is a hugely long corridor next that is 100 feet down to the right (west) and 230 to the left (east). It also continues forward. There are a doors with black stripes. Alzar heads left and opens up a bunch, and slays several more groups of vegepygmies, all level one dorks and he carves them down. After more and more are defeated, they begin to gather into bigger groups an then floor. Finally, Alzar enters a room with a Sub-Chief at 5 HD, 3 3HD bodyguards, 3 thornies, and about 12 smaller ones that fled before him. Alzar conjures an Earth Elemental, and then steps back and lets it kill them all in the room (no exit) without taking any damage. There is a yellow card on the sub-chief

Alzar hits the end of the corridor and heads left, and then opens up some empty rooms, Alzar heads back, and the tunnel turned and is back to the front, and the Lurker Above is, well, above him. Alzar has the Earth Elemental attack it when it falls and kills it. To the left is a large chamber with the Vegepygmy chief. And then a few minutes later, all dead. There is a red card on the chief, and then Alzar also finds:

Poison Gas Grenade
Sleep Gas Grenade
Broken Communicator


These things are unusual looking, so he secures them in the Bag of Holding. Then he uses the purple card to open the doors that flanked the entrance - they each hold one suit of armor, similar to leather, but fully covered.

2 Suits of Armor? (Space Suits)

Abe Sargent
04-20-2015, 10:24 AM
This time he heads right from the entrance and opens some jet doors, revealing more empty rooms denuded of anything interesting by the Vegepygmies or perhaps others. As he walks down the corridor, he spies…


https://41.media.tumblr.com/c8bf1a31b20ab513a88916f855927dc3/tumblr_nhkcjrZFO51tv7tjlo1_1280.png

Just sitting there in the hallway. It has been battered and its main guts have been scattered about. Alzar brings the whole thing (it’s small for one of these automatons) and moves it to his OtherSpace and adds some of the small tools and such there as well.

Broken Repair Robot
Variety of Handtools


As Alzar finishes securing the thing, from behind him, down the corridor, comes a small group of vegepygmies and a dog-thing and they see him and his elemental and flee. Alzar lets them leave, and has begun to play with the various colored cards and has found out that thus far, any card works in a Black door, and some cards, like his red card, work in everything he’s seen thus far. He has Black, Yellow, Purple, Brown, and Red.

Abe Sargent
04-20-2015, 11:10 AM
The tunnel bends and winds its way around some rooms, and as Alzar checks them, he hears some activity behind a door to his right. There’re no colors on it. It opens and inside is a

https://40.media.tumblr.com/28bbc3ef889348ac5e802be97188f180/tumblr_nhkckvBoRV1tv7tjlo1_1280.png

There are a variety of automatons that approach Alzar, but they see he has a Red Card and back off and ignore him. Alzar waits, and then slowly moves around. In this room re some 3 robots on patrol and duty Alzar heads to the back room off this one and this is a storage facility for the automatons. Alzar searches and finds:

12 Power Discs

There is a door off this one, coded in Red. He hasn’t seen one of those before, but he inserts the red card into the slot to the left of the door and it slides vertically open. In here is a repair facility for the style of automaton in the first room. There are 11 of these in various stages of repair, and a mechanical one is repairing one at the moment. The worker is not bothering Alzar. Alzar decides to take four of these automatons that appear to be in better shape and see if he can repair them later. Another red door is off this one, and is opens into an armory or arsenal. Most of the items here were taken long ago, But there are still some cases of grenades and power discs. As Alzar looks, an automaton moves in on patrol, and then back into the main room. Alzar waits and it repeats this pattern every three minutes. He waits until it leaves, then grabs the items and moves them to his OtherSpace and that way they aren’t on him or visible. The robot doesn’t notice the next time it returns, so he finishes with that.

4 broken police robots
24 Power Discs
24 Each of Explosive, Incendiary, Poison Gas and Sleep Gas Grenades

Abe Sargent
04-20-2015, 12:40 PM
Alzar grabs one of the grenades and tries to figure it out, in the major area. He grabs one of the two styles that he has 25 of. (it’s the Sleep Gas one, determined randomly). He rolls on a flowchart that comes with the module.

He gets -1 to the rolls for his INT. He rolls a 6 – which he spends a round doing. Then he rolls a 7 and spends another round trying to figure it out. Then a 2 and he’s back to start. Then a 1, and then a 3 and he’s figured it out and used it and it explodes in a puff of gas. He would be given a save to prevent himself from falling asleep for an hour or so, and the gas persists in eh area for about a minute. But his Necklace keeps him from breathing that air, and he’s fine.

These devices are around the size of a large apple, and they have a small dial on the front that can be set to how long the device will take before exploding. Then another dial is pushed, turned, and then pushed again and that sets the device, and then it explodes after that time – 3, 4 or 5, seconds.

He next runs into two dining areas, quite large. They have mess tables and large benches. They are now in ruins. There is a ruined kitchen here as well. The hallway hits the long grand done in the back, and Alzar crosses to another room that opens into a another lounge, much like the one he initially found, and a search turns up:


2 Pieces of Jewelry worth 2400 Gp

Abe Sargent
04-20-2015, 01:48 PM
In the hallway to the right is a seemingly unconscious Human woman. As the Elemental nears it, she/it rises and fires at the elemental 2 and then sues a bar to smash it. The weapon actually hits the Elemental once for minor damage – just 3 points. But it’s immune to the bar, and it kills the humanoid looking automaton that is new broken. Alzar inspects it and takes:

Paralysis Pistol, 4 charges,
1 Power Disc

The Pistol has a place where there is a slot on the side that takes these power discs and they can be pulled out and placed back in it. Having seen it in use, and having used a weapon in the game room to try things out, Alzar tries to use the Pistol…

He rolls a 7 – turns into a 4. Then finishes it. He doesn’t even use a charge or a shot, he’s figured it out.

https://41.media.tumblr.com/c2dbaf3bd644d50b793eb493551632ec/tumblr_nhkbhu2k9l1tv7tjlo1_400.png


Take 1d4 damage, and then save to be stunned for 3d4 rounds, and if made, then slowed for the same amount instead.

Abe Sargent
04-20-2015, 02:08 PM
Alzar heads to doors at the end of this cooridor and double doors are here. Inside are a bunch of damaged tables and such, and a large 30’ by 60’ room and more double doors follow, with a similar shape on the far side.

Alzar heads back the corridor that bends to the right round. A large pile of trash is here, and inside is a:

Blaster Pistol, 6 Charges

They enter a section of the dungeon that has doors with yellow bands on them. Alzar’s yellow (and red) cards work on them. A few doors pass by, and then the hallway opens and there is another of the drop tubes in here, this one appears to be working, a group of phase spiders teleport here from elsewhere and move to attack Alzar!

(Random.org) a few minutes later, Alzar and his minions have finished them off, and he took 18 damage which will regenerate soon enough. To the right are two doors that have yellow cards and Alzar opens then. In here are a automaton of a different room which blares out something in an unknown language and then. Alzar heads to the room, and the first


https://41.media.tumblr.com/422939816c57f0ca3abc42565d92acb7/tumblr_nhkcdtgce11tv7tjlo1_500.png

Looks like this male automaton who appears to want to heal folks, and it immediately moves to secure Alzar who orders the Elemental to get in the way and the Elemental and Alzar kill it easily enough.

Abe Sargent
04-20-2015, 02:39 PM
Alzar takes it to look at later. Then he moves into the next room.

https://41.media.tumblr.com/5edd25c0991b23144433e17d213c80ed/tumblr_nhkccue1pY1tv7tjlo1_500.png


In this room, the woman automaton moves to heal Alzar, but with the dangerous attack he just sustained, he forces her away and she does not heal him. After checking, there is nothing else in here and they leave.

Broken Medical Android


As they emerge back into the large room, and group of 5 displacer beasts have moved down the hallway and move to attack. Alzar moves up to them and casts Wail of the Banshee. 3 drop dead, and battle is reached. Init. Alzar can see their real location (21 Intelligence) and hits one twice (Axe and Shield) for 30 damage and his elemental finishes the creature up, and then it hits Alzar for 9 damage with one of its tentacle s(immune to his Cloak). It wins init, misses, and Alzar finishes the creatures off.

He skins them, takes some tentacles and blood for magical items, and then leaves the rest.

Abe Sargent
04-20-2015, 03:30 PM
Alzar heads south (Forward) and a few empty rooms greet him and then they arrive at a large50 x 60 recreational room, laid off for doing exercises or games or training. There is nothing else here and the corridor bends. Another empty room on the left and then a complex that requires a grey card, which he doesn’t have, passes by (none of the other cards work on the grey either), awith a few black rooms that open into empty rooms across from it. Next is a complex of five rooms that require red cards, and Alzar opens them up.


This place is basically intact, and there were an personal office and study with three chairs and some books and a desk. The desk opens to reveal

3 orange cards
Broken Pistol

And Alzar takes these for later perusement –

11 Books on Security and 24 Fiction Novels

Back here is also a bedroom, a dressing room and a pair of skeletons. There is a small metal box with a dials, a grille, and a few buttons. Alzar takes it for later.

Police Robot Control Box

He heads back out and finds the drop tube here in the back of this level. He is entering a section that requires the purple card he has. Alzar opens one door to a normal room and out pop a pair of displacer beasts! Alzar quickly kills them and takes little damage. He carves them and adds them to his pile of Displacer Bits

Abe Sargent
04-20-2015, 04:01 PM
There is nothing else here, and then Alzar opens a few more and finds a room with a tube of some gems, and it’s a plastic tubular instrument of some sort. Unlike the other devices Alzar has found, this one looked powered and ready to go. He tries to use it.

He goes all around the device once for a few moments before figuring it out, again without wasting any charges.


Language Translator, 6 charges

A few rooms later, Alzar finds and kills a grey ooze and then a Alzar finds the fourth and final drop tube. He turns back to the center of the area, having scanned the outskirts, and there is a room that opens and some Shrieker mushrooms give off a loud cry. Out come some Vegepygmies with a different coloration that the first group Alzar encountered.

https://40.media.tumblr.com/e4cf71ad0bcf8d43593dcfffcdde81d4/tumblr_nhkcalGZmo1tv7tjlo1_500.png

Alzar’s Earth Elemental blocks the exit, and soon enough the Vegepygmies flee back from this side of the complex.

About 30 or so, including the leader and around 5 of the little thorny dogs have created a defensive formation in a lounge. The Elemental crashes kills, kills a bunch, and more escape to Alzar at the door, who kills them as well. They are carved down viciously and quickly.

In this lounge is….3 Ampoules of Serum that will cure diseases when used..

Alzar finds in some of these rooms:

Purple, Orange cards
2 Sleep Gas, 1 Explosive Grenades
1 Laser Pistol, 4 charges
1 Blaster Rifle, 2 charges

Abe Sargent
04-20-2015, 04:37 PM
There is another empty kitchen and dining area. Alzar moves to the central area of the complex. Here in the hallway is an area patrolled by more automatons. There are a few here, and they shout out some random stuff to Alzar. He speaks back and they spend a few minutes translating his speech, and then the policing constructs scan Alzar, see the Red Card, and then allow him to continue.

They announce themselves as security “robots” and that everything is fine on certain levels. Two leave, and there is a jail here the orange card opens. There are six small cells, all empty, and a chest, locked, which opens to the orange card, and inside:

2 Gas Masks
12 Sleep Gas Grenades
2 Needle Pistols, 1 full clip of ammo each

Next to this room is a security door guarded by a red card requirement

https://36.media.tumblr.com/923b1dc9dde43f0286c3b616c24df5b5/tumblr_nhkcevsNMq1tv7tjlo1_500.png

There is a nice console on the desk, and it shows every room in the area. Many are destroyed. But it seems like there are six levels, and Alzar is just on the first.

https://40.media.tumblr.com/812624f78b56fe5c45e4860a91663616/tumblr_nhkcfm7V0M1tv7tjlo1_500.png


Meanwhile, there are some lockers here at hat are opened with a red card as well:

Rags of Full Dress Uniform – 3 Gem Encrusted Medals worth 3, 4, and 6k each
Blaster Pistol, 6 charges
Suit of Powered Armor, Malfunctioning

Abe Sargent
04-20-2015, 05:15 PM
Outside of this area is a central storage facility that Alzar opens next. Inside here are large numbers of boxes of food, still good, and


Repair Robot Remote Control

Next to this is a library and a small arms lockers. The locker:

https://40.media.tumblr.com/3dbe4ca0730d0d1d335bae61820f136c/tumblr_nhkch2Dwp71tv7tjlo1_500.png

Has been stripped but there are tons of items still inside:

10 Needler Pistols
8 Paralysis Pistols
4 Laser Pistols
2 Laser Rifles
1 Blaster Rifle

20 of Sleep, Incendiary, Explosive Grenades

Fully Operational suit of Powered Armor

20 Power Discs
20 Needler Clips

And then the library has not been damaged much – the Vegepygmy host didn’t care about it that much. There are 24 viewers that appear like giant magnifying glasses. Many still work and there are items that are rotated by the machine that can be seen. Many are creatures or concepts that Alzar is not familiar with, and he even gets to see schematics of the dungeon, which is apparently a craft that traveled through the stars like the seas. A star boat.

There is a skeleton in here that has a lot of medals and such, decayed and broken. But there is a gray card on it.

Abe Sargent
04-20-2015, 06:42 PM
The next three rooms are three different forms of laboratories, with small cages of animals, long since dead and such. The first has a worker robot still working, and it turns to question Alzar, but after scanning the gray card, it pulls back. Alzar moves forward and begins to search:

2 Ampoules of Poison Antidote, 3 of cure disease
Canister of Healing Spray – (2d12 hp healed/spray, 12 sprays)

The next lab is more of a culture and plant lab. The room looks like it was just taken over by Russet Mold, which sprays spores out. Alzar won’t breathe them in (Necklace of Adaptation). He skips the rest and the 3rd lab is a chemical one. There are many old and dissipated chemicals here. None detect as magical, so he heads on.

The central room on this floor has been found:

https://40.media.tumblr.com/f1171ff196e423272e668eead4f80970/tumblr_nhkci45yR71tv7tjlo1_500.png

There is an altar-looking platform in the center, and supported by a metal column and arms bent toward the door. The wall opposite the door is made of glass, but is dark and can’t be seen through.

Alzar closes to the item in the room:

https://41.media.tumblr.com/13ae43af266f67ff79a6f5da03c41800/tumblr_nhkcizyZ1N1tv7tjlo1_500.png

He looks over the various dials and levers, but decides to skip this, at least for now, and heads to the gray area he could not enter before. This opens into a five room suite that includes decorations, skeletons of the deceased, and other various items. The first room has a small desk, bedroom furniture, a sell set of all cards on a twine, and there is a safe that Alzar cannot open, not with acid, or the Gauntlets of Dexterity or even the Chime of Opening he just used.

Abe Sargent
04-20-2015, 07:41 PM
Next is a private lounge and dining area. There are some old liquor bottles in here, still with the gas in them. A master bedroom is unremarkable, save for a platinum model of the boat ship that they are on, worth 1000 gp. The wife’s chamber has some jewelry worth 8760 gp.

He heads out and moves to the nearby drop tube. He floats down from the machinery and arrived in a very different sort of floor. The first one was packed with a variety of rooms.

https://40.media.tumblr.com/7ab4d0c825d16c3af23a41d4f1902642/tumblr_nhkclqk7y31tv7tjlo1_1280.png


That’s not this floor. It has almost no doors, just a bunch of pillars and machinery. The wiring and piping here is protected by metal, and there are a large number of machines that power the place. Alzar checks things out, but other than the occasional robot. This one is recharging at a power station:

https://40.media.tumblr.com/f0e9ad3b0e4e3a4d339410992e6f0647/tumblr_nhkco0ndnw1tv7tjlo1_1280.png

There isn’t a lot here.

Abe Sargent
04-20-2015, 09:01 PM
No creatures jump out or anything. There is a dead skeleton right beside one of the four drop tubes, and it has a laser pistol with 4 charges. There are also these fun looking sleds that could be used if the directions were worked out. They would move things around quite nicely.

https://36.media.tumblr.com/2cfbd2f1e1f8cc4066da94d1dbb4797f/tumblr_nhkcmhDFkh1tv7tjlo1_1280.png

But for now, Alzar takes the drop tube down to the next level.

After stepping out, Alzar arrives at a huge walkway:

https://41.media.tumblr.com/79aa4b9da851ca313cf46169d9049db4/tumblr_nhkcp5Q11L1tv7tjlo1_1280.png


Basically this level is a narrow walkway around the next level, and there are a variety of rooms off the walkway. It’s 80 down the floor. Meanwhile, this appears to be a recreational level, and the rooms here are larger ones like lounges and bars.

Abe Sargent
04-20-2015, 11:24 PM
As Alzar leaves the drop tube, He approaches the walkway and begins to look over, and suddenly a number of birds, 17, fly over and begin to harass him.

https://41.media.tumblr.com/fecccf8d0bb7abd0253cf248b145406a/tumblr_nhkcrtIrSL1tv7tjlo1_1280.png

Each one is roughly the size of a hawk or raven, and they are beakless, and have a three appendage from their chest. Suddenly they begin to spray webbing at Alzar and his group from it. He is immune to it (Ring). He grabs the Flying Carpet and heads up to face them in the open. Some start to fly at him, trying to bite him with their toothy mouths. Alzar casts and uses Blastbones to clear out the area. The birds all die and Alzar takes 8 damage himself.

Alzar lands and continues on. There are violet doors to his left that open to reveal some cargo holds, and one has a lift that heads down. They are otherwise empty. A violet door here reveals a room that has a station of four robots ready to help out, one police and three workers. In this room, all four are shut down. Alzar secures them.

Alzar moves on and finds another pair of cargo holds, but without any lifts. Then a kitchen opens up past them and there is a robot here, that tells Alzar to sit down and eat. All of the robots here now speak Pandius Prime, as it was analyzed upstairs. Alzar sits down and some nasty, molded food is brought down and placed in a bowl. The robot won’t take now for an answer and tries to force feed Alzar, so he stands and uses his axe on the thing and breaks it. He takes the pieces. In the back are a black and purple card, and an empty needler pistol and some jewelry worth 3400 gp

Shortly after the battle, Alzar’s elemental leaves it’s duration done.

Abe Sargent
04-21-2015, 08:54 PM
A lounge is next, and there’s nothing here. All around the walkway are these

https://41.media.tumblr.com/ec17802c38b2c6f9ac46558d2203a8fa/tumblr_nhkcskcFQ81tv7tjlo1_1280.png

Machines that can be bent and used to look at the lower level, magnified like a spyglass.

Alzar passes one set. On the walkway itself here is some green slime that Alzar kills in a few places. There’s also some plants that have grown up from the bottom level, and some are in front of him now –

https://41.media.tumblr.com/3f147d759b48c0a448a4d0750bea48be/tumblr_nhkcr3PAJR1tv7tjlo1_1280.png

It looks like dangerous conditions in front. The tendrils are moving. Alzar grabs a bit of furniture, a chair, from the lounge and throws it. The vines lash at it nastily and pull it down. Hmm…Alzar grabs a Wand and uses Cone of Cold to destroy it. It freezes up and ices over, and Alzar destroys it with his axe.

Abe Sargent
04-21-2015, 09:29 PM
Alzar passes some more cargo holds and another servo room with all four robots here working. There are Brown cards required back here, and another lift down in one of the holds, plus he passes by a drop tube. In front of him is a large lounge, and the area is in much better condition than upstairs, but there’s nothing left here. Then another kitchen and cargo hold pass by and…


Here’s another place that some plants have come to lurk from below

https://41.media.tumblr.com/6e398799bf247fbe945382d9a7a18836/tumblr_nhkcq9DLdd1tv7tjlo1_1280.png

This plant looks a little different. But again, a quick toss of a nearby object shows that this is a deadly plant as well, blocking the corridor right in front of this drop tube. Another Cone of Cold takes it out.

There is another servo room off here, with one not working worker and three that are. Alzar grabs the not-working one. Another cargo hold opens up, and again with the brown cards required. There’s nothing revealed though. Alzar kills another green slime on the walkway. The next cargo hold has a triad of ropers in it. Now this is more like it. Alzar’s axe and shield are out and he moves in to attack them

Init. 9 vs 8. They miss. He needs a 6 to hit with his axe and…7, 14, and 14 rolled for 49 damage and one Roper dies. 5 vs 6. Alzar carves and kills a second, and then other bites him for 16 damage. It wins init and hits him automatically for another 12, and then he kills it.

Normally, Ropers can be dissected for gems or other items they have eaten, so Alzar does the same, and finds:

Fire Extinguisher
3 canisters of propellant
Anti-Grav belt
Spool of Platinum wire worth 1600 gp

Alzar kills two more vine creatures that have come up here with Cones of Cold. A lounge and bar pass by, and nothing else, and that’s this floor.

He heads down.

Abe Sargent
04-21-2015, 09:51 PM
This floor was clearly designed to be a garden or zoo or something for the ship once. Maybe it was used for food. There much be a sonic nullification device of some sort, because this area is downright popping in danger and noise. From the multiple plants, birds, and slime that he encountered above, this will likely be a very toxic level.

Underneath the walkway above, the flanks of this level are one big circular inner area. Alzar is going to head around the circle, checking out the various rooms and things in here, and then head out to the plant/animal/fungus/whatever area.

The areas back here appear to have once been storage, viewing, and access in ring around the garden. The builders built large hill like structures to increase the size of the floor by adding vertical places for homes and plants. There are access points beneath these small lifts and hills for feeding, serving the area, and so forth. There’s another bar, like the ones above, and the lifts heading back up to the cargo holds above. He passes by the tubes up/down as well.

There are some crew quarters that he passes with some skeletons, and he finds a few items mixed in with the dead stuff. Beyond the quarters are a crew room. With various tools, implements, and such.

2 Brown Cards
Paralyzer Pistol, 3 charges
Portable Spotlight, 5 charges left
Defoliant Sprayer, 20 containers

100’ unbreakable rope


There is a Robobar behind them different from the others, because there is a

https://40.media.tumblr.com/a1a4174395c181c64f862799a445b0fa/tumblr_nhkd8wiCVy1tv7tjlo1_1280.png

Robot here that answers some of Alzar’s questions about the area. It only knows what it’s programmed too, but the creature shows Alzar how to mix the defoliant with the container and use that, but that’s all it can do. Alzar thanks it and heads back to the main garden chamber afterwards.

Abe Sargent
04-21-2015, 10:48 PM
Alzar wants some additional protection beyond the Wand and Defoliant. But for now he’ll see.

Alzar heads in from the south side. To the right is a large plant with purple blossoms and and branh-less but fern-like foliage over it, a bit like an evil palm-tree:

https://40.media.tumblr.com/16e3734ab50e6f0d1e012f9b975ccec3/tumblr_nhkd160pJZ1tv7tjlo1_500.png

Alzar’s isn’t that good on his plant knowledge, but there are a few animals that have been poisoned and killed by the tree’s sap here. Alzar wants to kill it. Meanwhile, to the left are a large patch of whgat appears to be open grass.


https://41.media.tumblr.com/16bba0da337e521791ce172d69a8dcc8/tumblr_nhkcxbxwjF1tv7tjlo1_1280.png

The blades of this grass have become corkscrewed, and they are boring into a human skeleton that is here. The grass is a large patch, and it’s looking really lethal across the board. Alzar reaches down and plucks a few blades to examine them, and then places them in a Jar of Preserving for later use or research. Then he uses the defoliant and kills a 10x10 patch of the stuff dead. He steps into and through it, to the left of the tree, and moves north.

Abe Sargent
04-21-2015, 11:57 PM
In front of him are a group of deep green stalks of orange and yellow tipped plants that shock red here and there.

https://40.media.tumblr.com/f38ce330e966f1b6120ac7e287190f92/tumblr_nhkd22iYko1tv7tjlo1_500.png


With the enzymes dripping evilly from it, Alzar tosses a small object, and the different colored flowers each have a different way of attacking the object, and it‘s physically destroyed in a moment. The defoliant needs two charges to clear them out, but does.

Alzar steps north again. Another of the tall purple trees is on his right. In front is an animal burrow. To the left is a broad, ribbed leafed plant with leaves that radiate out deeply, and white berries that spell really appealing. The leaves appear to be sharp.

https://41.media.tumblr.com/c9112a0bbccf17a05374bf7f09e20617/tumblr_nhkd2yJYwa1tv7tjlo1_1280.png


Alzar again uses defoliant to clear it out. Two more charges used (The area was thick with them).

Abe Sargent
04-22-2015, 12:40 AM
In front is a is a small marsh, and it empties into a medium sized pond. Alzar can make out an island in the pond, and a bridge to it on the west side. In the swamp Alzar can make out these large leechoid type creatures.


https://40.media.tumblr.com/a423f0f7543c3008f23fcd4268879c8a/tumblr_nhkcwenLE91tv7tjlo1_500.png

There are 15 or 16 of them moving around. He grabs a skull from his belt and casts Skulltrap and throws it 40 feet into the swap and kills them all, cleaning them out. He also killed a black pudding in the swamp he hadn’t gotten to as well.

Abe Sargent
04-22-2015, 01:17 AM
On the edge of the pond and the swamp, outside of the range of his Skulltrap, is a leprous, sickly looking plant, that’s yellow-grey and ugly scarlet, with a nasty smell.

https://40.media.tumblr.com/74587c02644957e620fac00a059ff61f/tumblr_nhkd3xoKAT1tv7tjlo1_500.png


As he moves in closer to get a better feel for it, it communicates with him telepathically, tells him that it’s not a bad plant, and warns Alzar about the other evil and nasty plants here. Alzar uses Detect Lie on it, and the plant is not lying. Not even telepathically. It won’t hurt him. There is another plant here, beyond the grass, the evil palm, the saw-blade plant, and the vampire thorns and creeper vines he already encountered – globe palms that hurl giant globes they grew at potential prey. There’s one about 55 feet to the southeast. Alzar looks and sees it. The other tall palm-ish plants dip their purple flowers and turn over a poisonous resin that will kill and paralyze victim, and the roots absorb their nutrients as they die.

Alzar thanks the plant for its assistance, and then approaches the palms to his east and south.

https://40.media.tumblr.com/fc0faefc15d314040e22b301b62bf964/tumblr_nhkd4roxD41tv7tjlo1_500.png

Abe Sargent
04-22-2015, 08:45 AM
He uses Cone of Cold to kill a bunch of these at range and then chops them up with his axe. As he is finishing them off, a group of 6 baboonoid like creatures move out and protest his presence in their section of the area, especially now that he’s destroyed some of their food.

https://41.media.tumblr.com/8227d479cad5014e6b8c827c71273456/tumblr_nhkd5nwU5A1tv7tjlo1_500.png

Alzar casts Death Spell as they approach and half of their number drop dead and the others scurry away for their lives.

Alzar destroys some more nasty plants as he moves up the east flank of the area, but just evil grass, nothing more is here to be a stumbling block. A few webbirds fly away from him, and he kills a pair of green slimes. Alzar nears a section with a pair of shambling mounds stand up from the rest of the foliage and move to attack him.

Now these are a creature he has fought before and is familiar with. They are hard to wound – slashing and bashing do half damage, piercing nothing, and stuff like fire, cold, acid, lightning, doesn’t hurt them, or helps them grow. His best tool here will be magic. He drops a Maze on the larger of the two and it disappears as the other reaches melee range.

Init. 4 v 7. Alzar tries to hack it for 3, 18, 7. He hits once for 8 damage. It misses him. 7 vs 4. It hits him once for 8 damage. He hacks it for 14 damage. 4 vs 9. Alzar hacks for another 11. It misses him. (Ac of -7 is hard to hit sometimes). 7 vs 6. Alzar takes 7. He hits for 10. 3 vs 4. Alzar finishes it. Three rounds later, its friend comes back, and Alzar has taken 12 damage still. Init. 3 vs 9. Alzar carves it twice for 16. It misses (cloak.) 7 vs 1. It smashes Alzar once for 12. Alzar hits just once, with the shield, for 5. 2 vs 1. It misses, Alzar takes off 14. 8 vs 3. It hits for 7. Alzar hits twice more and slasy it.

Alzar is at 35.

There is nothing on the dead guys. Nor in their home. Ah well.

Abe Sargent
04-22-2015, 10:31 AM
He continues, and on the far side of the pond, he sees a pretty little bunny.

https://41.media.tumblr.com/266095528b9e8b4df1a4d91d6d41f1ec/tumblr_nhkd7nEPu61tv7tjlo1_1280.png


Alzar conjures an Invisible Stalker, who approaches the pretty little bunny on the stump. As it gets near 8 feet, the creature attacks the Stalker, sensing it.

https://40.media.tumblr.com/3dea5ef783dd51237f6a4a1f2ea9763d/tumblr_nhkd7nEPu61tv7tjlo2_1280.png


It will try to drive the Stalker into its maw for food with the root-tentacles.

Alzar heads in to him his Stalker, and tentacles that resemble roots try to grab him too. Init! 5 vs 1. Alzar is missed (Cloak) and the Stalker takes 8. Because it’s bound, the Stalker can’t attack. Alzar rolls a 7, 2, and 14 and hits the stump three times for…1, 5, and 5 for 11 + 13 +13 + 8. Dead creature. (It had 50 hp).

Abe Sargent
04-22-2015, 03:00 PM
The Stalker is freed. Nothing else here. Alzar kills the occasional deadly grass or vampire thorns over here. He arrives at the bridge on the west side of the pond, and has the Stalker head on over. There is a door that heads down to an underwater viewing area:

https://41.media.tumblr.com/b1b449ee931d094fb7d443218a782d7b/tumblr_nhkcujb4es1tv7tjlo1_1280.png

As he nears it, a creature moves to strike from the water at Alzar suddenly out of nowhere!


https://41.media.tumblr.com/929096a09e8cdcf493e39b5a623e80dc/tumblr_nfi3fgemO41ro2bqto1_1280.jpg

This creature lands on the bridge and cuts Alzar off from heading that way. It can attack with the four tentacles and the giant tongue as well. It’s huge, around 20 feet tall! Battle begins!

5 vs 6. Alzar casts Time Stop. Then he casts Finger of Death and and Flesh to Stone and….that’s it. Do they work? 13 for FtS and…11 for FOD. Nope, it’s still here.

1 vs 5. Alzar does this the melee way as his Invisible Stalker arrive. AC4 for its body. 17, 2, and 10, it hits three times for 41 damage. The Stalker misses. It’s immune to the cloak and nails Alzar three times for 23 damage.

Alzar – 34/78

6 vs 2. The creature nails him for another 19. Alzar casts Vampiric Touch and drains 21 from it.

Alzar - 37/78
Unknown – 62

5 vs 4. The creature hits him for another 17 damage. Alzar uses his Pearl of Power to recall that spell and casts it again, Vampiric Touch on it for….bad rolls - 11 damage. The Stalker finally hits for 8.

Alzar 32/78
Unknown – 81

4 vs 7. Alzar carves into it with his axe twice and drops the shield. He hits twice for 33 damage. Then he grabs an extra healing metal vial from his belt and heals 25. He lashes out and hits him for 20.

Alzar 38/78
Unknown 114

5 vs 2. Alzar is carved twice more for 15 damage, and then his axes lights into it once for 17 and then again for 20 damage and it dies. Whew!

24/78

Abe Sargent
04-22-2015, 04:56 PM
Alzar checks the underwater viewing platform and it’s nice and quiet. He heads to OtherSpace and grabs the items that work underwater. He jumps into the water and swims down. There are some fish here but they aren’t attacking him, for once. He finds the nest of the creature easily, enough, and in here is:

Atmosphere Analyzer
Poison Gas Grenade

Metal Chest with – 100 100 gp gems;

He heads back and finishes exploring this level. There’s nothing left. He heads over to the tube and heads down to the 5th level.


This level is very similar to the 2nd. It very open. In fact, most of the level is the lower level of water from the pond above the water, and support statures for the above floor. Otherwise you just have some pillars and storage.

Alzar searches it. It has some machinery in it too. He kills some grey ooze and yellow mold in places. He finds two dead repair robots and another analyzer. That’s it, so he heads down.

Abe Sargent
04-22-2015, 05:46 PM
According to the schematics he saw before, this is a recreational floor, and it supposedly had large areas for that purpose. Alzar and his Stalker head out. They begin next to a cargo hold, and in here are a group of….

https://41.media.tumblr.com/c3225072c42d0c01bed203d93dd1b72a/tumblr_nhkdg6iLaE1tv7tjlo1_1280.png


…stasis cages with various robots around them – 6 robots in all. The cages are used to capture various monsters until needed for later. The robots are shut down right now. As Alzar moves around in the cargo hold, the robots comes back to life, and then move to tilt the floor and open the doors on the far side. And Alzar falls out of the vessel and onto the ground. As he does, two more upend a stasis cage that has a Bulette on it.

https://41.media.tumblr.com/fa0b080b67160107a1612fa867c548e2/tumblr_nhkdi19h3l1tv7tjlo1_1280.png

Abe Sargent
04-22-2015, 08:26 PM
Alzar heads back in before the door closes, and the creature awakens. The robots have begun to go back to sleep.

A violet door makes way to the hallway and Alzar heads left. He cracks grey card for a cargo hold as well, and back here is some storage. As he does, he feels a familiar sensation. A mental blast from an illithid!

https://40.media.tumblr.com/72d47b544ea76771970ad97f0d5bd4f8/tumblr_nhkbki24YO1tv7tjlo1_1280.png

Alzar is immune and runs up to melee. As he does, it uses Domination instead and….Alzar rolls a 4, which….fails….but….destroys a Protective Amulet instead. 3 vs 8. Alzar tries to card its AC5. He hits 3 times for….51 damage and…dead mind flayer. Boom!

On the body, and in the room, he finds:

Temporal Shift Cube, 6 charges
Orange Card
Blaster Pistol, 1 charge
Portable Spotlight, 3 charges
1 Poison Gas Grenade


4000 gp worth of jewelry

Abe Sargent
04-23-2015, 09:04 AM
Alzar finds a theater with some props and lurker above his Stalker killed outright. There’s a robo-snack room and then another.

Soon enough a gymnasium opens up and in here are some physical training androids.


They want to box and wrestle:

https://36.media.tumblr.com/fcc488d890fbb88d71a288466055382c/tumblr_nhkdbwkHvr1tv7tjlo1_500.png

Practice swordplay:

https://41.media.tumblr.com/4b0425dabcc3e52189aa10a84ef0e569/tumblr_nhkdcv2dxR1tv7tjlo1_1280.png

And Martial arts:

https://41.media.tumblr.com/d2bdd9c7815b94d3136af7f362c0adae/tumblr_nhkddrGlAD1tv7tjlo1_500.png

Alzar chooses not to spare with any of them.

Abe Sargent
04-23-2015, 09:05 AM
A store room he comes across has:

Anti-Grav Belt, 6 charges


Later on, Alzar will find a physical fitness workout and again, skip an opportunity to work out with a android:

https://41.media.tumblr.com/401b814aab6f2946091fcb33b0796361/tumblr_nhkdf9qe8A1tv7tjlo1_1280.png

A major section of this floor is taken up by a large swimming a pool and another by an auditorium. A few more empty rooms pass by. One of the final cargo holds has a huge crate that shifted and landed on a android. As Alzar nears, he turns back on and asks for assistance. Even with 18/00 strength, Alzar can’t move the heavy crate. He conjures a greater Earth Elemental, who moves the crate easily. The Android stands up, for the first time in decades, and checks. Some auto-repair function has fixed its internal circuitry.

It was a bodyguard android, and then its master died when the hip crashed. Alzar offers for it to be a bodyguard for him, and it agrees and changes its functions over ot consider Alzar as the person to bodyguard.


Android Bodyguard –

AC -1, HD 7, HP 40, THAC0 – 8, 1d8+4/1d8+4 attacks.

Programmed to use any human weapon, from missiles and physical weapons to the energy weapons on the ship. Immune to cold, and all of the normal construct immunities. Half damage from acid or fire. If hit with electrical attack, 1% chance per damage point dealt that it shuts down. As a guard android, has full stats = 18 dexterity, 18/90 strength, 18 constitution, can see 150% vision, hearing, and has infravision. Intelligent. It can self repair minor damage, major damage cannot be repaired save by returning to the ship and finding a way to do so.

Abe Sargent
04-23-2015, 09:06 AM
The bodyguard shows him how to use the various items he didn’t know. One of the benefits of having this mobile attack platform is that he can use the best weapon for a battle without any disadvantages. For example, if they are fighting fire creatures, give the android a Frostbrand sword. Give it the vorpal yataghan normally, and maybe Wyrmcleaver or the +3 Flail of Disruption against undead and so forth. It punches twice or can use a weapon in each hand or a shield and a weapon and so forth. Plus it can use a weapon that might normally try to control the user or dominate it without any issues.


Alzar heads back out from this chamber, and the rest of the area is cleaned out. Alzar emerges and heads home. It seems the vegepygmies were the ones causing the ruckus, they had emerged in droves and Alzar killed both tribal leaders.

After returning home, and unloading all of the many things he collected from the boat of the stars, Alzar begins to discreetly do some investigating. It turns out that Pandius has had a few such visitors in the history books, and probably more to boot.


End of S3 Expedition to the Barrier Peaks

Well, I hope you enjoyed the classic.

Alzar left with a lot of stuff, and he knows how to use it all. Some aren’t that great.

Abe Sargent
04-23-2015, 09:06 AM
CM6. Where Chaos Reigns

http://upload.wikimedia.org/wikipedia/en/e/ed/CM6_Where_Chaos_Reigns.jpg

This module is the last of the CM series we’ll be doing. After this it’ll be craziness in the DA series, and then moving on to bigger and better things. This module is odd and I’m folding it’s history into the planes. In the mainline adventure, you are saving another Prime, and were chosen to do so for no reason at all. Random? Here we’re making this a part of the main arc.


Published in ‘85, this module has all of the quirkiness of the UK modules you’ve come to love and respect (or not I suppose). Get ready

Abe Sargent
04-23-2015, 09:06 AM
Two hours later, Alzar is moving his items out of his Bags of Holding and Other space and pulls out the Temporal Shift Cube. As he does, a mist begins to rise up.

In a moment, an immortal’s servant has appeared and informs Alzar of an immediate need that Pandius has for him. What has happened is that a race of creatures, named the Oard, from another planet in this realm, arrived at Pandius a few years ago.

The Oard hate magic. They are a technological race only, and they pilot their starships with great power and destruction. They wanted to create a base of operations here on Pandius for their empire in this region of space. But the problem is that Pandius is not the right place for them. It’s too magical, too powerful, and would never work.

So the Oard have sent their people back in time to several places along the history of the planet and in particular, here in Norwold. Ancient Norwold, named Aelos, is the area that the Oard seek to subvert, by removing various adherents of magic and pushing those of technology.


Oard –

http://2.bp.blogspot.com/-LZw2pAAXbXQ/UDRXB3D63dI/AAAAAAAAApE/vcYYcSJK7eM/s320/oard-vs-borg.jpg

(Ignore the Borg to the right, I can’t find an image of just an Oard).

The Oard have used anti-magic technology to prevent a bunch of ways of getting someone to their area, but the Cube Alzar just acquired is technological in nature, not magical. It can penetrate their shell, and Alzar can arrive in various places along the timeline, stop the Oard from pushing the anti-magic agenda that results in Pandius following their lead and becoming technology-only and a part of their empire.

Alzar’s Cube has just been set up, and he can go at any time. He asks a few questions first. If the changes were made in the past, why hasn’t the future already reflected them? Because Alzar has already gone into the past and fixed things and succeeded. Now all that’s left is actually to do it. The Oards are pretty violent, it’ll be easy to figure out what their plans are.

Alzar agrees, and he packs some stuff into his OtherSpace and memories some different spells. He has the tabi, imp, and two of his constructs – Fangs and Coils, in the OtherSpace. Meanwhile the stone and bronze golems are in the flask and marble. Alzar can’t take anything or anyone else with the Cube, they have to be stored, so no Android or Amber Golem or anything else. The next day, with his stuff ready, Alzar uses the Cube.

Abe Sargent
04-23-2015, 11:20 AM
In The Beginning

Alzar arrives and the landscape is gorgeous and virginal, pristine and dangerous. He heads to his OtherSpace and grabs Azzil. As he leaves, he hears a raid that is currently ongoing. He unfurls the Carpet of Flying and heads over to check it out.

There is an elven village here of about 25 huts, and there are almost 100corpses scattered around. Alzar sees around 12 villagers running in a panic, and 13 small rocs, with 13 brutish humanoids on them are attacking.

The Flying Carpet swoops in and Alzar needs a distraction. Wanting to get their attention, he casts Death Spell and two of the pilots die. The rocs are too powerful, but two of the 13 are now riderless. Others turn to face him. The riders have spears add gourds, and a few throw them and the guards ignite into small fire, like a flask of oil might. Alzar takes 19 fire damage. Init.

2 vs 4. With many of them having moved near him, Alzar casts Wail of the Banshee. 4 Rocs and 3 more riders die. The rest attack him for 15 fire damage from another pair of gourds, and then the group beaks and flies off individually. Alzar uses Finger of Death to slay one more rider as she’s flying away.

Dead – 6 riders, 4 small rocs

Abe Sargent
04-23-2015, 03:51 PM
Alzar flies down after the elves. There are 30 more in an underground chamber beneath the village, so 42 survived, mostly women and children. Alzar can’t make out what they are saying until he quaffs a Potion of Tongues and can speak with them .

They thank him profusely for his aid, and invite him to come with them to the dangers of the forest to Loralis.

Everything here is primitive, their weapons, his foes’, the huts, their clothes, and more. This forest is untouched by civilization and teems with game. There are just three villages left with the destruction of Callafae that Alzar witnessed. Alzar has two wounded placed on his Carpet and has a 4th to give him the lay the of land. Loralis is the last elven village, and Jo-Lak the last human one, and Galgrove the last treant one.

The creatures, called, garls, and their rocs have been attacking and destroying for some time. Alzar is given the layout with various landmarks and such shown to him. A few hours pass, and the village is on the horizon and Alzar and his group arrive.

Alzar is introduced to the village elders, and the elves celebrate him but they don’t want to feas t or anything, it’s just not appropriate right now, but the elder Halliani apologizes to hm. . A few humans from Jo-Lak are here as well, including an emissary. After dinner, an ambassador from Galgrove, Ffertting arrives at the village.

The treants have spotted a large army of Garls moving this way. He urges that the elves join the humans in one community to fighter together against the threat. After a council is held, the elves agree. They will leave their village, but they have to go through swamps, and the treants are guarding a “Great secret” and can’t help.

Abe Sargent
04-23-2015, 04:44 PM
Post council, Alzar is approached by all three ambassadors or leaders. The treant wants him to join them in protecting their secret, the elves want him to accompany their trek through the swamp and the humans want him to go to Jo-Lak, learn where they live, and that the fight to them.

Alzar asks for some information. How big is the army? (I’m massively increasing it from the module) it’s 10 Mastodons, with howdahs on top and 5 garls in each howdah, 10 on small rocs, 1 leader on a large roc, and 25 unmounted garls, with 10 sabretooth tiger pets. There is also an advance guard of 10 gnarls and 5 kitty cats.

They will arrive at the forest in 7 days, and it will take 2 days for the elves to pack up and leave. That’s it? Just 100ish bad guys in the army and 15 in the advance party? Yes, that number is confirmed., and 6 days until they even get here? Yes.

By that time, Alzar promised to have cleaned out the army and advance party, both. They grin, but he ignores them and grabs a Crystal Ball. After scouring the area, Alzar heads to OtherSpace and grabs the right items. Then he casts Mount, and gives himself a Griffin to ride, and casts Teleport.

He’s about five miles from the advance guard. This guard is mounted on 10 small rocs with the tigers in the brush. Alzar grabs the skull and bones and sets up a blast area with Skulltrap and Blastbones. It’s right in the way of their tigers. He sets up behind the Tigers, and uses Conjure Earth and Conjure Greater Earth and Invisible Stalker to give himself some strong allies that will remain behind the traps. He chose well, there are hills to both sides so the tigers will have to come over the Skulltraps.

He moves to the Carpet and uses the Griffin as a spare aerial fighter if needed. He flies up and soars toward the bad guys. They see him and move in. He prepares a spell and casts Polymorph Other on a Roc in the front, trying to turn it into a pig and….it works. The Roc falls and both will die. The other 9 begin to swoop down towards him.

Alzar uses he Carpet to pull away, but they are faster than the Carpet. Their fire missiles fly at him, and although they miss (due to his Cloak they hit close enough to still catch him for 11 damage).

Abe Sargent
04-23-2015, 08:14 PM
He drops down to the area where the Elementals (and Stalker) wait, and soon he hears the cats coming. Fire pots begins to move in. One and two begin to swoop down to attack. Alzar uses his Pearl of Power to regain the Polymorph Other.

Init!

5 vs 6. Alzar casts Ray of Ondovir on the front Roc as it dives down. Does it save? 10. Nope, it crashes into the ground instead, and it mostly dies, it has a bit of HP left, and the Garl crawls away a bit. The Elementals are guarding Alzar and he has the Stalker charge the Garl and Roc while down. Alzar is missed by melee attacks (Cloak). The tigers, racing to the scene, blows into his traps, and they are all killed to a cat. Dead smilodon.

5 vs 3. They hit Alzar for 15 damage from a pair of rocs and then swoop up and begin to move out. They clearly want to get away. Alzar casts Polymorph Other on one roc as they do and…it rolls a 7 and falls dead. The Stalker kills the wounded roc before it can get free, and the Elementals move into the blast zone to make sure nothing else is there. He sees the one in the back order a retreat.

3 vs 7. Alzar’s Carpet is up and chasing. They made a mistake. They are flying back in formation. That’s an error Alzar will need to teach them. Alzar casts Time Stop, and then speeds into their midst for a turn, and casts Mass Domination and then Power Word Kill on the leader’s roc. The Stop lifts and the roc dies, the leader falls and dies too, and Alzar dominates three garls. He forces them to attack their brothers, and in the carnage, Alzar turns a roc to stone of one fleeing away.

At the end of the battle Alzar has slain the advance party – none got away.

The .leader polymorphed into an Oard after death. On the body was:

Image Amulet

Technology, not magic.

Abe Sargent
04-24-2015, 09:36 AM
Alzar uses Animate Dead to give him some nice servants, and then he Mass Teleports the Elementals, and undead and Griffin and Stalker to close to the army. Using this temporary army, and supplementing it with a Searing Serpent, Summoned Shadows, and Faithful Shield-Maidens, Alzar sends the mixed group and controls them with the Crystal Ball observing battle from far away. He is missing a lot of magic and doesn’t want to get too close. But the army manage to kill:

2 tigers, 6 unmounted garls

Before dying.

Alzar heads back to bed, and then memorizes a slightly different set of magic the next day.

The next day is the day he raises an out and out strike force. Near a stream, he casts Conjure Earth, Water, and Air Elementals, Invisible Stalker, Mount, Greater Earth, and then uses the two stones to make two more earths, the Censer to make an Air, and the Face to make three more 16 HD elementals. He then animates bodies from last night and adds them to the horde as well.

The opponent is a little more defensive today after his raid on them last night. He suspects the leader on the big roc is another oard in garl’s clothing. Today he wants to assassinate that guy, and then take out their group, as much as feasible. He has grabbed the Fire Resist Ring and has it on one hand, since the Free Action one seemed not needed.

Alzar scrys the army, and then uses the Dust of Disappearance and casts teleport. He arrives about a half mile above the army, on the Flying Carpet. About three miles away is his own little army. He teleported here because beneath him, about 120 feet, is the leader on the giant roc.

Alzar casts Time Stop. Then he casts Power Word Kill on the leader…..Flesh to Stone on the Roc and…runs out of time. Which work?

The leader dies, and the roc? Is petrified (rolled a 709 and both are dead, and the roc is going to break to pieces in their army).

Abe Sargent
04-24-2015, 10:10 AM
Alzar knows they know he’s there, so he begins to move towards his army.

They split up into smaller units or around 2 mammoths and some support in each unit. Alzar heads to the one that’s going tangentially to the one near his place and lands right behind them and casts Wail the Banshee. He kills many, but the elephants are still there. A Skulltrap finishes the small army.

Other have left and the two moving towards his army and now running there

In ten minutes, Alzar’s army will kill both of those smaller units. All opposing enemies are in small groups of 3 or 4 and fleeing everywhere. The Air Elementals and Griffin are flying about searching and killing survivors.

By the end of the day, the force will have been reduced to 18 total people (cats, rocs, garls, and mammoths combined) and will have broken and been ended as a force.

On the leader, Alzar finds:

3 Fireball Gems
Image Amulet



Alzar teleports back and reports on his success. That night they have a feast in his honor. He scouts with crystal balls after wards.


The next day Alzar intends to hit their camp. It seems they have:

40 female garls, with spears
8 mounted garls on small rocs
30 unmounted garls
10 beast handler garls
2 mastodons, 10 tigers


They have cruel defenses, like palisades and such.

Abe Sargent
04-24-2015, 12:29 PM
Alzar can’t rely on the use of his items, but that’s okay. He has the rest of his spells. Again he conjures, animates and Stalkers a nice army, and this time, using the Crystal Ball, with himself in the center, he Mass Teleports the lot right into their home and past their defenses!


In a moment they are devastated. That many creatures, including many that can’t be taken out by anything other than magical items are just going to tear through the force. Alzar casts mount and rides his Griffin around, and making sure that people and creature wanting to leave and flee are moved down by himself and his spells.

The bodies show that no Oard were left, Alzar just killed the Garl outpost.

Alzar frees 60 human slaves that were kept by the garls. He also finds 33,000gp in uncut gemstones (right now, it’ll increase epost-cutting). He teleports back and teleports over allies from the villages to help escort the slaves back home. He helps as well.

In a few days time, Alzar is held as a huge feast. The treants present the elves with trees of life that they have been growing, and that will become the center of their communities much later on. A elvish craftman gives Alzar a leaf-shaped amulet of crystal worth 4000 gp.

Alzar gains a level, and is now rocking 79 HP and has an additional 9th level spell.


And with that, Alzar uses the Cube to move to the next place and defend against the next Oard attack.

Abe Sargent
04-24-2015, 01:18 PM
Forge of Power

After a moment, Alzar appears on a boat. It’s sailing east. The boat is rocking gently from side to side and a few birds can be made out. Alzar heads out and sees an olive-skinned man wearing a plain grey tunic and carrying a wooden bowl. He shouts out something, and Alzar uses another potion of Tongues.

A second or two pass, and from the top deck emerges Captain Selios, greets Alzar, and brings him into his cabin. He explains that he has been a merchant all of his life, and he is a middle-aged human man, short, stocky, with a full beard.

They are leaving the shores of Aelos because he has just visited with the five oracles and they told him that he would never find rest until he had been reforged on the anvil of the world in the company of strangers. The stranger would come with least expected. And here Alzar is. Fate has bound them together. Five Oracles? Alzar gives a brief description of the Crones he encountered. “Exactly! You must have met them too!”

Abe Sargent
04-24-2015, 06:19 PM
They are sailing to an island called Kol (in Alzar’s day, it’s off the Isle of Dawn). They’ll be at sea for a few days, and arrive within a week. Alzar switches to his water-friendly equipment.

The Deltara is a galley and sailing ship combo, since it was just a merchant vessel. Crew of 90 men.

That evening the Deltara comes in sight of a low rocky islet that’s about 50’ across and 300’ away. By the islet are what look like harpies and they are beginning a song. Alzar detects something else though and tries to control it. It’s undead, not harpies. It’s a vision showing the death f sailors here. Broken from the spell, Alzar moves over and pulls the ship away before it can land while everyone else is engaged with the vision.

Alzar flies over to the islet and searches and finds the ship that crashed here, and pulls out the body of the undead Vision and buries it under a small cairn he erects. That’ll end the Vision. He also finds….


Jeweled Belt and Armband – 10500 gp
Ring of Water Walking


The next day, there is a small hill of grasslands with small patches of woodlands about three miles across. Alzar heads over to check things over, and there are two Cyclopes that live on the island with about 75 giant sheep. Alzar has the vessel bend around it, and then they steer clear of any potential danger.

At dusk the next night, the ship is attacked by a large sailing ship manning by shadows that rounded a bend. The ship is made of shadow stuff as well. Alzar controls some shadow sand has them attack each other, and then controls a few more, and soon enough the ship is under attack by some many shadows that their own ship passes by, unmenaced.

Abe Sargent
04-24-2015, 08:50 PM
On the final day, the winds are becalmed and mist rises from the water. In a few moments, and huge bone ship, with a bone golem and 400 skeletons emerges and moves to attack. As before, Alzar orders everyone back and to use missile weapons. He conjures a water elemental to hit the ship before they collide and then begins to control skeletons. He can control them very quickly, and the water elemental is killed, but the vessel slows down and Alzar has roughly 50 skeletons under command attacking the others, and gaining more and more of the crew. Eventually, the ship also falls back under the water under its own power and they emerge free and safe.

They arrive at the island a few hours later. The island is rocky and barren with only the wind as a sound. There are high, rugged cliffs all along the cast. On the eastern side is a large bay, and that’s where they’ll berth. As they sail around the island, 2 chimera and 16 harpies fly from the island to attack them.

After casting mount to fly up, Alzar drops a few spells like Mass Domination and Wail of the Banshee to slay half and drive the remainder off and he returns to the vessel.

They land in the bay and put up sail and arrive at the island. Captain Selios is in front. There is a large cave here on the island and they explore it. There are two great bronze golems here guarding the entrance. Alzar grabs his Whistle and tries and fails on the first but succeeds on the second and makes one fight the other, and then nips in to attack the uncontrolled one. Then leading with the damaged one that survived the battle, they head in.

Abe Sargent
04-25-2015, 06:50 AM
There is a great cavern here that was widened by hand, and is huge – big enough to have giants. In fact, there are six stone pillars all female giants here.

Meanwhile a tall, carven giant is here, protesting their arrival. Alzar sends the controlled Bronze at it and then conjures an greater earth elemental while it is distracted, followed by an Invisible Stalker. He damaged golem dies quickly and Alzar has the summoned creatures join the assault. The giant takes 15 damage from a elemental punch and then retreats to the next room and casts Wall of Iron, and seals themselves off.

Alzar grabs his forces, summons some shadows and a pair of earths from the Stones he has and then lobs a Dispel Magic at the Wall and brings it down

In this room is forge, a giant, a oard, and its two tigers. They aren’t golems, but instead are robotic tigers. Alzar has the force concentrate on the dangerous giant while he heads in to take out the Oard.


Initiative.

4 vs 9. Alzar casts Power Word Kill and drops the Oard. The giant takes two hits for 22 damage. Then it smashes the Stalker dead, and the tigers bite Alzar and hit hit for 13 damage (they are immune to the Cloak’s effects)

3 vs 2. They hit Alzar for another 16 and the giant misses. Alzar casts Time Stop, then drops Maze on a robot, and then Finger of Death at the giant. Maze works, Finger…15 rolled, sorry. Living giant. The elementals hit the giant for 19 more.

5 vs 7. Alzar attacks a Tiger and…hits for 28 damage. Alzar takes another 14 and the giant connects with an elemental for 20. 5 vs 8. Alzar kills the robo-tiger and the giant takes 22 from two hits, then smashes and kills the elemental.

6 vs 7. Alzar casts Vampiric Touch on the giant for 22 damage and the giant then takes some elemental damage and dies. Alzar takes the Mattock of the Titans it was using as a weapon.



Alzar checks the forge, and on the oard finds:

Ray glove
Fireball Gem

He takes the dead robo-tiger and the other one comes back from the Maze, kills and take sit.


There is a Forge of Power in here, the relics used by every dwarf-hold. After rescuing one early in Pandius in Hammerhelm, he knows it. A door to the south heads to some dwarves that were driven back underground by the giant and the oard. They return to the chamber, collect the Forge of Power, and the first dwarf hold begins here.

Alzar has now stopped the enemy here as well.

He rests the night, the Captain is now a hero, and memorizes new spells, and then uses the Cube again.

Abe Sargent
04-25-2015, 08:17 PM
There is a great cavern here that was widened by hand, and is huge – big enough to have giants. In fact, there are six stone pillars all female giants here.

Meanwhile a tall, carven giant is here, protesting their arrival. Alzar sends the controlled Bronze at it and then conjures an greater earth elemental while it is distracted, followed by an Invisible Stalker. He damaged golem dies quickly and Alzar has the summoned creatures join the assault. The giant takes 15 damage from a elemental punch and then retreats to the next room and casts Wall of Iron, and seals themselves off.

Alzar grabs his forces, summons some shadows and a pair of earths from the Stones he has and then lobs a Dispel Magic at the Wall and brings it down

In this room is forge, a giant, a oard, and its two tigers. They aren’t golems, but instead are robotic tigers. Alzar has the force concentrate on the dangerous giant while he heads in to take out the Oard.


Initiative.

4 vs 9. Alzar casts Power Word Kill and drops the Oard. The giant takes two hits for 22 damage. Then it smashes the Stalker dead, and the tigers bite Alzar and hit hit for 13 damage (they are immune to the Cloak’s effects)

3 vs 2. They hit Alzar for another 16 and the giant misses. Alzar casts Time Stop, then drops Maze on a robot, and then Finger of Death at the giant. Maze works, Finger…15 rolled, sorry. Living giant. The elementals hit the giant for 19 more.

5 vs 7. Alzar attacks a Tiger and…hits for 28 damage. Alzar takes another 14 and the giant connects with an elemental for 20. 5 vs 8. Alzar kills the robo-tiger and the giant takes 22 from two hits, then smashes and kills the elemental.

6 vs 7. Alzar casts Vampiric Touch on the giant for 22 damage and the giant then takes some elemental damage and dies. Alzar takes the Mattock of the Titans it was using as a weapon.



Alzar checks the forge, and on the oard finds:

Ray glove
Fireball Gem

He takes the dead robo-tiger and the other one comes back from the Maze, kills and take sit.


There is a Forge of Power in here, the relics used by every dwarf-hold. After rescuing one early in Pandius in Hammerhelm, he knows it. A door to the south heads to some dwarves that were driven back underground by the giant and the oard. They return to the chamber, collect the Forge of Power, and the first dwarf hold begins here.

Alzar has now stopped the enemy here as well.

He rests the night, the Captain is now a hero, and memorizes new spells, and then uses the Cube again.

Abe Sargent
04-25-2015, 10:22 PM
Bronze and Iron


Alzar is in a dim, rock-cut chamber, with its far end hidden in shadow. It’s contents are strange and familiar too. A table sized grey slab of rock before, a jug and some fruit upon in and a basket of fireflies hanging from the ceiling providing light. The walls are carved and the air heady with the smell of honey. Then from the darkness, a older woman in green garments approaches. She intones:

Greetings Lord of Wood and Fire! You are come in answer to my summons. Scorn now upon those who say you are but legend, a phantom by which mothers comfort their infants. Fear not and follow me, the circle awaits to welcome you!”

Alzar follows her and she introduces herself as Sewynne. She leads Alzar to the far end of the chamber and then along a rock-cut passage which slopes gently up to ground level. It emerges in a circle of 30‘ feet tall trees, that focus the night sky, rich with stars. At the foot of the trees stand members of the druid’s circle. When Alzar fully emerges they cease chanting and proclaim that he is the Lord of Wood and Fire.

Then, without further ceremony, Sewynne and her entourage begin to give Alzar all of the information about what has been happening. A few decades ago, a cruel, vindictive tribe called the Kolmedes were given the ability to work iron by strangers from the stars. Ever since they have moved to dominate all of the other human tribes, and grown in power, then adding some demi-humans as well. The various tribes and clans did not unite, they stood apart, and they lost to the Kolmedes.

And now the Kolmede have an empire they have carved, and only Arqwen stands against them. The druids have failed to unite the various groups within Arqwen, and they believe that only Alzar, the Lord of Wood and Fire, can do so. According to legend, he was the one who gave the elves and dwarves their clan items and helped the humans survive. His tales are just impressive. And so he has been summoned here to help the people in their final dark hour, to unite Arqwen, and to stand against the Kolmede Empire, and their anti-magic ways.

Abe Sargent
04-26-2015, 06:06 PM
Alzar asks for a layout of the area, and a druid pulls out a crude map. There are 8 areas that are claimed by various human warlords and a dwarf, elf, and halfling hold here in Arqwen, the northern part of the region. The humans are barbarians, tribal in nature. Alzar asks if there is a neutral place the 8 barbarians would come for a grand council, and the druids suggest here, in Bara. Alzar has the druids to head out, and the human leaders should be here in a week, tops.

With that done, Alzar gets more information about the various holds. He scrys them out and teleports to each in turn, beginning with the halflings.

The halflings of Arqwen are the first group of halflings in Pandius. There are only around 300 halflings all told. They greet Alzar warmly, and give him some information about the army. The foes of Kolmedes are near the halfling hold, and they tell Alzar about the incoming armies. They should arrive at the southern borders of Arqwen in 7 weeks time. They won’t fight, they don’t want to lose their people in the battles, but they will help scout and give Alzar information. That’ll work. There’s a nearby elf-hold, so he flies 2 miles and three-quarters of another over to it with a pair of halfling guides on the Flying Carpet, and lands.

This clan of elves live in the tangled depth of the Erydall Forest. Alzar lands and the halfling introduces him as the Lord of Wood and Fire to the elves. Alzar greets them and after some time, he shows them the elven-made pendant he was given after defeating the oard inspired attack against him, and they agree to give him command of their forces during the upcoming struggle.

Alzar thanks them, leaves behind one halfling to be a go-between, and then scrys the dwarf-hold a few hundred miles away and teleports over with the other halfling. He arrives and they are introduced. After dinner in their mines, they refuse to believe that Alzar is the one from 431 years ago that helped their race. That’s just magic puffery. Even his pendant doesn’t convince them (it was elf-made and given after all, not dwarven). After insisting, one dwarf does point out that an ancient dwarf, Heorlbold, was with the first group of dwarves that emerged from underground and was there that day. If Alzar is who he claims to be, then Heorlbord would confirm it.

Abe Sargent
04-27-2015, 10:13 AM
Of course, Heorlbord isn’t here. In fact, no one has heard of him in some time, at least a few months. Alzar heads out to the pass where he is supposed to live, flying his Carpet over. After a bit, a pair of large wyverns waft up to Alzar and move to attack. A Power Word Kill droops one and as the other flees, Finger of Death….nope, it’s fine. It can’t escape Alzar though, so it turns and attacks as he casts Time Stop. Then he casts Polymorph Other and Flesh to Stone, and when it pops back it dies since it’s not a pig without wings.

After killed the two creatures, Alzar finds the cabin where Heorlbord supposedly lives, and lands. He knocks and the old dwarf opens it, and then in a moment amazement glares on his face. Astonished that Alzar is there, and Alzar tells him about the army attacking, and the wyverns and everything. The wyverns kept him from heading back home. He head sup on the Carpet and they head back.

In a few moments, the dwarves meet him, and then after Heorlbord tells them of Alzar’s deeds, including the slaying of the two large wyverns, they agree to submit to him. Alzar leaves the halfling behind and teleports back. He has secured the various demi-humans. They will send emissaries to the council as well as the 8 tribes.

Alzar uses the night to scry some more.

Days pass, and the preparations ensue. The meeting commences 6 days later. After hearing of the dangerous army coming from the Kolmedes, two warlords agree to unify. After hearing of the alliance by the demi-humans already, more join the cause, and more when Alzar is told to be who he is, and a demonstration with his magic unfolds. At the end, the 8 warlords agree to unify as well, and Alzar begins to look over troops and such, trying to figure out what is what.

Abe Sargent
04-27-2015, 10:47 AM
Meanwhile, more scouting is coming in from the Halflings. There are three enemy armies, one advance force of 200 that will arrive in 10 days from the eastern edge of a mountain chain, and one that is heading for the mountains and their main force that’s moving west of the mountains. Alzar tells the assembled committee that he will destroy the advance force himself, personally. Of course they doubt his word even though they know who he is.

The next day, after preparing the right magic, he teleports over a halfing, elf, dwarf, and two humans – all leaders, or sub-chiefs, and has them watch from a hill.

Alzar builds a huge fire, and the over the course of the next 10 minutes, Alzar summons elementals, even two fire elementals, his Stalker, Griffin, Shadows, and such. Then he uses similar tactics as before, and flies to the other side of the army and uses mass attack spells like Skulltrap, Death Spell, Wail of the Banshee, Chaos, Mass Domination, Mass Charm, and more to dominate that area of the battle. Then as they retreat before him, they run into his assembled forces. The group is thoroughly destroyed as a fighting unit and suffers more than 50% casualties. Alzar was safe with his Bracers of Protection Against Normal Missiles and flying overhead. (It’s hard to damage when you have eschewed magic – that makes it hard to take out the elementals as well). As they break and flee, Airs and Griffins chase them down and a slaughter engulfs. 143 soldiers have died, while the remaining 67 include 22 that are now Alzar’s friends. The friends give Alzar detailed information about the battle plans, including a fourth army that has set sail and intends to land behind their forces.

Alzar lets them head back, he wants the sort of these 45 people to demoralize the rest. The five he brought are Mass Teleported back and give a great story.

The next day, Alzar memorizes the four Elemental spells again (Conjure Greater, Conjure Air, Water, Earth) and then Mass Teleports them into the middle of the main army. It takes them a while to kill them (they do, the oards are with the army and their weapons work on it), but again, Alzar wants to slow them down. That night Alzar teleports over and scouts the ships that are sailing. They are about 18 days away from the area ,but they have 1200 soldiers on board more than 100 ships. It’s a major army, and not just some small force. He heads into the OtherSpace for tonight and learns new spells and readies himself for the morrow.

The next day, Alzar has memorized a pro-water campaign and will be a little different – stealthier. He uses a pinch of dust of disappearance and then flies down. Using his Ring of Water Command, Alzar can walk on water, purify it, create it, water breath cast Airy Water, and then cast spells Lower Water, Part Water, Wall of Ice and summon a water elemental. He moves to one of the boats and casts Virus Charm on a crew member and then leaves it. He then heads to another ship and casts some other spells here and there. He conjures a water elemental and it punches up through the bottom of a ship and will sink it. But that’s the only overt thing he does. The rest of the hour or so he spends here he casts subtle spells, like Sleep (and then knocks them overboard) or Charm Person or Mass Charm/Domination. He uses Dire Charm and someone attacks their neighbors and is killed. He uses the Eyes to Charm a full boat of people, he uses Summon Swarm to summon a swarm of small dragonflies who attack the sailor in the top deck, who dies. And the one or two people he suspects may have seen him do something he uses Forget or Ray of Oblivion on. By the end of the day, three ships are been charmed enough to be under his control, and a 4th was destroyed.

Abe Sargent
04-27-2015, 11:30 AM
And using different version of this story, over the next 6 days, the same things happen. One ship will be destroyed (under different circumstances.) and then ships will, quietly, come under Alzar’s control while he uses quiet spells like Hold Person and Power Word Stun to freeze people, and keeps things on a natural level. By the end of the week, there are 93 ships left, and 21 ships of those are now friends (or dominated) by Alzar.

Alzar then appears to the ships on the morning of the 8th day out, and he gets them to veer off and pull away from the fleet. He conjures three water elementals (Ring, Mask, Spell) and three airs (Mask, Spell, Censer). And they are a smashing force that moves against the others. He uses range spells like Death Spell and more and at the end, 10 ships have been destroyed. With 21 veering off in another direction, and 7 more destroyed in the week before, that drops their numbers. They change their plan and retreat, having lost too much of their number to pull out.

With the two armies that were going to create flanking issues handled, Alzar heads back to check on the preparations. He wants all 8 humans together in one army, and they have bene working together. The dwarves and elfs are in separate support armies. The humans lack missile fire, but the elves have it.

Alzar is informed by the halflings that the main army has a huge iron dragon that has been brought with them. He scrys on the army and they are partially correct. There is a very large war-oriented four legged robot that the oard have assembled and “dragon” is a term that works, only because of its size and threatening nature. There are two oards on top, guarding it as it moves. An hour later, Alzar conjures an greater earth elemental, uses his Zoster, and then the two teleports over, next to the thing to take it out. He is immediately hit by beams coming from the alien’s ray gloves. He takes 13 damage. They were on the lookout for him, and got the jump on him.


Initiative.

6 vs 9. Alzar hacks at the robot with his axe and shield. 14, 10, and 12. He hits three times for…44 damage. The elemental needs a 5 and rolls….6. Hits for 13. The “creature” roars at Alzar and stabs him with a spiky tongue for 12 damage (Robots ignore all illusions, including his Cloak). The Oards use a pair of fireball gems at him and his friend, and hit for 19 and 22 damage. Alzar is reeling.

Alzar 15/79

4 vs 7. Alzar switches out the shield for a potion, carves the robot twice more for 22 damage and it dies and the oards fall. He quaffs a superhealing potion to gain 40 life. 7 vs 6. They use rays and strike him, and then he carves and kills one and the Elemental smashes the other for 20 damage. 3 vs 5. Alzar kills the wounded one.

Their army is moving towards them. Alzar orders the Elemental to charge into them and conjures other aid, like shadows and the Stalker. Then he uses the time they buy him to collect various items:

2 Ray Gloves
4 Fireball Gems
Parts from large robot

He teleports back home after taking out the dragon and reports his success.

Abe Sargent
04-27-2015, 01:23 PM
On day 39, their main force arrives in the area. Alzar troops are one day away. His Banner is back in Evenarrow, but he brought the Rod of Victory out for battle from his Otherspace.

Their foe:

Kolmede Main Force – 1500 troops (After Alzar softened them from 1600)
BFR – 109, current BR 132

They are coming after:

Elves of Erydall - 400, 191 BR

Dwarves of Jalndrup – 320, 125 BR

Humans Tribes of Arqwen – 2590, 104 BR – Led by Alzar

Their enemies have to divide. They split into 500 each.

Elves vs Kolmede –

Elves are defending - +10 – 69 difference. 24 vs 30. Win by +63. 20% casualties for elves, 50% for enemies. Moderate vs Severely exhausted.

Dwarves vs Kolmede - +10 for defending, 3 difference…27 vs 39 – lose by 12. 20% losses for dwarves, 0% for humans

Humans vs Kolmede – Defending +10, Rod of Victory, +25. +60 for Troop ratio. _95 diff. 65 vs 87. 73 win. 30% vs 60% losses.

Humans, Elves, kept the map. Humans lost more, but are not tired. Alzar sends them against the not tired Kolmede.

Kolmede get +10 for winning against dwarves, and Alzar gets +10 for wining too – cross that off no longer defender. Alzar’s forces are not just +45 for size, +25 for Rd - +41 overall. 60 vs…20. 81 victory. 10% vs 50% losses.


Although it was bloody, Alzar’s forces lost 40% of their group (20% permanently). But they forced 60% and 50% in two engagements and won the day. The Elves also lost 40 of their number completely, but destroyed their unit. The dwarves may have lost, but they helped to split the numbers.

With more than 50% of their main army killed, the ocean one retreating and the advance one destroyed, they halt their offensive and begin to retreat. Alzar orders harassing attacks by everyone for days, and does so himself, not let them sleep, hitting them with Mass Teleported elemental.

They won’t try that again.

At the end of the war, Alzar is hailed as the great hero and Lord again. Each of the four groups give him a powerful item of themselves. From the halflings, he receives a +4 Sling of Seeking. From the elves a set of Elven Cloak, Elven Boots, and +3 Bronze Elven Scale Amor. From the humans, a s+4 shield. But from the dwarves? After seeing his love for the axe, they have crafted for him a truly inspired creation they have named Selinor, dwarf for “Frost Speech”. They carved the name on it in runes. Meanwhile the halflings, barbarians, and elves also carved symbols in their gifts.


Selinyr - +5 Axe, with two talents – Translating and Extinguishing.

When on his person, he always translates every language that is said, and can speak them back. And, the axe is cool to the touch, extinguishes normal fires when placed in them, and is +10 to hit and damage vs fiery foes (Red Dragon, Fire Elemental, Hellhound, etc).

Alzar thanks them profusely for the gift. After the celebration is over, he uses the Cube and disappears.

Abe Sargent
04-27-2015, 03:59 PM
Island of the Sorcerers


Alzar finds himself in a hexagonal chamber. In one wall is an open lancet window, and there is the russet orb of the sun beyond, sitting behind a placid sea. In a tree beneath the window, a nightingale is singing, and the scent of jasmine drifts in on the gentle breeze. The chamber is lit by a glowing gem hanging from the ceiling and has a bench fixed to the wall opposite the window. The remaining walls are decorated with frescoes of fabulous beasts and in the bench is a crystal vial, some powders and a dish of black residue. A trapdoor in the floor is open and a figure is coming up, and spies Alzar, mouth agape.

The man introduces himself as Sfar, a servant of the great wizardess Giagfena. He grabs the items that were meant for her from the bench, and then begs Alzar to follow him, and leads him to the refectory. There are a dozen or so mages here eating dinner. Alzar is introduced to them. He is at The Bibliotheca, an underground library on an island that is the center of knowledge and research for all things magical and arcane in the known world.

The complex includes the guesthouse here, as well as modest ports and such. Then there is the library itself with nine floors of books, one for each level of spells. The center of the library sports the Luminance. This is a powerful artifact in the form of a shimmering crystal (sometimes shifts to a throne) that protects and defends the Bibliotheca. It prevents any magical travel to the location, and Alzar’s arrival, although not possible by the laws of magic, was probably enabled via the usage of chronomancy – in other words, he was already on the island, he just shifted in time. Apparently chromomancy is a loophole in a lot of things.

Anyway, the Luminance also creates a powerful storm cover, summons creatures to defend it and the Bibliotheca, and can be a powerful weapon. In fact, when it’s in throne form, a powerful (24+ level) wizard can sit in it and control, to some degree, the defenses of the island. Anyone who sits in the throne can also gain inspiration in their research for golems, magical items, spell learning or crafting, potion brewing, scroll making, and so forth.

Abe Sargent
04-27-2015, 06:15 PM
After learning about various places, and such, Alzar begins to move out to the Bibliotheca proper. The guesthouse is just about 1000 feet from the library proper, but no Fly, Levitate, Dimension Door, Blink, Teleport, Astral Spell, Gate, etc will work here, except the Luminance’s.

He’s about halfway there when suddenly a group appears from being invisible and strike! Multiple spells are cast at him!

Three spells get off from three casters, and they are….

Polymorph Other (to a pig); Disintegrate, Power Word, Kill. Alzar rolls…1…15…(No Need, currently too many HP to be PWK)

Now, when he fails to the PO, instead a Protective Amulet is destroyed and he’ll need to reup that tomorrow.

Initiative!

2 vs 3. Alzar casts Time Stop! Three wizards are visible and he casts Power Word Kill on the one that led with a 4th level spell, probably a lower level mage, and then Major Globe of Invulnerability and then...nothing else.

Time Stop ends and…The one had a Contingency spell in place that triggers and fires an Anti-Magic Shell, rather than killing. The wizard is still alive, but won’t be able to cast anything. 6 vs 8. Alzar casts Mass Domination and actually does not dominate the other two, but instead frees them from Dominations to others (Akin to how two charm effects break each other) and they stop and shout and drop their weapons. The three reach over and wrestle the last one to the ground and tie him up, under his Shell. Then Alzar uses Cleaving on the Shell to drop it, and then casts a normal Domination and ends that one, and all three are good.

Abe Sargent
04-27-2015, 07:35 PM
They tell Alzar that when they were on the throne incarnation of the Luminance, that something was used against them to dominate them and they were going to leave the island and do the bidding of something else, but now that’s gone. But they are also confused – nothing magical should have worked on them while they were on the artifact, so how were they effected?

Alzar moves to the Bibliotheca, bringing those three with him, and begins to inspect things. Very soon thereafter, he uncovers something interesting. After they arrive at the Luminance at the heart of the area, the others unanimously pointed to one spot that was controlling them. Alzar heads over and while Detect spells find nothing, he uses his axe and pries open the wall. Inside it is a metallic construct, similar to the ones made by both the race that landed the starship in the mountains, and also the oards. This is a Hypnosis Cube. Alzar secures it,

The three wizards mention that others may have been dominated as well. They know a few Domination spells, and use them to free others, who do the same. In two days, all of the controlled mages in the Bibliotheca have been freed.

Abe Sargent
04-27-2015, 09:45 PM
And Alzar is already feeling the pull of the Cube. It’ll only be a day before he is forced to use it. He spends that day learning a few spells from the Bibliotheca.

9th – Worldwalk – Lasts 1 turn/level, opens up large gate between two planes that anyone can cross, user must know and have an item from the other plane 70+Level% of it working, requires item from each plane that is destroyed on casting

6th – Wizard Seal – Like many spells, this spell protects an item and seals it. Opening it causes a save vs spell or be cursed, as per 4th level spell, but permanent. Unlike other protections, this one is removed via Remove Curse spell from the book, scroll, etc, not by Dispel Magic. Requires 1000 gp gem, crushed and used at the end of the spell

2nd – Zala’s Lifeforce Guardian – When targeted by an effect that drans life, such as energy drain, finger of death, death spell, trap the soul, etc, Grants a save, and if made, the Guardian absorbs it and dies. Duration is 2 rounds/level. No material component to the spell

7th - Younger – Spell which requires a pound of marrow from a newborn dragon, can be cast once/year. Target loses one year/caster level, and the caster loses one point of CON for one year. Roll 5% cumulative for each time spell is cast, the loss is permanent, and the effect cannot be duplicated on any target more than once, ever. So if he cast it on himself, he’d lose 26 years, and have a 5% of losing 1 CON permanently, but would still lose it for 1 year.

7th – Hold Golem – Used, no save, to detect and hold one golem, even those not normally able to be held or immune to magic. It works for 1 rnd/level.



And after frenzied spell-memorizing, Alzar disappears and…

Abe Sargent
04-27-2015, 10:24 PM
The Entropy Bubble

The four attempts by the oards to break the power of magic on the planet, and the region of Aelos/Norwold specifically was stymied by Alzar. The foundation of their future reality have been critically undermined. They have prepared for this and crated a refuges where they could gather their strength before moving off on another assault on the planet and perhaps from a new angle.

This refuge is called the Entropy Bubble. Inside it is the outpost of Cijal. There are robots, high level technology, and more all over. There are moving images on the walls, bright twinkling lights, three-dimensional illusions, and more.

Alzar doesn’t want to be seen, so he uses a pinch of dust of disappearance. Then he flies up. Their technology is immune to his magic, and vice versa.

He passes by buildings such as outposts and such. The oard have various slaves and people serving them. A large number of rope-like cables can be seen coming from a central building to the lef,t so Alzar flies over and checks it out. A large, horn-like substance is here, about a foot high, and there is energy running from it, and it’s a central object somehow. Alzar’s axe carves into it and destroys it, and suddenly the power goes out in the outpost, and the various slaves and servants, now freed begin to turn on their masters.

And as the chaos erupts, Alzar is pulled from the oard outpost. He grabs the Temporal Shift Cube and disappears….


End of CM6. Where Chaos Reigns

Well, that’s about as crazy a ride as you will ever see in a D&D module. Zang!

Abe Sargent
04-27-2015, 11:30 PM
DA2. Temple of the Frog

http://img.photobucket.com/albums/v216/JHaines/Misc/Frog_Low.jpg


Now the Temple of the Frog has a major pedigree. The Blackmoor supplement was the 2nd released for D&D, and although most were the introduced of new items, spells, monsters and such, in the back was an adventure – the first published adventure for an RPG – Temple of the Frog.


I was initially going to run DA1 – DA4. But after rereading DA1, I don’t see it. The basic framework for DA1 is extremely simple. Adventurers find a tavern that is only mentioned in legends and myth. The inn is between worlds. After exploring the inn and its people, they end up in the inn 3000 years ago when a king was abducted. That king was taken to the inn of the near future (From when the adventures entered, like 3002 years or so). Adventurers need to go to that inn and free the king. That’s it. Not exactly a world-beating adventure, and hard to tie into Alzar’s campaign. And I’m not 100% sure about DA4 either. But DA2 and 3? Get ready…

Abe Sargent
04-28-2015, 04:30 PM
….and Alzar appears in a swamp, deep in the dank, smelly, sweaty Swamp of the Frog. In front of him about a half mile in the distance is the grandiosely named City of the Frog. It’s no city at all, but rather a small cloistered settlement.

Hidden at the end of an inlet on the northern shore of a small river is a Frog Island, a tangled jungle of sawgrass and mangrove swamp in northeastern part of Loch Gloomen, the city consist of four areas separated from each other by walls or water barriers the temple compound, out bailey, temple garden, and Frog Town.

Surrounding the City of the Frog is the Frog Swamp, a pestiferous fen populated by all manner of carnivorous horrors, with waters of the swamp roughly 2 feet deep and sinkholes not uncommon drilling deeper than two Alzars. Dotting the swamp at various intervals are sand barriers and grassy hummocks of dry ground.

Alzar flies up with the Carpet to get the lay of the swamp. From here, Alzar can make out a large moat surrounding the temple compound and garden as well. There are three drawbridges that support three iron-barred gates that are each glowing magically, and appear to extend below the water one of the moats.

The local avoid the dangers of quicksand and deep water by using flat bottomed canoes and a set of poles and ropes alongside the waterways that Alzar can follow if he wants. Or he can just fly. Today there is a dense fog over the area, but the place around the Frog Swamp, City and Temple have ebbed and can be made out.

Abe Sargent
04-28-2015, 07:50 PM
Alzar thought that he was done with the oard invasion plans, but perhaps they have created new ones after he destroyed their outpost, or maybe even they have renewed a different attack here. (Alzar is 4032 years in the past)

He heads to OtherSpace to pull out Azzil and some items that are probably good for this area, such as his Ring of Water Command and Bracelets of Swimming (Which increase his swimming speed considerably). He flies over to a large tree to hide behind it, in the air, and uses the Crystal Balls to scry (With three Crystal Balls, he can scry 9 times a day.) He uses these to get a feel for the surrounding environment.

After he spends some time with his magic, he returns and flies down to the swamp. Frogs are clearly considered holy or special here, since there are multiple species of frogs kept in cages and roosts, and a special version of frog people in a nearby villa (Frog Town) as well as the motif of the frog everywhere.

He’s confused. This doesn’t have the feel of another press by the oard. There is some updated, non-Mystaran technology here it seems, but it’s not like the oard.

Here is the front view of the Temple of the Frog


https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcT5Yq3beF1j4VnaQmcwQtNJ3wDW5aMG077AGEIqFFpQc1Zam2uh


As you can see, there is another interstellar vessel here of some sort, and this is not the style of the oard. It’s too soon to tell, it could certainly be another vessel from another group, but that’s a bit odd.

There have been a few animals in the great Frog Swamp that have missed him, like giant leeches and crocodiles. He is going to float over aerially, rather than float over water, in order to keep clear of the creepy crawlies and to keep his presence undetected for now.


The carpet slides over and Alzar drifts from tree to tree, taking things in and watching to make sure that nothing is coming after him.


After a short while, Alzar unloads from the swamp and enters the temple compound and uses his Ring of Invisibility.

Abe Sargent
04-28-2015, 08:19 PM
And this is a good place to do an aside on Alzar and illusions and invisibility.

As you might recall, Alzar is a Path Mage, a specialization he created himself in a book he penned called The Fivefold Path to Power. He wants spells that have longer durations or are permanent. That includes knowledge, summoning, creating, enchanting, and animating.

Because of its insubstantial, temporary, and unreal nature, Alzar absolutely can’t stand illusion magic. He sees illusion as weak, and thereby not powerful. And that’s the goal of magic, to go things you can’t do on your own, to imbue yourself with power. And if illusion is the weakest form of power, then Alzar doesn’t want to be a part of it.

And that applies, to a lesser degree, to evocation magic.

So since Alzar is not a fan, invisibility, which is an illusion that the user is not there, when they are, is a false path to power. There are better things to do with your time. And yet, Alzar gained that Sword of Lyons back on Thorasia, an invisible short sword, and every time it was drawn the user would turn invisible until sheathed. That was a powerful, but permanent tool, that used invisibility.

And ever since then, Alzar has been comfortable using items of invisibility to penetrate the defenses of an area. Now he’ll use others, like a Hat of Disguise or polymorphing to a new shape completely, but why reject an item that you came across? It’s not like Alzar made potions of invisibility (which he can’t do – if you can’t cast the spell, you can make the item) but he certainly can drink it when he finds one. And the same is true of a Ring of Invisibility and Dust of Disappearance and more.

So let’s get all invisible. Because it may not be that powerful, but it’s still something.

Abe Sargent
04-28-2015, 08:53 PM
This 90-yard square walled compound built atop an outcropping of rock 200 yards from
the lakeshore is a veritable fortress. Its 10-foot thick limestone walls loom 20 feet over
the surrounding moat, and the gatehouse and four big corner towers top the walls by another
10 feet. A wooden drawbridge in the gatehouse connects the compound with the
temple garden.The order’s massive temple is built in the likeness of a giant frog. Its windowless,
green limestone walls soar 130 feet above Ihe temple compound. Between its front legs are a pair of monumental bronze doors whose surfaces are blueish green with verdigris. Here and there, greasy
smokes emanates from vents in its sides or roof to mingle with the mists that cloak the city

The temple’s doors are electronically sealed except during services, and that’s not right now. So they are closed closed.

The courtyard is laid out with rough white marble chips and a wide walk that leads from place to place. He checks out the gatehouse from beyond and…spies “Sunk into the right wall of this tunnel is a smooth red plastic alarm button. Hitting this button causes the computer to sound the alarm throughout the temple.”


There are two towers at each of the two gatehouses on this side of the compound, and each seem to have a soldier on top. Alzar heads over to the Temple Garden.

when the first monks dug a moat around their new temple and a U-shaped canal from Loch Gloomen to carry supplies to their doorstep, the resulting channels drained the water from a 90-yard by 180-yard segment of Frog Swamp. This area became a wooded garden, a stretch of solid ground over which the monks could stroll for exercise and refreshment of the spirit. Since various species of nasties kept wandering in from the nearby swamp and sticking fang and claw into the soft-bodied monks during their constitutionals, the brothers
eventually walled this garden off from the swamp. Like the temple compound, the garden today is protected by a 10-foot thick, 20- foot high limestone wall


http://blackmoor.mystara.net/img/templeofthefrog.jpg

Abe Sargent
04-28-2015, 10:05 PM
The temple looms large. There are some guard towers, and a beautiful arbor walled of rare species of flowers that are donated to the Cult by someone named St. Stephen. (According to the tablet on the bottom – Alzar’s Axe, Selinyr, can read it for him perfectly). There’s a large lily pond that large frogs are using, and giant fish can be seen in, and so forth.



There is a third gate here, with a giant frog statue in front.

http://1.bp.blogspot.com/_r959I00kE7I/TKNty4n02NI/AAAAAAAAAeY/7ykhPHNsPEg/s640/Damn01Tsathoggua.jpg

It looks like it could come alive at any moment, and it’s currently playing with a human creature made of an unknown metal.

There hasn’t been a lot of traffic for Alzar to dodge. He’s passed by small numbers of people or priests of various sorts. There just haven’t been a lot of them. No need to play dodge-em priests or anything to prevent being noticed.

The Outer Bailey is next. As the temple grew, the monks drained the swamp to the east of the temple and walled the area in with a barrier almost identical to that around the temple compound. Part of this area was a natural harbor, which became the center of commerce. Even a temple compound and the surrounding area has to trade and connect with others.

There are 5 lay brothers working on docks here. Alzar passes more sentry towers, and a common house, and then pens of sharpened close-set palmetto stakes pounded into the ground to create a makeshift palisade. There are some draft horses, slaves, and more in here. There is a trade block in front where slaves and animals are purchased.


Alzar skips them and moves past some barracks as well and warehouses for storage of less-vital things like dry goods and such. There are open doors that reveal casks of clean water, low quality wine and beer, lumber, and grains from trade.

Abe Sargent
04-28-2015, 10:26 PM
He passes guest houses and such, and then makes his way into the Frog Town section of the city. Here’s a very long copy and paste about it:

During the temple’s early days, some fur
traders wheedled permission to set up trading
posts along the southern shore of Frog Island
beneath the walls of the outer bailey Over
time, others came to these posts-drifters,
bawds, criminals on the run. They formed a
small community called Frog Town. As it
grew, Frog Town ceased to he a haven for
traders and became a nest of bandits who
preyed on the Duchy of Ten and the Barony
of the Lakes. When their many depredations
finally threatened to bring too much attention
to the temple and draw a punitive expedition
down on the monks’ heads, the order
acted.
The newly installed high priest, Saint
Stephen, led the monks and their armed lay
brothers in a surprise night attack on Frog
Town. Once they had control of the town,
they executed its leaders and worst bandits
(generally one and the same). The survivors
were brought under temple control, exercised
by an inner circle monk who served as its
“resident” and had veto power over all activity.
Thereafter, Frog Town became a dumping
ground for persons whose services were desired
by the temple, but whom it could scarce
enslave and did not want to recruit as lay
brothers. Now, it is little more than a labor
pool for the order, a kind of warehouse for
their hirelings. Most of the members of the
order’s slaving parties dwell in Frog Town. So
do the “swamp rats,” the hunters and fishermen
who provide the temple with fresh meat
and fish. Bawds, publicans, and a few slaves
round out the little town’s current population.
The residents of Frog Town are pretty
much left alone within the town, but they
can’t leave without permission. To ensure
that they abide by this restriction, they all
wear plastic collars containing miniature
transmitters similar to those worn by the
killer frogs. The collars emit a steady signal
showing the wearer’s location. The Frog
Towner’s collars also contain a self-destruct
feature that causes them to explode (doing 8-
32 points of damage to the wearer) if tampered
with.
This and other indignities have spawned
much resentment in Frog Town. If given the
opportunity, at least half of the slavers and
most of the other residents would sack the
temple and win their freedom. For the
present, Frog Towners keep their mouths
shut and bide their time, hut, unless otherwise
noted, if the PCs reveal their true purpose
to a Frog Towner other than Ratty Tom
(1-28), there is a 50% chance that their confidant
will assist them and a 5% chance that he
will turn them in to the order.
Even if the players make no attempt to
raise Frog Town against the order, it is an excellent
place to gather information. During
the day, almost all of the residents are abed,
and no Froggies are visible. At night, the
place comes alive, and most Frog Towners
are at revel in one of the taverns or bawdy
houses. Since Frog Town boasts the only real
entertainment in the City of the Frog, most
off-duty Froggies below the rank of saint usually
end up there. None of the celebrating
Froggies speak of the temple’s lower
dungeon, but there is much “shop talk” on
other order-related matters.

Many of the dwellings here are in much lower disrepair and condition. There is a tavern and here a brothel, and then a low-quality gambling house. Slaver shacks and sheds, and shacks. As Alzar moves around, a man with an odd gait walks out of one of the stores and stares straight at him, and then he comes over and pulls Alzar into his den.

He introduces himself as Weewak, a cyborg who was created to destroy the Temple of the Frog and all of it’s technology. Alzar learns more about the Order of the Frog from Weewak. Their opposition, the Order of the Frog, is led by a man of resource and ambition. High Priest Saint Stephen and his four sainted companions appeared out of nowhere and took over the order five years ago. They now rule it with an iron hand. Though Stephen and his companions appear normal enough (except for the slight greenish cast of their skin), they are quite literally not of this world. They are aliens, members of a scientific expedition that crashlanded on this planet some years ago.

A minority, led by Security Officer Stephen (“the Rock”) Rocklin, argued that rescue was uncertain and that the crew might be forever trapped in their sealed hibernation chambers. This faction maintained that contact with the locals would be the key to survival if no rescue materialized. When the captain and chief science officer overruled them, Rocklin and his faction mutinied. their bid to take over the stranded ship failed, and a mere handful of them escaped in their lifeboat. As they sped away, a loyalist sent a Hellbore missile after them. Try as they might to evade the deadly seeker, it caught up with the lifeboat and knocked it down in Frog Swamp. That lifeboat is now a part of the Temple of the Frog.

Abe Sargent
04-28-2015, 11:01 PM
Stephen pretended to be a prophet from the Order of the Frog. Set u[p shop, took over everything, and the Order has been a lot more antagonistic ever since. Meanwhile the captain had one of the officers create Weewak to infiltrate the Temple and blow it up. It can sense Alzar’s mission is similar, and wants to join up. Alzar is incognito though. A potion or somesuch work on the cyborg. Alzar tries a pinch of Dust of Disappearance and it works. Weewak and Alzar will penetrate the Temple together.

In a few minutes, they head back over as a loud bell rings, and a post-dinner audience begins in the temple, and the doors are opened up.



More cut and paste:

The walls of the frog-shaped temple building are constructed of finely dressed 500-pound blocks of green limestone, closely morticed to make it appear that the entire structure is an organic whole-as if it is, in fact, a giant frog. Even the limestone flags that cover the floors of all of the rooms are tightly joined to further this effect. Generations of sculptors have labored to carve the exterior stone ofthe temple in the likeness of a frog, softly rounding angles to make them appear more lifelike. Inside the temple, these same sculptors have
decorated walls and pillars with spectacular friezes of frogs and froglike beings in all manner of poses.

Nor have the sculptors confined themselves to the walls. Every doorway inside the aboveground temple boasts an elaborately carved door hand-crafted from a single slab of white oak. Sconces carved in the shape of grinning upthrust frog faces are set in the walls of all halls and corridors at intervals of 10 feet, the mouth of each frog accommodating a white candle symbolizing the purity of the frog. The tops of pillars are decorated with carved ferns, through whose leafy fronds peek dozens of tiny, grotesque amphibian visages. Alien technology multiplies the impact of this weird decor. In fact, the temple is permeated with the magic of technology.


From the lighting to the plumbing, this temple is rife with the technology of the landed craft’s escape vessel.

They enter into the temple nave and the great temple itself opens before them. There are a bunch of columns, and doors, and strong beams of light from a cupola high above the altar. Priests are gathering to begin the post-dinner service, and there are a variety of people entering or milling about, and it’s much more crowded than anywhere else.

Abe Sargent
04-29-2015, 12:22 AM
There is some machinery behind the altar and a short hall there leads to a dusty ramp that rises in the darkness and slants off over the altar and ends there. It raises the alter by a few feet though, for the service.

There is a small door back here, found by the Star of Mo-Pilar, and a mechanic lock that Weewak picks instantly. Inside is an alcove with five brass shelves, and they include a large green statue statue of a frog on a lily pad and holding a struggling human in its mouth -like the one outside. (Worth 11,000 gp) There is an unlocked jade box, and he opens it to reveal a jade ring.

Ring of Frog Calling – Once/day, wearer can summon a frog swarm, obscures vision, and drives off creatures of less than 3 HD. Swarm stays for up to a day or until dispersed. Only be used if swamps are nearby and frogs can reach the user.

A few rooms open off the back corridor as it bends. A quick check shows no one is in the Sexton Horis Tisa’s quarters, and Alzar grabs:

72 theological books, Temple of the Frog

Really quickly and places them in his Bag of Holding.

They pass a guard room with a lot of priestly vestments and arrive at a latrine. The corridor bends and there is a organ room that overlooks the temple, a few rooms of prayer or resting, and a command center with a metal cabinet dotted by jewels. It controls light and sound during the service. There are slots to recharge power packs here too.,

Abe Sargent
04-29-2015, 08:32 AM
An outer sanctum is off the room as the service is underway and there are tapestries and such, with the expected frog motif. Alzar moves into the next room, and inner sanctum with a variety of books and cabinets and pillows and such. In here is a man in powered battle armor, who can see both Alzar and Weewak, and the armor apparently ignores his protection. This is Saint Stephen,

Alzar’s mighty Selinyr axe escapes the thong it has and they get ready for battle. 6 vs 7. Alzar…rolls a 8 and a 11, and hits twice for…..38 damage. His shield rolls a 12 for 10 damage Weewak stabs out with each fist for 10 and 4. That’s one hit for 1d8 damage….4 – and that’s enough to kill St. Stephen.


As the leader of the Cult dies, a few acolytes move into the chamber and shout out an alarm. Alzar moves out and casts Wail of the Banshee, which doesn’t effect Weewak but kills a bunch of the local clergy. Three cast Silence at him and 2 work.

Init. 2 vs 8, Alzar casts Vocalize, which will ignore the Silence spell. Alzar is attacked a few times by missile weapons and many acolytes chose to begin to flee.

5 vs 6. Alzar casts Time Stop, then moves in and casts Mass Domination and Mass Charm to either force or befriend virtually all of the remaining acolytes. Those left will be killed easily enough by the dominated acolytes.

Battle ends, they have the first floor secure.

Abe Sargent
04-29-2015, 02:23 PM
Alzar hands a spare Bag of Holding to a few friends and has them empty a bunch of books into them (gently of course)

He’ll wind up with:

232 Light Reading Books, 1st Floor Temple of the Frog

St. Stephen’s Damaged Battle Armor
2 Hand Blasters

Temple Ring

The ring will open up virtually everything here, including the metal cabinet that holds open a computer terminal, that Weewak jacks into. After a moment, the alarm was ended, and doors have bene opened and such.



In an office on this level, the ring opens a stash of weapons and armor:

4 heavy blasters
2 hand blasters
6 spare power packs
6 vibro-swords
4 vibro-maces
2 Inner Circle, 2 Outer Circle Rings

With Weewak now using a hand blaster he secured from a dead acolyte (deals 6d6) damage they are moving out. Just before the exits is a chancellor, trying to put all of the temple’s supplies away and run with them, but they stop him and he surrenders. They take his:


Power Armor

Off and secure it.

They now have 4 of the 5 leaders of the Cult of the Frog down.

Abe Sargent
04-29-2015, 04:22 PM
They arrive at the Hall of Peace, and here the enemy has chosen to set up their defenses from below. The final leader is here, organizing a variety of guards, acolytes, and such. All of the remaining people from levels 3-6 are here:

3 people in powered armor, including the last leader
10 guards
4 acolytes
Norn, a cyborg
4 draco lizards as pet/guards

Norn has an autocannon blaster that is plugged into the main circuitry and can fire twice a turn and dole out a massive amount of damage.


Initiative

4 vs 9. Alzar casts Death Spell and…6 guards and 2 lizards die. Weewak charges in. He orders the Stalker to cover, and people can see it. Blasters ignite Alzar for 23 damage (no illusion with the Cloak) and the autocannnon nails the Stalker.

Alzar - 57/79

8 vs 3. Alzar takes…..24 from several hits. Norn kills the Invisible Stalker with the autocannon. He grabs the Gem of Delusion from his belt and uses it. A flash rings out and everyone (other than Norn and Weewak and the people in powered armor) save and if they fail or make it, they are stunned and then enfeebled for a few rounds each. Weewak tears into a powered armored defender for 14 damage.

34/79

1 vs 8. Alzar summons a greater Earth Elemental who is blocking the line of sight. Weewak finishes the damaged dork. Others fires and the Elemental takes some hits and Weewak takes some from Norn.

9 vs 3. They carve out some damage again. Weewak took 13 and the Elemental some more. Alzar conjures a normal Earth and advises Weewak to pull back from behind the Earths and he does.

2 vs 5. Alzar’s axe is out and he take down one, two guards. Weewak blasts a draco lizard, who is finished by the elementals, and they take out the stunned group before they can recover. The final leader orders a general retreat. And Norn covers for them, moving into the breach.

3 vs 2. Norn hits Alzar for another 10 damage. They smash-hammer Norn to death, and then fire weapons at the retreating two powered armored folks, and they both drop after two turns.

They have cleaned up the rest of this place


8 hand blaster
2 heavy blaster
3 damaged power armor
1 blaster autocannon

Alzar and Weewak and the elementals spend the time recuperating, and fixing his various wounds and searching the last three floors, all smaller.

Abe Sargent
04-29-2015, 05:30 PM
They find bedchambers and bathrooms, storage and meditation chambers, and then a large computer room and power plant. Alzar has the items they grabbed recharged. There is a machine shop, cistern, and a map of the area carved into the floor. Apparently there is a basement to the temple, and it’s reached outside the main building. They head out and use the ring to enter.

Alzar grabbed the bags of holding from his “friends” before leaving the floor.

They penetrate the dungeon, led by the elementals, and Alzar summons for shadows to join them.

This is a place for storage of undesirables like slaves, prisoners, and such. After hearing the alarm upstairs, many of the guards have fled. They took some of the good stuff with them. Here are some slaver’s quarters and there some guards. Here a wash room and there a wine cellar. Some food storage here and some slave pens there. But Alzar knows of a lower level, according to the schematics they saw on the 6th floor. Alzar’s shadows find it first and report it to him. Here is a rector’s chamber and few monk quarters. All empty.

Abe Sargent
04-29-2015, 06:24 PM
Behind the monk’s quarters was the secret door to a secret archive.

This 20x30 room is lined with glassed-in shelves containing leather-bound books and green-lacquered scroll cases and a 15 foot long carved oak table flanked by 6 chairs is in the center of the room.

These are the secret records of the Cult. They include the information on how to make frog people, the various frog-oriented magic items and wizardly, and more. A quick Star search reveals a few magical items in here, but Alzars wants the library too and cleans it out in ten minutes:

Secret Archives – 4 lined shelves of Cult of the Frog secrets, including how to make items, spells, and frog people.

Ring of Frog Control (Like a Ring of Animal or Mammal Control, for just Frogs)

The Lower Dungeon is behind these archives, and they head down.

The first room us a tunnel running south, and along it is a main watch room, and this is a choke point with a keeper and soldier, and there, people have not fled, but after the shadows penetrate their defenses, they scream and try to run but are brought down after a low level cleric tried and failed to control them.

In a waiting room beyond are a triad of mutated frog folk that are strapped to the beds.

http://blackmoor.mystara.net/img/frogman.jpg

After being turned into frog people, they are still being held by the locals. Alzar frees them and speaks to them in their own tongue to get the lay of the land, and then they head upstairs.

Abe Sargent
04-29-2015, 08:57 PM
As Alzar moves forward, a large group of people on this floor have assembled and move to attack them.

1 bronze golem
1 monk
10 solders
4 keepers
1 Commander in battle armor
70 killer frogs controlled by a Ring of Frog Control by a monk

Alzar suggests to Weewak that he hold back and he casts Skulltrap and waits until he can get the majority of the frogs and takes them out, killing a few shadows, and hitting himself for 22 damage. Most are dead.

Init.

8 vs 6. They hit and kill some shadows, and even a wounded greater elemental with blaster fire. Alzar casts Power Word Kill on the commander and she dies. Weewak fires blaster fire at a monk and kills him.

3 vs 5. Alzar casts Hold Person and 2 soldiers stop in their tracks from firing. Weewak and an elemental smashes into some of their forces and destroy them. Their golem punches and kills a shadow. Alzar takes 10 damage.

4 vs 3. Alzar takes 13. They finish some more soldiers, and the rest retreat. Alzar orders his minions to chase them down while he animates some dead to assist. Eventually they report back that all is clear.

6 Ichor-Green Potions – Turn drinker into frog-person if they fail a save

They free some special prisoners in the back, but the secret level was exclusively for creating and holding killer frogs and frog people and prisoners for turning into frog folk.

After all of the slaves and prisoners and frog people are freed from the dungeons, Weewak heads up to the control room and self-destructs, destroying itself in the process, but taking the Temple with it. As the Temple of the Frog collapses and the technology is destroyed, the Cube begins to pull. Alzar grabs the two Bags of Holding and spends an hour or so moving many of the books to his OtherSpace. Then he spends the night there, and memorizes new spells the next day, and he uses the Cube.


End of DA2 Temple of the Frog

Abe Sargent
04-30-2015, 01:26 AM
I removed a lot of the story behind why you wanted to take out the Temple (in the main story, the Temple has kidnapped a Baroness of Blackmoor and the King wants you to find and retrieve her). Here, we have a different reason for taking this thing out.

But get ready…


I think it’ll be really interesting for me to do a deep copy and paste from DA3 for you:

Far from the sun that helps Blackmoor, almost a third of the way around the galaxy lives light and life to
The Federation, a loose confederation of planets and peoples dedicated to the preservation of internal order and peace. Within the vast bureaucracy that governs this federation is a small bureau that is a tiny part of a big department that is but a fraction of a huge secretariat. This microscopic organization, the Galactic Survey Bureau (GSB), is charged with the long-term mission of exploring and mapping the galaxy, specimens of its flora and fauna, building a comprehensive directory of planets. One of the ways the bureau accomplishes its mission is by sending forth hundreds of Federation Survey Ships to visit
and catalog the stars and their planets.

A little over five years before the events related in this module, one of those survey vessels, the FSS Beagle, suffered a serious malfunction in its drive pod while in orbit around the sole inhabited world in a minor and heretofore uncataloged star system. Based on what was known, this accident was not supposed to happen. In fact, the engineers flatly maintained that it was impossible. Nevertheless, a power plant explosion destroyed the ship’s spatial discontinuity field and even damaged its conventional
drive. As a result, the crew of FSS Beagle found itself in a decaying orbit around a primitive world in a ship that was never meant to enter atmosphere.

Fortunately, Captain Bork Riesling found what appeared to be a dead sea bottom and managed to bring his ship down on it by badly abusing his conventional drive. Riesling’s maneuver saved both ship and
crew, but Beagle’s propulsion pods were so badly damaged that the vessel would never lift again-at least not without a new drive and power plant. Following the standard operating procedure, the captain sealed the ship and sent out survey robots to examine surface conditions. When their data was processed, there could be hut one unhappy conclusion.

The Beagle was stuck on a Class 9 pretechnological world inhabited by a number of sentient
species, of which the dominant species seemed to be genetically related to the principal species on the Federation Board of Governors. In fact, many members of Beagle’s crew, who were drawn from that principal species, could easily be mistaken for the dominant sentients of this planet except that their skin appeared to have a slight greenish cast under the light of the local sun. It would have been
extremely easy for the aliens to mix with the locals and gain global dominance within a few decades. But the very backwardness of the planet was its protection.

Federation regulations clearly prohibited cultural intervention in Class 9 worlds. Of course, regulations can be bent; and this was an emergency situation. The Beagle could not repair itself, and it could not lift.
There was enough power to keep the ship operational for decades, for perhaps as long as a century with a reduced crew. And, in a few years, the vessel would be missed, and a Federation rescue mission would begin backtracking its planned itinerary. Any vessel that came within a light year would almost certainly
pick up Beagle’s powerful distress beacon.

There always the chance, though, that some combination of events would delay the rescue. Budget cuts in 2946-2958 had delayed the rescue mission that was to search for FSS Foxglove, and the ship ended up being forgotten for almost 50 years until a minor bureaucrat noted that the vessel was still reported overdue.

In weighing these factors, there were those in the Beagle’s crew who favored a radical course of action. They wanted to contact the locals, establish cultural ascendency over them, and mobilize them to create an industrialized civilization. Using Beagle’s technological resources and with an entire planet to draw
from, it would be possible to establish a comfortable colony on the planet that would remain viable even if rescue was delayed for 500 years! The local sand folk, who occupied the desert surrounding Beagle, were already overawed by the aliens, calling them gods and their ship the City of the Gods. If the
other planetary cultures were as easily swayed, control of the globe might be established within a few short years and a global industrial base built within two decades.

It was a compelling argument, but one that Captain Riesling rejected. Regulations, he felt, could not he so easily flouted. When the rescue mission did show up, he would be accountable for all action taken; and the last captain to flout the nonintervention regulation had been cashiered and shipped to the ice
mines afFreya as an involuntary colonist. So FSS Beagle would adhere to regulations. Most of the crew would be placed in stasis. The robots would utilize the time to gather specimens on this world (thus impressing the superiors who would eventually review Riesling’s performance). A watch crew would run
the ship until the rescue mission arrived.

One of the crewmen who opposed Riesling’s decision was Security Officer Stephen (“the Rack”) Rocklin. As a senior line officer, Rocklin was part of the watch crew, charged with establishing groundside defenses against the natives. During the course of his duties, Rocklin became aware of some very strange aspects to Beagle’s new home. Many of the species captured by the e-bots (ecology robots) used as scouts displayed remarkable characteristics never encountered anywhere else in the galaxy. At first, it was thought that these were manifestations of unique parapsychological talents, but further
investigation showed that they were related to a strange energy field permeating the planet, but strongest just north of where the Beagle was grounded. Some of the aspects of this energy field were so bizarre that Rocklin and others took to referring to them as “magic,” (which, of course, is what they are).

After months of exposure to the bizarre phenomena of this world, Rocklin reached the conclusion that Beagle’s crew absolutely had to explore the planet further. The power represented by its energy field was a unique treasure that could change the lives of countless billions of yet unborn sentients throughout the galaxy. It must be studied and understood.

Knowing that the captain would never allow the cultural contact needed to accomplish this end, Rocklin recruited others to his cause and plotted a mutiny. Some crewmen joined because they agreed that what they had discovered on the planet justified breaking any and all regulations. Most, though, were simply scared that they would never he rescued.

As so often happens, the mutiny failed because it was betrayed. When Riesling was informed of the plot, he tried to arrest the ringleaders. Rocklin and his people fought back. It was touch-and-go for awhile, but the captain eventually regained control of the ship. Opening all of the envoi-pods in order to
create a diversion, Rocklin and a handful of mutineers managed to escape in a stolen lifeboat.

Though most of the loyal crew members were occupied rounding up the specimens who had wandered out of the open envio pods and into the ship’s corridors, one gunnery officer noted the lifeboat’s departure and sent a hellbore missile winging after it. The missile eventually caught up with the
lifeboat and sent it plunging into Frog Swamp, where Racklin and the survivors made contact with the Order of the Frog, which he eventually took over and turned into a personal power base.

Abe Sargent
04-30-2015, 06:13 PM
DA3. City of the Gods

http://farm9.staticflickr.com/8546/8683420288_bf23d9e13a.jpg


….Alzar is flung roughly two years into the future. Rocklin was resurrected after the Temple of the Frog incident by an itinerant priest, and Capt. Riesling became increasingly unstable, suspicious of everyone, and Rocklin is rebuilding his forces.

Meanwhile Alzar arrives in front of an egg in the desert, about six miles from the City of the Gods.

About 20 yards east of where you stand is a large, smooth, ovoid metal object. One end of the metal object is slightly crumpled
as if it had struck something, and a long burrow of plowed earth behind it appears to mark where the object skidded to
a stop. A closer examination reveals that the surface of the abject is not as smooth as it at first seemed. At one point, the base is
broken by an etched circle three feet in diameter. The surface of the circle is depressed except where it is bisected by a
7inch wide undershot bar. Beside the etched circle is a legend written in red runes.

The runes are a set of instructions written in Galactica and mounted on a decal. They can he read using a read languages spell.

They say: Warning! Authorized personnel only. Entry to this vehicle is restricted. To open manually, grip handle and turn all
the way to the right. Pull hatch out.

Abe Sargent
05-01-2015, 12:13 AM
Alzar heads to OtherSpace and grabs his imp familiar, and then moves towards the egg. As he does, the hatch opens out, and out comes a small, rotund figure, and then another. They are a pair of brothers from the local Blackmoor government, wizards, who were dispatched to figure out what this egg structure is.

After Alzar introduces himself, they recognize him from reports of the one who helped to bring down the Temple of the Frog. After magically confirming his identity they explain their issues with the egg and such. One takes Alzar over and shows the various objects they gathered from the egg, two of which are working and they demonstrate it.

They think the egg is some sort of craft, and they are able to get it operational and show him how to move it if it could lift off. It can’t leave the area, it’s too badly damaged.

As they are detailing this for Alzar, when one of the rectangular areas that has been blank until now suddenly lights up. And the mage is extremely agitated by this phenomena since he has never seen it before and did not touch any studs or protrusions that could account for it. Etched into the rectangle is a bewildering array of glowing green shapes, most of them
straight lines. There are six pulsing lights. Alzar looks out and six large humanoid robots are flying towards the vessel.


High in the sky, Alzar can see six flying objects. You stand transfixed for a moment, then the mage cries with dismay, “Men. They’re flying men. And they’re made of metal.” As you squint in their direction, you can now see that they are indeed flying men whose glossy black bodies gleam like burnished steel in the bright sunlight. As fast as rocs, they speed toward you, and the
Two people are now clearly disturbed. Both of them dash from the egg.

The robots split into three groups each and one group moves towards Alzar and the two people and the often towards the craft. Suddenly, something shoots from the hand of one of the metal men, and a billowing green cloud forms in their midst. Another of the metal men swoops down and snatches Bosero, the wizard. Cradling the wizard in his arms like a small child, he flies off to the southwest before anyone can react.

Alzar is able to carve his axe into one as it flies overhead, and the robots are just too fast and he can’t catch them in his Flying Carpet. Then he hears the sound of breaking and turns around.

The egg has been destroyed. Smoke drifts through large rents in its shell and fire licks at the magic doorway.

Alzar heads back in and does a quick search and finds:


Alien Translator Badge
Medkit

Still operational. Alzar grabs them and flies off, on the Flying Carpet, in their general direction. They are heading to the nearby City of the Gods.


The spacecraft, still operational, is two miles long and around 3/4s of a mile wide. It’s an enormous, sprawling design.

Abe Sargent
05-01-2015, 08:19 PM
Alzar flies around a bit and can make out considerable defenses. There are multiple places where the ship was breached where it landed. There are glowing security fields around the entire ship, huge autoblasters on wheels and leveled formations at the breeches and airlocks, and who knows what else. Alzar stops, around a mile and a half above the ship, and grabs the Crystal Ball and uses it to scout around. There appear to be explosive devices in the ground and various robots here and there patrolling the area.

It will not be easy to penetrate the City of the Gods. Could he do so magically? Even areas that have no breach or air lock have the fields, mines, robot patrols and autoblasters.

Because of the robots that captured the wizard have long since returned to the City, Alzar slides back to do some additional scanning, and investigating, to see if he can figure out a way in. For example, maybe there is a way from underneath – any caves or caverns that run close by? Unfortunately, the walls of the City are keeping his scrying from penetrating, and he can’t see it to there’s no chance to trying to teleport in.

After staying back and watching, a few hours later, a huge party of robots, powered armored folks, and dozens of frog people, carrying technological weapons like blasters and light sabers arrives, landing in 10 of those scout craft that were shot down just outside of the range of weapons to the south of the City of the Gods. Alzar is more than a mile away, but his Crystal Ball scries over and he can see St. Steven, the guy he killed – he was probably resurrected, leading an attack on the Beagle. Steven has more than 100 well equipped troops including major weapons, carving a path. There is a large breach from the landing in front they are likely targeting.

This might be why he was brought here today of all days. But is Alzar supposed to side with the Cult of the Frog? Or the captain and his ship? Or is he here for something else?

Whichever reason, this is certainly his chance. Robot patrols are redeploying and taking local defenses with them to counter this assault. Alzar waits a few moments, and then swings down to hit the fields and mines in the northern part of the City. He hits several explosives and takes some damage, and sets off an alarm, and then arrives at a breach newly denuded of its other defenses. And heads in.

Abe Sargent
05-02-2015, 10:52 AM
To natives of Blackmoor, the City of the Gods is a strange place indeed. They see the commonplace wonders of technology on every side as a new form of magic. The very structure of the place is intimidating. Beagle is constructed of prefab 60-foot wide by 180-foot long by 60-foot high modules manufactured from exotic substances that can't be damaged by any nonmagical means at the
PCs disposal. Some modules are linked to form large areas; others are partitioned into much smaller areas. Each area formed by the modules is called apod and is sealed by an internal lock consisting of a single pressure door. Linking these modular areas is a system of circular tubes designed for use by air cars (which the sand folk call steel dragons).

The atmosphere inside the vast, cavernous ship is one of emptiness and desolation, hut (except in green-lined areas) not one of ruin or disuse. There is also a feeling of indefinable menace as the PCs encounter the fearsome steel dragons and hear ghostly, voices over the intercom speaking in an odd tongue
(Galactica). This sense of something .mysterious and dangerous behind the echoing emptiness
is heightened now and again by sudden terror as the PCs encounter some fearsome monster confined in an envia-pod, or meet cyborgs, robots, or crewmen

The corridor pattern is a system of circular tubes (each 60 feet in diameter, but normally kept dilated to only a 20-foot diameter). Special cars much like capsules (but 20 feet long and 10 feet in diameter) fly down these tubes on a cushion of air. A car is programmed via a numeric keypad beside its circular, 10-foot diameter entry hatch. These cars work only inside the City.

Abe Sargent
05-02-2015, 02:29 PM
There is a huge corridor here that opened from the local blast. A quartet of robots have been dispatched to help show up defenses and they appear like a giant cylinder, with motive parts on the bottom, and various arms and tools on the front. One is black, two are blue and the final is orange. The Black one issues some commands in Galatica, which Alzar can make out, telling him to stand down. Alzar relaxes his axe, and slings it back, and then bends down gently to pick up some dirt that has drifted into this corridor over the ages. As the robots move towards him, he casts and conjures a greater earth elemental. The robots don’t consider his actions offensive in nature and still have not attacked so he does the same and out comes a normal earth. The black robot orders Alzar and his people to hold out their appendages for en-shackling, and then they will be taken to holding.

At this point, Alzar sends out a control and the Elementals move to hit the robots, and Alzar’s axe is out as well. He wants the black one down first, (A DBot for defensive bot). Suddenly a grenade flies out and lands and bursts and it’s a stun grenade meant to subdue. Alzar is immune (Free Action Ring) as are the summoned elementals.

Init. 2 vs 4. Alzar’s elementals punch the robot once for 11 damage and he adds one axe and one shield hit for 31 damage, An explosive grenade and blasters from the SBots, the blue one (Security Bots) fires of, and Alzar takes 26 damage total. 6 vs 1. Alzar takes another 16 from some damage, and then kills the DBot and carves a blue bot for 19. Then it’s punches twice and dies. The other bots begin to retreat, and pull out.

From the wreckage, Alzar finds a few grenades. Most of the items were a part of the machine, and broke when they were destroyed.

Grenades - 2 Sonic; 2 Tangler

Abe Sargent
05-05-2015, 11:15 PM
While there is no general alarm that has fired off, revealing Alzar’s presence it seems, but there is a heightened security. Alzar takes a minute to flip to OtherSpace to swap for a +3 Cloak of protection, which should be better than the Clock of Displacement he wears now, since it doesn’t stop people with targeting sensors.

This passage is very long and extremely big. There are numerous panels flashing and lights glistening. Alzar heads down, led by the elementals. They arrive at a huge door that opens as they pass, and here are four large circular containers, almost like carriages. There is nothing else here, no other exits, so Alzar heads into one with his escorts and then they hit a few buttons on a control and move to a randomly determined room. The vehicle shoots down a huge aerial tunnel, but feels no motion at all.

It arrives and opens into a large 180x180 area, a separate pod for storage. There are hundreds of large crates. Alzar uses his Chime of Opening to force one open, and inside are a jumble of items – hardware, clothing, toiletries, and so forth. Nothing useful, like weapons or power packs, and the whole thing seems like a jumble, probably to help protect the items, or to require them to just open up one case at a time as supplies ebb. After a quick check, they head into one of the four cars here and stab onto the panels and hit…

Another 180x180 pod opens up, and this one is divided into three tiers of trough-like cradles, each of which is surrounded by a bewildering array of machinery that is whirring and clicking as it works on the vehicles here. Maybe it’s a factory of some sort. There are 10 of the orange utility-maintenance bots (UBots) here, and they send a signal to inform the central computer of Alzar’s location. His Elementals destroy two and the rest flee, never even trying to defend themselves.

Abe Sargent
05-06-2015, 12:31 PM
They head back into the car and try again….

The pods where junior crewman live are dreary affairs. Each crew pod represents three 60’ x 180’ pods
with their own individual locks. Each pod is dominated by a 20-ft high wire-mesh platform in its center A narrow 10-font aisle runs around this platform. Atop the first platform is an identical second platform. Atop each platform are three tiers of cubbies. Each platform is cut by many aisles with mesh floss across them.

Two lifts give access to the platforms. Each cubby is a 6‘ high x 8’ wide X 8’ long padded platform surrounded on three sides by lockers. The door to each cubby swings up so that the user can slide in. It can be lowered for privacy. Each junior crewman has his own cubby where he sleeps and keeps his few personal possessions.

The floor of the crew pod beneath the tiers of cubbies is an open area with plants and waist-high partitions designed to create an illusion of privacy Here, there are eating booths where crew members can dial up food served at their table by the ship’s computer. There are also holotanks for entertainment, physical training machines, and, in one corner, an open, multi-stall fresher for showers and sanitary needs.


Alzar’s entrance has alerted 6 crewmembers who grab weapons from their lockers and move to intercept him. Battle begins.

5 vs 8. Alzar casts Mass Charm and the room is now his. They agree to show him around the pod, and they give him a spare blaster with all of their spare clips – 8 of them. They teach him about things like the panels and such, and two agree to accompany him.

Abe Sargent
05-06-2015, 04:50 PM
They head to the car, and ask Alzar where he wants to head next. They give him some options, maintenance, storage, transit stations, robot depot, crew pods, stasis pods, the observation decks, environmental pods. Alzar asks where they might keep the wizard that was captured, and is told Environmental Pod 6A is the one that has new captures until they can be verified, scanned, cleaned on infection and then moved elsewhere. That’s most likely where he’d be. They punch in that pod.

A few moments later, they arrive at that pod. Alzar has been asking questions the whole time about the City of the Gods, or the crashed Beagle. Most of the crew are still in stasis and haven’t been awoken. Apparently, Steven Rock, the for security chief for the Beagle has reason to believe that a second coup might work where the first failed and has organized one. Apparently some soldiers in the Beagle were still loyal and have jumped sides.


There are 6 robots here guarding the prisoners – green EBots (for environ-bots). The crew gives a code and the bots don’t attack. Alzar heads over and behind some force fields is the wizard they captured from the downed scout vessel. They turn it off and the mage is released. They don’t have any of his items, and Alzar loans him a few items from his OtherSpace.


Alzar then asks about helping their captain fend off the incursion. They are definitely on board with that, but the better weapons are keep in an armory in the B Deck and they are on the A Deck, it’d take a long time to get there. They head instead via the car to a different storage pod and grab some items that might help:



2 Communicator
20 Glow Wand
2 Medkit
6 Snoopers
2 Translator Badges
2 sets of battle armor
30 power packs


Hand Blaster, 8 power packs

Abe Sargent
05-06-2015, 08:33 PM
They head to another crew pod to pick p the weapons the crew have there and a Mass Domination spell brings them all under Alzar’s sway as well – there were 5 in here. Alzar grabs the items from their personal stashes to use in battle:


2 Grenade Launcher
4 Blaster Rifle
2 Needler Pistol
4 Hand Blasters
16 power packs
Grenade – 12 of each (Gamma, Sonic, Neuron, Tangler, Light, Opacity)
2 Battle Armor

They head out and move to a robot pod. Alzar wants to check it out.

Each 180' x 180' robot depot looks like a big hangar with tiers of racks filled with robots of all types. Each rack is surrounded by an indescribable tangle of maintenance equipment. Damaged robots are being
repaired by the robotic maintenance equipment while magnetically secured to their racks. Robots that aren't on duty are undergoing routine checkups. Robots not yet in service are vacu-sealed into their racks with heavy duty plastiform sheeting (that can only be damaged by magic or magical weapons).

There are a bunch of robots in here patrolling. They grab the 4 security bots (Sbots) and order them to help, and then Alzar has his group of crew-robots, freed wizard in power armor with a blaster, and elementals to head to the area where the Cult of the Frog is now attacking the vessel. Meanwhil, Alzar summons some shadows and an Invisible Stalker while waiting.

A few minutes later, their two cars open up at a crew pod that is listed as under attack in the computer’s manifest. They see battle and unload.

Abe Sargent
05-06-2015, 08:47 PM
In here are a group of cyborgs, bots, powered armored troops, and people facing off against each other. Both teams have auto-cannon blasters. Alzar’s side has arrived and flanks the Cult of the Frogs position. Some frog-men in armor with hand blasters reposition themselves to meet his forces. In a moment, his side has begun to force them back, especially after Alzar’s Skulltrap softened or killed many a lot more than any grenade could have.

The opponent launch some grenades at Alzar’s forces and then pull back under the cover of radiation grenades. Alzar is wounded from the radiation, and one of the crew tell him to use the Medikit he has to heal it. He does, placing the Cube against his skin, and in a moment after scanning, it begins to heal him, and after a minute and a half he is cured and healed. But the Medikit is all used up, and cannot be recharged – they are designed to be disposable.

Alzar’s force is greeted, gently, by the locals. They call down the Captain, and make sure the Cult forces are in full retreat. After chasing them out of the City, the Captain arrives and introduces himself to Alzar. The wizard, a representative of the local government of Blackmoor is properly introduced. Captain Riesling agrees to open diplomatic relations with the local nation, gives them a few items as a token of his sincerity, and then they move to pick up the various pieces.

In here Alzar finds:

2 Light Sabers
1 Working Pressure Suit
1 Medikit
Various grenades
1 Grenade Launcher

They escort the party back off the ship after Alzar releases the crew that he dominated. (The charmed ones aren’t as obvious, and will wear off after time).

Already Alzar can feel the Cube pulling at him gently.

He has the Carpet out and floats gently over the landscape, and then is pulled back, once again, this time, back to his time.


End of DA3 City of the Gods

Abe Sargent
05-06-2015, 09:19 PM
Again I gave this a different back-story, and we didn’t need to do things like have Alzar ambushed on the way there by locals who revere the City and stuff like that. We didn’t need to find it or travel to it.


A few days after Alzar arrives back home, he receives a message from the dwarves in Hammerhelm. He teleports over to talk with them and the leader there meets with Alzar. He asks to see the axe his people made for him so long ago. Alzar pulls out Selinyr and shows it to him. It’s one of the greater axes that his people have ever forged, and was a gift from long ago.

Alzar smiles, “You always knew I was the one from the legends, didn’t you?”


“Of course we did! You got the Forge of Power for my people long ago, do you think we’d trust just any human with getting ours back for us? But you didn’t know that you were the one, so our own priests told us to just wait, and then you would remember.”

“And now I do.”

Alzar has a similar story with the barbarian leaders as well, who recognized him from long ago. He’s always had friendlier relations with the halflings of Leeha than the other humans, and now he knows that too. Even the elves aren’t that antagonistic towards him.


After a week back, Alzar casts Younger. For a year his CON will lower to 9. He loses 26 physical years. Roll for……..67, not permanent.



Month 8, Year 5:

Minor Growth

How does building go? 32 Havendrop - Full defenses, castle, etc – 13 weeks.

Month 8 - Mid-Summer Convocation – 10% of income that month - holiday

Abe Sargent
10-16-2015, 11:12 PM
Alzar has been using the Summon Lycanthrope spell for months now. He created a summoning circle in a cave near the mountains, away from the cities. Then three nights a month (full moon, day before and after) he casts the spell and chooses a species. The nearest member of that species is summoned into the circle. Alzar has usually gone for those that are reliable and easily controlled. They have begun a secret campaign to serve him. They tell him about any comings and goings, and report directly to him, no one else knows what is going on.

This gives him a few tools. For example, if there are any lycanthropes threatening his people, he can summon and kill them. The threat ends. So he is quickly doing a sort of census of all of the various lycanthropes in his realm. Plus he has around 15 loyal servants right now spying and being his eyes and nose across the area.



This month, after returning from his adventures in time, Alzar has begun to use one of his spells he learned back in the past library. It reminds him of a place he has heard about in the planes. Alzar teleports to Hamedh and grabs a rock, and then casts Worldwalk and creates a large gate from just outside the College of Wizardry to just outside of his castle in Pandius. This portal will remain open for 26 turns, or 260 minutes – more than four hours of time.

Alzar’s first class crosses over from the College. He has agreed to resume his studies teaching Necromancy there, and has a three month course to teach for three hours a day.

Meanwhile, he is searching for a major item. A rock, or anything else, from the plane of Jaspa’a.

Abe Sargent
10-16-2015, 11:38 PM
Month 9, Year 5:

Minor Growth

Havendrop’s defenses only need 9 more weeks.

The only major event in the realm is a flood from the Bay that hits Bergholm Island and does some damage. It takes two days of work by Alzar and his nation to free it, and they spend 4000 gp to restore things and to replace some broken items.


Alzar’s class continues, and near the end of the month, one of the wizards from the College brings back the rock. Alzar will use the rock to Worldwalk to that plane after the class is done. In the meantime he begins to do some scrying and investigation.

Meanwhile Alzar has been working on a summoning room for summoning aid of a lower plane nature. He had been teleporting animated dead to the underground Beholder city he uses as a base of operations. No living or intelligent creatures guard it – just undead, summoned, and constructed.


By the end of month 9, there are 8 Necrophidus Golems that have been made by the local Magist (minor snake-like ones with small hit points) and bunches of Spellcashe Rings that were made giving spells to various officials of various sorts, usually related to their job. For example, a Sheriff might get a spell with a divinatory nature, in order to figure something out, while town guard on a frontier might get something like Stoneskin to stay alive or Fireball to slay a bunch of bad guys that may attack out of nowhere. But the major use has been to give every officer in the army a one-shot spell of considerable power that can be used in battle if another war occurs. So, as an example, imagine if every one of 100 officers used a variety of combat spells like Magic Missile or Burning Hands to kill a ton of enemies all at once. Now the spells have been used more intelligently than that. There are some spells that help everyone with buffs or damage over time spells, and so forth, but the idea should prove pretty powerful.

Meanwhile Alzar is casting some spells like Wizard Seal and such to protect many things in and around him.

Abe Sargent
10-17-2015, 12:15 AM
Month 10, Year 5:

Harvest Festival this month


Just one week of work finishes and then the weather turns and it’s too tough to do anymore.

8 weeks left of work at Havendrop.

Growth stagnates this month and there won’t be any growth in Winter this year.

Right now in one month we make 60216 GP in taxes, tariffs, and trade.

Current Expenses:

Military – 14,960
Navy - 2750
March Staff - 3,420
Specialist Staff – 8050
Stronghold Staff - 7160
Taxes to Ericall – 20% (12200)
Tithe to Matter Temple – 10% (6100)

54640 GP in expenses to staff, army, navy, taxes, and tithes.

So we’re making roughly 6k a month


Alzar’s Android Bodyguard stops an attack on another person in the castle. Everyone just thinks it’s a golem that Alzar made and don’t question it.

Abe Sargent
10-17-2015, 12:41 AM
Month 11, Year 5 –

Alzar’s 3 months of teaching Necromancy have concluded.

This month there is a huge electric storm in the north of the Ljallenvals that hits and rages for two days around 350 miles north of Alzar’s March.

In other news, Alzar’s World Walk spell works, and he opens a gate. (There is a 70+level% chance of that spell working - so 96% chance). Alzar gets his things he has prepared, and steps through…

On the other side of the Gate to Another world is the city of Loccia (pronounced Looo-Cheee-uh) on the Prime Material Plane of Jaspa’a. Loccia is famous as one of the largest centers of learning among the planes. There are thousands of mages of every specialty here, sages and scholars, merchants and artists and the learned from countless planes, from alternate Primes to the Outer Planes.

Loccia has numerous guards and wards all around, and some unusual ones to protect it. While in the city proper, no person can open a portal or summon anything, nor can any creature or natural phenomenon do so either. This is a ward set by a Deity of Knowledge who resides in this city. It cannot be broken by mortal means of any sort. Another Deity here, his wife, is of Justice, and she has decreed that no one can lie, mislead, sneak around, or hide anything. Everything is visible and honest here. This prevents merchants from scamming customers, it prevents thieves from slipping in and stealing, and more.



Alzar has arrived about 2 miles from Loccia proper. He bends down and picks up a number of rocks – they are all reddish, as is the sky. He’ll use them for future travels here. Because the wards in the city prevent any extra dimensional usages as well, Alzar slips into his OtherSpace to store some things, and then reaches over to collect the Super Light chests that he had from Hamedh, and they have numerous items like gems and books and supplies in them. In Loccia, coins are not accepted as trade, due to the fact that too many realms have different size coins, different strengths of metal, and more. Therefore, gems are the major currency of exchange here, and additional trade is a big thing as well. So Alzar has some magic items, and more.

Alzar has a wagon of items with him, plus a few guardians and such from his realm, including his bodyguard, a golem, his imp familiar, and more. Alzar rolls into town.

Alzar find a place to hold up, and begins to spend some time exploring and shopping. He trades, shops, and exchanges goods, and four days later, Alzar returns back to Pandius, with the following trades and purchases.

Alzar took with him various things, including a pair of Tomes with the spells he created to trade as well as a few others. His first major acquisition is one he is particularly happy with

Abe Sargent
10-17-2015, 12:54 AM
Spayle’s Book of Spellbook Spells – Animate Drawing, Copy, Erase, Organize Spellbook, Protection from Bookworms, Protection from Liquids, Read Magic, Ink Transfer, Explosive Runes, Illusionary Script, Ink Luminance, Secret Page, Sepia Snake Sigil, Fire Trap, Avoidance, Damage Link, Leomund’s Secret Chest, Spayle’s Pocket Spellbook, Temporal Corridor, Symbol

(From Dragon Mag #262)

This book, copied multiple times, has a variety of spells that Spayle created near the end of his adventuring days, after losing two traveling spellbooks when adventuring. He created and gathered together a compilation of spells that would be the ultimate protection for your spellbook.

Several of these are ones Alzar has never encountered, and of them, he likes these:

1st Level - Organize Spellbook Cast it on a Spellbook to reorder the spells as desired. You can do the same with a group of scrolls as well.
Protection from Bookworms – One item is protected from Bookworms and other paper eating pests for one week/spell level. You may also cast this to protect one area for the same duration

2nd Level – Ink Transfer – This spell moves a spell that is copied in one Spellbook to another. This can be used to organize a collection, consolidate, and more So if you needed to copy a spell down on a page in a Spellbook that’s normally for 4th level spells or adventuring, but which is not really an adventuring style spell, you can transfer it to another book.

3rd – Ink Luminance – This spell is used to add a substance to the ink before transcribing a spell, and it’s sort of like Continual Light and the spell combined. When commanded, the runes will glow with a translucence that can be made out in the dark in order to memorize and study in dark or at night.

5th – Damage Link – This is a great spell, and it lasts permanently. Two nonliving physical objects of roughly the same size are linked together. Each gains the physical properties of the other. You could link a book and a rock, and the rock would burn like paper and the book would resist like a rock. When one is destroyed, the link is gone. Initially created to protect a spellbook or precious tome, it can be used on lots of other stuff. Only a vial of molten silver is needed to link them, which is cheap, but limits where you can use the spell. So you couldn’t do it in the middle of battle, for example.

Temporal Corridor will shove an item into the future to protect it, and the Pocket spellbook works on just one book and requires a Portable Hole to use, not really something Alzar cares about. But these spells add a useful flexibility to his repertoire. When he returns he’ll teach Protection from Bookworms to the Magist, and she’ll begin to set up protections in the Royal Library.


Alzar also trades for:

5th Level – Temporary Youth – Alteration and Necromancy spell. If target fails the save (or chooses to voluntarily), loses one age category for 1 turn/spell casters level. This can be used to turn back the clock for someone to help them remember who they were, to make them strong again, or to weaken something like a dragon or a giant. If cast on a hearty young man for example, would turn him into a child, on a child, to a baby, on a middle aged man, to a young man, etc. Requires an part of the body of the target. From Dragon 1999 June (I think it’s 260.)


From a Dragon Hunter Mage.


He also interacted with an Abjurer who specializes in protection magic, and picked up THREE lower level spells from her:

1st Level – Innocent Bearing – Enchantment/Charm – Any intelligent creature of 30 feet radius makes a save. If they fail, they treat the caster as if an innocent and harmless creature. They won’t tell them secrets, or allow them into “dangerous” places, but won’t suspect them of any wrong doing or of any antagonistic action. They will not attack the target unless they are attacked first, even if in combat with that person’s party.

2nd Level - Wild Swing – Abjuration – Any opponent that connects with the caster in melee must make a save. If they fail the save, then that attack only does base damage of the weapon only. Any additions from skills, strength, or magic are not added. So a +1 magic sword would deal 1d8, not 1d8+1. It only works on melee attacks.

Bone Block – Necromancy – The caster grows 1 bone arm/7 levels (Alzar gets 4 at 21 caster level, and 5 when he gets to 28). The bone arm parries various attacks that come towards the caster. Each arm grown reduces the AC of the caster by one/arm against weapons like arrows, maces, daggers, and so forth. Not against natural attacks, or against really big stuff like a ballista bolt or something. So Alzar would get -4 AC while casting spell spell, for those attacks. Bone Block lasts 1 rnd/level, and each arm can be attacked for AC 6, and take 4 hp of damage before being destroyed.

(These are from Dungeon 271)


But the greatest thing Alzar leaves with? An Ally….

Abe Sargent
10-17-2015, 01:12 AM
Alzar encounters a Shadow Mage named Gwifa, and she is a long standing expert in the so-called Grey Art. She has a kit called the Shadow Caller that specializes in summoning and controlling undead Shadows and other undead creatures from the Demiplane of Shadow or Negative Material Plane in that genre, as well as controlling of shadows, shadow spells, and the creation of shadow items. It’s a kit Alzar has never heard of before, he has read of a few Shadow Magi on Thorasia, but they are not many, and probably not with this expertise.

In fact, her expertise and specialty are extremely similar to Alzar’s own Fivefold Path to Power. They come to an agreement, and in a week, Gwifa will travel to Alzar’s castle. She will teach him the ways of Shadow Magic generally, and Shadow Calling specifically, and Alzar will, in turn, teach her about Rhabdomancy and the Dowsing proficiency, which is something that is not known back on her home plane. Alzar will put her up in his castle. She’s a 15th level, lawful evil, Shadow Caller kit of Shadow Mage.

And because they have to tell the truth while bargaining here, they know that they can trust each other.

And she has a huge number of spells and magic items that he does not. They can make some exchanges and such of the course of the year. (This all comes from Dragon July 1999 edition, which is all about Shadow Mages – three kits, tons of spells from two articles, magical tomes, and an article on magical shadow-y items – and I was struck by how close the Shadow Caller was to Alzar, I knew I had to bring that into the campaign).


Month 12, Year 5 –



...

Abe Sargent
10-17-2015, 01:46 AM
AC7. The Spindle of Heaven


http://www.waynesbooks.com/images/graphics/ddac7set.jpg


Actually, AC7 is the Master Player Screen module, but it comes with an 8 page mini-adventure called The Spindle of Heaven. We’ll run that now in order keep things


At the end of the first week of the month, Kabloona, who is the leader of the Bear Tribe of barbarians to the north uses his Spellcache Ring that Alzar gave him to contact him about something odd that has happened out in his territory. Alzar teleports over to check it out. There is a giant spindle-like structure about 25 miles away from Kabloona’s camp, and there is a huge cyclone over top of the structure that is giving off massive gusts of wind and blasts of lightning. The storm is sessile and locked to hover over the structure, and would prevent any climbing or flying nearby.

Alzar grabs his crystal ball and begins to scry it. The walls are uniformly circular with a glistening white sheen. There are no windows or doors, but a small chasm at the bottom of one of the walls. The walls are not made of any substance that Alzar is familiar with, and resist all attempts to penetrate the with divinatory magic. He can’t follow the chasm past the wall either.

Kabloona tells Alzar that this structure was not here recently, but instead came about recently. The storm is never ceasing. Alzar heads back and teleports over some stuff to use to divine what has happened, but it resists all attempts. He tries to fly close with his Flying Carpet, but he is blown out of the sky before he even gets close, and he cannot secure a aerial reconnaissance.

Abe Sargent
10-17-2015, 08:33 AM
Alzar spends that night preparing to head out and explore. The following morning after changing up his spell list, he heads out by himself without any wagons or allies or anything else.

In the late morning, a storm of seven small cyclones strike Alzar from suddenly, when he has crossed around 4 or 5 miles (magic acceleration a bit). The cyclones criss cross over Alzar and then begin to move to attack. Alzar seems to think these might be a bit suspicious

(He is a Sage in Inner Planes knowledge, he has a certain proficiency that would help, and he has a 20+ INT, more than the 18 max a human can usually get too, he’s smarter than the smartest humans)

Alzar tosses the dice and makes a Genie Lore check. (From his time on Hamedh) Yes, djinnis are known to turn into cyclones just like these, and then attack to protect their home. Alerted to this possibility, and armed with the knowledge that he can converse with them appropriately, he calls out that he knows who and what they are, and they suddenly pause.


A pair of hearbeats pass and one of the cyclones reverts to its djinni form. It addresses Alzar and tells him that he is either lucky to have guessed or wiser than he appears. It’s a bit of an insult to his human nature, clearly. Hmmm….djinni and big giant cyclones. It doesn’t take the world’s biggest genius to connect these dots, and realize this is probably an Elemental Air base of some sort.

They willingly tell him that they were sent to test him, not to slay him. They cannot tell Alzar who their master is, and such. All the creature can do is direct Alzar to enter the structure through the chasm in the ground, if that is truly what he seeks.


They fly off at that and leave him.

Abe Sargent
10-17-2015, 09:28 AM
As they leave, Alzar heads into his OtherSpace for a few minutes to take a quick assessment of his items. Suspecting Air based forces, he looks at potential protections or ways of dealing with them. He grabs a potion of Elemental Form, Scroll of Protection vs Elementals, and that’s about it. Not a lot of anti-electric, anti-air, or anti-elemental stuff here.


A few more miles rolls by and as they do, a trio of giant winter spiders led by a frost giant. Alzar prepares spells as the giant spiders breathe large snowy webs at him. His Ring of Free Action keeps him from being tied down, and he takes 8, 11, and 10 from them – 29 damage total. The giant flings a boulder at him and misses (Cloak of Displacement) -

50/79

Alzar doesn’t need to cast his best magic spells to blow through this encounter. Instead he casts Evard’s Black Tentacles and 26 tentacles launch from the ground to grab and secure the spiders and the giant. They take some minor damage and are tied down. It’ll take a few turns to deal with all of those tentacles.

Alzar then grabs a small bone from his belt and casts the 2nd level spell Blastbones on it and launches it at them. The combination of the blast and the Tentacles badly wounds them. The spiders have died, and Alzar secures the Giant with the tentacles, which hit him some more. He agrees to tell Alzar what he knows for his freedom. He was hired by the master of the Spindle to guard in a couple of weeks ago. The Master is a great, noble, giant Efreet. Alzar laughs. An Efreet with djinni as its servants? That controls a great giant cyclone? Hardly! He frees the giant and shoken up, he gathers it’s things and flees.


7500 XP

Abe Sargent
10-17-2015, 09:57 AM
After doing some resting and continuing, Alzar finally draws within physical sight of the Spindle. The cyclone continues to kick up snow all around. The wind is so strong here that Alzar’s robes are whipping about, and he takes moment to secure his stuff before plunging on.

There are some large, dragon like creatures circling the top of the Spindle as Alzar nears, there is apparently an eye in the middle of the storm just above the structure.

Alzar gets up to a wall and grabs the Scroll of Portals but he can’t use Passwall spell in this wall. It’s protected against such magic. He can’t chip off any pieces or get any more information about the strange material that makes it up.

Without any other ideas, Alzar heads over to the chasm. As he gets near, he realizes that it’s more like a gully. About 10-15 feet wide, around 15-18 feet down from the ground, and It varies as it nears the Spindle.

Alzar begins to move cautiously down. He tries to scry from here, but his ball still can’t penetrate the defenses of the Spindle.

After about 20 feet from the mouth of the structure, there is a very quiet magical pop from the flasks and vials that Alzar has with him. He peers over and the contents of his potions have been disturbed. He takes off the stopper of the Elemental Form one and it’s been soiled and ruined. He also tries some others - healing, super-healing, invisibility, gaseous form, all ruined. Even the highly valuable potion of invulnerability is done. He leaves them behind.

There is a small passage in front and Alzar grabs the Ioun Stone that enables him to see in darkness and begins to spin it about his head and he leads in.

Abe Sargent
10-17-2015, 12:57 PM
A tunnel around 10-15 feet wide and 8 feet deep penetrates the structure. After ten or fifteen feet in Alzar again tries the scrying stone, hoping that the protection has been passes, but it still won’t work. Similarly, the walls are made of the same stuff on the outside, and he can’t use passwall or other spells to penetrate them.


There is no light here, and Alzar chooses not to use any, he sees better in darkness with the Iuon Stone than a creature with infravision can. He’s in a good spot here.

The passage begins to widen a bit and then, Alzar can make out a wall, crenellated, with some presence behind it. He pauses about 30 yards away to try and make it out. Before he can, 8 hobgoblins who have similar enchantments fire a set of arrows at him - they are magical arrows, and they are trying to hit Alzar’s shield, and such. He is not currently wielding a weapon. None hit him, but they have his range and now know about the Cloak.

Alzar springs up and readies a spell as more arrows fly. Who wins Init?

The hobbies do.

They are firing +4 arrows from +4 bows and get +8 to hit. With those bonuses, they need 16 to hit Alzar, and two of the 8 do. All of them are firing Arrows of Dispelling, and suddenly two Dispel Magics fire off. Alzar’s Iuon stone drops to the ground and he is blind, which forces him to stop his spell this round. He doesn’t have any active magical spells or protections, but his non-artifact items won’t work for two rounds, one/arrow.

Alzar takes 10 and 11 damage

38/79 (Fast Healing + Healing Proficiency by Alzar)

Alzar reaches down to secure the stone and then begins to retreat. One more round of weapons fire, this time with +4, +7 vs weapon wielding foes, and Alzar is not carrying a weapon (the shield does not count) so he loses magical bonuses (except from his shield, which is an Artifact). Alzar is hit three times for 4+4+4 - 12, 4+4+4 = 12, and 3+4+4 =11

34 damage - close -

4/79 for him

Alzar flees. He stops and mediates for one round and then enters OtherSpace rather than continuing to flee.

He quaffs a pair of Healing Potions, and readies some spells to heal him. The dispelling arrows have ended, and he uses the Iuon Stone again, and he casts Bone Block to drop his ac by 4. That will make it a lot harder to hit him with these dorks. He casts a few other spells - Friends and such, and then he pulls off the Ring fo Wizardry (which normally would double is 1st and 2nd level spells) for a Ring of Regeneration, and he grabs the other artifact he has, the Face of Xenous, in case he needs it. He doesn’t like it though, it’s only used in dire circumstances. He grabs the Dusty Rose Spindle to drop his AC by 1.

He head back out with 28 hp already from healing and regeneration. The hobgoblins fanned out to try and find him and shout out his location. Alzar rushes to one readying a third level spell he has prepared.

Init.

Alzar casts Sleep and drops 3. Arrows fly out from four, and one hits him for 10 damage., The last one uses this round to wake a sleeping Hob. They are smart and trained well.

19/79

Alzar stops, grabs the skull at his waist and casts Skulltrap, and then launches it. 4 hobs are caught in the radius and die, 1 of the sleepers too. They miss him, and the hob wakes the last one, and 4 are left, and they begin an orderly retreat.

Alzar loses init this time and two further away fire at him and the closer ones get further away. Alzar is missed (they need a 20 now) and then follows with him grabbing the Dagger at his belt made of unicorn horn. He hoists his axe, uses Unifex to teleport in front of them, and then attacks from behind.

Two turns later they are all dead.

Alzar grabs:

8 +4 short bows
4 +4 arrows, +7 vs weapon using foes
2 +4 arrows of dispelling survived
8 +4 Arrows of Climbing survived

Abe Sargent
10-17-2015, 02:03 PM
Alzar stops and collects his thoughts. He has been owned by a handful of 1st level hobgoblins and some tricks outside that spoiled his potions. The goal here is clearly to wear him down, and use up his spells and items to make it harder later on. So Alzar waits for a while, letting the Bone Block spell subside as he instead waits and lets the Ring heal him. Fully healed, he swaps the Ring of Regeneration for the one of Quick Action.

Alzar continues and finds a giant pit that is closely covered up, but he makes it out with the Star of Mo’Pilar, which acts as a super Gem of Seeing. There are roughly 40 rust monsters at the bottom, ready to zark out any metal objects that fall down, and this theme clearly continues. Weaken him.



At the end of a tunnel is a shaft with a strong wind that blows up it. Alzar has arrived at the bottom of the shaft. There is a moaning that can be heard in the shaft. At first, Alzar suspects something undead, but he reaches out and cannot control anything, there is nothing necrotic here .

He heads back and grabs a rock and moves to the shaft and places it on the ground and it begins to gently rise on the current. After experimenting a few times, Alzar moves onto it and begins to move up.

As Alzar rises, a face floats down on the wind and tells Alzar he should return. He was a seeker here for knowledge and was condemned to life as a wind after he demanded to life forever. Alzar continues to rise on the wind.

Abe Sargent
10-17-2015, 05:16 PM
The room the shaft arrives at is a circular room with walls made of more of the old smooth surface. It is decorated with murals and various pieces of furniture, pillows, and food are here. There is a fine, old rug in the middles, and a well in the left side of the wall. There are two sphinxes here, mated…


They are not happy that Alzar has penetrated their lair!


http://vignette1.wikia.nocookie.net/forgottenrealms/images/2/2e/Monster_Manual_4e_-_Sphinx_-_p245.jpg/revision/latest?cb=20140526161943


They have -4 AC, 65 and 55hp, deal 3d6, 3d6 and 2d8 bite, and the male is a mage and the female a cleric. They are worth 7500 and 6000 XP each if slain.

Forewarned by the gust of wind, they have cast Haste, Bless, and Protection from Good, on themselves. They have cast and summoned an Air Elemental, and such. The Mage casts Magic Missile at Alzar and the female cleric Finger of Death at Alzar as he arrives!!!

The 6 missiles hit, and Alzar has the Gem of Protection that he procured earlier, and he launches the 6 missiles back at the mage for….6d4+6 damage and that’s21 damage and he has 44 left. Alzar’s Gem loses 6 charges and has 60 left. Meanwhile the Finger of Death comes his way…

Alzar tosses……an 8 which…..fails. All Sphinxes give their targets -3 to saves to how powerful their magic is. Does Alzar die today, right here, vs these Sphinxes? Nope! His Protective Amulet is destroyed. It is set against Finger of Death spells. He’ll need to make another, but he’s fine.

Alzar’s turn and he cast Time Stop, because he knows that he needs to end this battle now.

He rushes up and casts Maze at the female cleric to pull her away for a while, and then Finger of Death and grabs his axe and then….

Times ends. The female disappears into the maze for three rounds. The Finger does …..not work on the male. Alzar’s axe is out and he swings for…13 damage and misses with the second attack but hits with the Barrier for 8 -21 total damage. The sphinx casts invisibility and moves away. The Air Elemental misses Alzar but now knows about the displacement.

Alzar loses init. The Air misses him, and the sphinx flies off near the tunnel and begins to prepare. Alzar sees the Sphinx, and can see through Invisible naturally due to his intelligence. He casts Ray of Ondovir at the Sphinx. Alzar charges over.

Next round, Alzar wins init automatically, and hits the Sphinx who Is doing the exact same thing as before, flying gently off with the same motions and such. The Sphinx is dead. The Air punches Alzar for 19 damage.

60/79

The female arrives back on the scene, with her dead mate at Alzar’s feet. She roars at him. She will not flee. She will not cast spells, she flies over ot attack, twice a turn, with6 attacks, from Haste, in order to try and kill hm.


She wins init and attacks him, the first wave misses due to displacement, the second she hits once for 11 damage. The elemental misses. Alzar stabs out with his +5 battle axe and swings twice at her, and needs….. 7 on a d20 with e Axe and a 13 with the Barrier. The axe bates her twice for 28 damage.

49/79

She roars back and smashes him 3 times for 9, 12, and 5 damage - 26 total

23/79

Alzar swaps his axe over and then casts Vampiric Touch and hits her for….19 damage and heals it back

42/79 Alzar

She wins init and casts Cure All and heals herself and the Air keeps missing. Alzar carves her for 20 damage with a massive axe swing (7+5+6+2 for 20 with one hit).

She wins and hits him twice for 15 damage and the Air finally punches for 8. 23 damage to him. He hits her once, twice, and then a barrier smashes her for 41 total damage and she’s down.

20/79

Alzar still loses init. The Elemental misses and takes two hits from axes for 36. Alzar finishes it next turn.


Alzar gets 17500 XP for Elemental and Sphinxes

Abe Sargent
10-17-2015, 06:25 PM
Alzar checks the room and there’s a great well in the wall, and there are runes above it. Alzar’s axe can make it out and he reads the ancient runs out and the wall backs away and there is a domed shaft that raises above the room and heads into the wall. Alzar begins to rise up the well’s shaft.

After more than 100 feet, Alzar comes through the top of the well and arrives at a large room with a swirling white mist, sticks and sort branches protruding, and countless beautiful birds everywhere. There is a large humanoid off the to side with a peafowl and is talking to it gently. Alzar also notices 5 invisible stalkers in the room - he can see them.

It’s a bit small for a giant, around 18 feet, and wearing rings. Alzar grabs the Star of Mo-Pilar gently and notices that the giant is a polymorphed Airdrake. There are four more in the room as birds, and the stalkers are here as well.

Alzar simply tells the Airdrake that he notices the Stalkers and that he is a true and proper Airdrake. He asks if there is anything he can do to help with the birds or this room.

The non-giant creature smiles, and then announces that the deception is over, which is good, it’s not really something he cares about, nor is he good about it. They have been tasked with insuring that nobody moves through a door in the ceiling of this aviary. If Alzar is content to leave, they will let him go, un-accosted. Otherwise, battle will occur.

Alzar does a mental inventory of his spells. He normally has a few spells to banish summoned creatures. And he can summon an Invisible Stalker or elementals of his own. He has held onto them fearing they could be stolen by whoever is in control here. He came in without any golems (which are controlled by elemental spirits) or any extra-planar creatures. The airdrakes and Stalkers shouldn’t prove that tough. He should be able to kill one every other turn. Ignore the Stalkers until the end. Alzar instead tries to speed this up with Mass Domination.

The Airdrakes are the only legit targets. Alzar can Dominate 2 hd per level, so 26x32 - 56 HD of intelligent creatures, and these are 6 hd creatures, so just 30 HD here. They can each save, but they get -4 from the spell, -1 from Alzar’s kit. So -5 to their tosses. Four fail, and one succeeds. Alzar has the four attack that one.

Next turn, they have killed their friends, and Alzar has them order the Stalkers away from him as well. They do. They are geased to not reveal who their leader and master is, and they cannot leave the room. But they do tell Alzar about a trap with a Black Pudding in the next room and how ot avoid it, and he does.


Alzar gains 4500XP

Abe Sargent
10-17-2015, 06:57 PM
Alzar passes through the small trapped chamber and then enters a stair way up that opens into a huge room with many numerous strange sights. There are a pair of purple colored clouds at the top of the stairs flanking it, and in side are a large open pyramid structure, with a great force field on top that keeps outside out. Seated on the force field, on the outside of the Spindle is a huge greater djinni.

There are numerous creatures of air here. A few more airdrakes, a bunch of Air Elementals, a cloud of flying Air Fundamentals, and more. A few lesser djinni are here, and there;’s a few Aerial Servants and Invisible Stalkers aiding and serving people. A number of pillows, table,s and chairs are here and most of the people are sprawled about.

Alzar is greeted by a Stalker who motions for him to follow. After a moment, he chooses to do so and he is seated at a table with some other Air creatures. They explain that there are two sets of food - one invisible and sustaining to the spirit and soul, and the other visible and sustaining to the body. Alzar can choose which to eat. The invisible spirit-food is unable to be seen, it’s not something that’ s normally visible but hidden, but instead lacks visibility at all and is beyond it.

Alzar chooses to eat the visible food and its quite delicious. That’s i. He chooses not to eat the invisible food though. You never know what could happen, and air creatures are known as very capricious. Its in their nature. None of the other feasters have grown upset at Alzar for being here. None have attacked. Again, they are capricious…


Hmm…


The Star of Mo’Pilar is up and Alzar does a quick investigation. There is just one magical item in the room, an amulet worn by an Airdrake. They also notice something about the clouds that flanked the stairs. Alzar gets a familiar feeling. Something familiar, and something he didn’t expct here….


Something dark. Something evil. Something necrotic….

Abe Sargent
10-17-2015, 07:50 PM
Two vampires, in gaseous form sort of acting as bouncers. You wouldn’t even know what’s going on here. Alzar puts the Star away and heads back to eating. After six minutes pass, he reaches out with his necrotic powers and begins to dominate the Vampires mentally, and control them. As he does, no one notices. Alzar refuses to look up which may give a guilty look. They Vampires begin to float towards the feasters. Alzar needs a distraction. They turn into their normal forms, and then launch an attack in a nearby Cloud Giant and Air Elemental.

In a moment, battle has begun.

A few folks are turning Alzar’s way, suspecting he is behind it, but the lock of elven hair is in his hand and he begins to cast one of his most powerful spells….Wail of the Banshee. Up to 26 listeners hear him. Here are the targets:

2 Airdrakes
8 Air Elementals
4 Lesser Djinni
2 Cloud Giants
4 Stalkers
4 Servants
50 Air Fundamentals
5 Airlike Humanoids

So there are 26 targets, and 3 humanoids left, skipping the Fundamentals.

Here’s what happens:

Make a save. Fail? You die instantly. (-1 to the save due to Alzar’s kit)


11 enemies fall dead. The vampires are immune and untargeted anyway. They slay an un-Wailed Air Elemental.

With 12 creatures dead in one round, and with their vampires turning against them, they make a morale check.

All begin to flee except the mindless cloud of Air Fundamentals, and the 3 Stalkers and 1 Servant left alive, since they are controlled. Alzar lets them. Initiative.

Alzar wins (7 vs 9) and needs a way to clean out the low level Air Fundamentals. He casts Death Spell. This kills all creatures, no save, of 2 HD or less, and will hit 4d20. That’s more than enough to snuff out the horde of Fundamentals.

One of Alzar’s vampires takes 9 damage from a Stalker. Alzar loses init, and the vamp takes 10 more, bu regenerates as well. Alzar casts Hold Monster and two enemies are frozen for a few rounds. The vampires move in and snack on a frozen Stalker.


A few rounds later, Alzar’s vampires have healed, and the Stalkers and Servant are done.

Alzar grabs the magical amulet from the dead Airdrake’s body.

The giant noble djinni and Pasha has been watching the battle and getting more and more irritated, but not enough to do anything. Only a handful of airs are left in the area, around the edge of the large space. Those air creatures that could flee, went back to the Air Elemental Plane.

Abe Sargent
10-17-2015, 08:07 PM
Alzar wants to bring down that Force Field, but he doubts his 3rd level Dispel Magic is up to the trick. Alzar instead readies and casts the 9th level uber-Dispel Mordenkainen’s Disjunction and drops it.


The Pasha, Greater Djinni -

AC - 6; HD 15, 100 hp, AT 2 fists 3d10 each hit; THACo 5; Has magical items on him too.

Alzar has time to get off one spell as the Pasha flies at him.

He casts Major Globe of Invulnerability to protect him from spells of 7th level or fewer.

Battle begins.

3 vs 6, The Pasha smashes, and knows about the Displacement already seeing the earlier battle, and needs a 9 to smash Alzar and hits twice for 15 and 13 damage. Alzar’s +5 axe needs a 9 as well to smash, and he this once for 18 damage and then misses with the Barrier as well. The vampires need 19 to hit. They get two attacks and both miss as well.

52/79


Pasha - 82/100


Alzar uses his Ring of Quick Action to guarantee winning initiative this round. He rolls a 10, a 6, and a 15. Then a 6 - 19 damage, and 4 - 13 damage - 32 from his shield and axe. One vampire hits once for 7 damage and no energy drain - foe is immune.

Pasha - 43/100

Pasha reaches out and punches Alzar and tosses a 17 and a 4. Hits for…..2+4+7 - 13 damage.

40/79

8 vs 5. Lost init.

The Pasha punches and gets 13 and 8. Hits once for 4+6+5 damage - 15.

26/79

Alzar hews at the great djinni. He tosses a 1, 13, and 10 for 15 damage. One vamp hits one for another 7 damage.


21/100


The Pasha calls is and surrenders. He has been subdued.


Alzar knows what that means to one of the genie kind.

He calls off the vampires. He uses his Genie Lore proficiency to talk to the Pasha with knowledge. He’s a bit surprised, he didn’t realize that such knowledge was common here. But Alzar may not be common here either. He will do a favor for Alzar. He can do and conquer nearby territories to give them to Alzar. He can go fight some of Alzar’s enemies for him and dispatch them…Hmmm…no?

Alzar points out that a wish could do that but a lot more.


He tries a few more times but quickly realizes that Alzar’s won’t be swayed by simple tasks and offers the Wish. After all, it can smell wishes on Alzar, he’s cast them before!

Actually, he has. He has cast wishes before. That’s true. He knows that a properly worded Wish can have a powerful impact on him. He gets it.

The Djinni is preparing for the wish spell, and Alzar reminds him that he has neither agreed to the wish, not is he inclined to use it. Fine! The Djinni tries and tries but to no avail. What does Alzar want then?

Abe Sargent
10-17-2015, 08:40 PM
“The path for immortality spelled out for me.”


“….I really hate when people ask for that. Normally punish them for their impudence. But you have earned it. I will give you my freedom for understanding the path to Immortality. When you wake up from your next night’s sleep, you will awaken with the knowledge of how to pursue the paths.”

“And when that happens, as you have stated, without any harm to me, my companions, things in my sphere of influence, and with that knowledge permanently, then, and only then, will I release you.”


And with the stated release only coming after, Alzar uses Genie Lore to close off any angles of cheating the agreement. The Pasha nods, and then sighs. He’s really tired of this plane. It wasn’t any fun this time. The cyclone ends, and the Spindle begins to fade from sight. Alzar casts Mount and rides the Griffon back to the Bear Tribes camp, after having the Vampires turn into gaseous form to follow.

He reports to Kabloona what happened in genera details, and then moves away. He Mass Teleports his earnings, Vampire, Mount, and more to Ilth K’hinax the Beholder city, where he unpacks and will send the vampires to guard. Then he returns home. He’ll have the Magist send Kabloona another Spellcache Ring later.

XP gained - 67500 XP for combat + 6750 for XP bonus

5976570 - level 26 comes when he gets to 6,000,000

Magical Sapphire Amulet, in the shape of a dragon
Bows and Arrows listed before.


The potions lost and used are marked, and the 6 charges off the Gem is gone too. As sphinx magic is innate, there were no scrolls or spellbooks or anything that they used. The dungeon has disappeared before Alzar could secure the nice furniture or anything like that.


It was a quick little 8 page adventure, and the first page is the cover sheet, page 4 is the map, and there are two half page pictures as well, so you have just 5 pages of stuff. It’s super easy to do.

But, what it does is set up Alzar nicely for the next chapter in the plot of Pandius. The Spindle of Heaven should prove to be a sort of pre-adventure that gives you a taste, a very small taste, of what is to come….


End of AC7. The Master Player Screen, with Spindle of Heaven Adventure!

Abe Sargent
10-17-2015, 09:26 PM
Alzar heads to sleep that night and awakens…



The Path to Immortality:

1). Must be at least 30th level. Alzar is 25th, almost at 26. You can begin the path later, but you must wait until level 30 before taking it

2). An aspirant must select a path for the Sphere of Power that they want to serve. Matter, Energy, Entropy, Time, and Thought.

3). An aspirant must find an Immortal to sponsor them


After Alzar gains sponsorship, he must “stay true” to his chosen path until he finishes the various quests and struggles that are required.

The Sphere of Energy is the easiest path for a Mage. He’ll have to gain 400,000 after getting to level 30, rather than 600,000 others need. He must create an entirely new magical item of extreme power, an array of spells, transform his land, etc,

The Sphere of Time favors the clerics, and is the “good” place, but one of the major paths that is required to drop it is to and found a dynasty, and then help his dynasty succeed. He would need 600k for this path, maybe require questions like destroying chaotic artifacts and such. Tends to be more lawful and good.

The Sphere of Thought, tends to favor thieves and rogues, and is more neutral in alignment. They want the epic hero, the person who finds an artifact and recovers it o become a huge name on Pandius and to really push themselves.

The Sphere of Matter tends to lawful and neutral, and is the path of the fighter. It requires time spent as other classes, and massive amounts of adventuring and such.

The Sphere of Entropy tends towards chaotic and evil, and due to its nature, any aspirant must create their own unique path to Immortality.


Alzar has aspects of multiple paths already. Energy is likely the easiest for him as a Path Mage, he specializes in artifice and creation already. But a sphere that leans chaotic and neutral is not necessarily what he wants. He has developed a name for himself here in Norwood as the Lord of Wood and Fire and aided the barbarians very well. The Sphere of Thought’s concept of the great hero suits that. He has founded a nation that is in the Time’s concept of long-lasting impact on the world, and even Matter’s path is more towards him as he is both a fighter and a mage already - the others are easily done. He could even do entropy.

Alzar recalls what the Barbarian Immortal told him, that there were guidelines in place to prevent a bunch of people from other planes to come to Pandius, and then seek immortality. He would likely need more than one sponsor and such. But that is information for later. For now, Alzar begins to consider his options…

Tellistto
10-17-2015, 09:46 PM
Nice stuff, Abe! Glad to see this back in action. Looking foward to the next saga!

Tell

Abe Sargent
10-17-2015, 09:46 PM
End of Year 5


This the first year that Alzar’s domain does not grow geographically



The March of the Mighty

Ruler – Marquis Alzar

Hex #1(Evenarrow) – Villages – Evenarrow - 331 families – On the southern coast of the little jutting peninsula, this village fishes south in the Great Sea and the entrance there brings in some nice saltwater fish. With a small set of docks, Alzar will be expanding Evenarrow into the capital of his March. It’s in the perfect place. The rest of the Hex is really small villages here and there or individual shepherds and there is large area, near the mountains on the western part of the hex that has Cassiterite deposits that can be opened to mine.

Details – 634 families
7 resource gp

Monthly Income – Standard Income - 720 gp/month
Tax Income – 72 gp/month
Resource Income – 504/month
Total – 11412/month (x18 multiplier)

Hex #2 (Storn) – North of Evenarrow is this highly populated hex, southeast of the mountains, and with some amount on the Alphatian Sea. Forest and some hills.

Villages – Storn – 409 families, inland, center of the hex, they grow grapes on the hills here.
Riverton – 204 families, On a small river from the mountains to the sea, shepherds

Details – 853 families

Monthly Income - Standard Income - 890 gp/month
Tax Income – 89 gp/month
Resource Income – 267/month
Total – 11,942/month (x14 multiplier)

Alzar will be building up Storn here as well, later on.

Hex #3 (Augustia)– East of Evenarrow and Storn, and flanked by the coast, this hex is the last full hex in the area in the waters. Lead has been mined before just south of Farhome and there’s open mines there ready to be used, if they are cleaned out and reinforced.

Villages - Augustia – 191 families, on the northern coast, fish the Alphatian Sea
Farhome – 70 families, grapes, on hills by western edge of hex
Asantia – 104 families, farmers in southern coast of hex.

Details – 531 families


Monthly Income - Standard Income - 540 gp/month
Tax Income – 54 gp/month
Resource Income – 378/month
Total – 9558/month (x18 multiplier)



Hex #4 (Rostock) –, this heavy forested hex is next to the Ljallenvals and has an elf-hold of 122 elves living here too.

Village – Rostock – 139 families, they have a small quarry here they use to harvest stone and rocks of quality and send them elsewhere. 3 resource GP

Details - 282 families, 1 good – Stone


Monthly Income – Standard Income - 560 gp/month
Tax Income – 56 gp/month
Resource Income – 168/month
Total – 3948/month (x14 multiplier)


Saffir - in Ljallenvals - This mountainous region has a central valley and the major northern route through the Ljallenvals. It is north of Rostock and northwest of Storn.

Village – Saffir – 291 families, they farm vegatables here and sell them on the trade route. 1 resource GP. Saffir has a castle just built.

Details - 408 families, 1 good – Farming


Monthly Income – Standard Income - 3320 gp/month
Tax Income – 332 gp/month
Resource Income – 332/month
Total – 4896/month (x12 multiplier)


Hammerhelm - in Ljallenvals - This mountainous region has a part of the southern route through the Ljallenvals. It is south of Rostock and southwest of Evenarrow. No humans live up here, just dwarves. Unlike other hexes, this one will not grow via immigration.

Dwarfhold- Hammerhelm – 346 families live in this dwarfhold, now the second largest in Norwold. They mine verite, several other ores, and harvest fungus. +9 resource GP.

Details - 346 families, 1 good – Farming


Monthly Income – Standard Income - 3460 gp/month
Tax Income – 0 gp/month Dwarves don’t pay taxes
Resource Income – 3114/month
Total – 6,574/month (x19 multiplier)


Raider’s Point -

This hex is the far point on the peninsula that is across the channel from Evenarrow and Bergholm Isle. It’s just four hexes from the Barony of Moonhold, where Sandralane is. It has two resources – fish and salt.

Raider’s Point – This hex is the far point on the peninsula that is across the channel from Evenarrow and Bergholm Isle. It’s just four hexes from the Barony of Moonhold, where Sandralane is.


Villages – Raider’s Point - 101 families – This coastal village is on the bay to the east of the province, and brings in a lot of salt.
Havendrop – 39 families – this northern village is near the tip of the hex. It fishes north.

Details – 388 families
3 resource gp – Fish and salt

Monthly Income – Standard Income - 690 gp/month
Tax Income – 69 gp/month
Resource Income – 207/month
Total – 5432/month (x14 multiplier)

Hex #5 - (Spearhold) – This hex is southwest of Raider’s Point and northeast of the mountains in Eagles’ Barrier. With just two resources, it has only grain and potatoes here.

Villages – Spearhold - 60 families – Virtually everyone lives in this farming village, growing either potatoes or grains.


Details – 208 families
2 resource gp – Grain and Potatoes

Monthly Income – Standard Income - 680 gp/month
Tax Income – 68 gp/month
Resource Income – 136/month
Total – 2704/month (x13 multiplier)



Bergholm Island –

Although it spreads across via two hexes, it’s really the size of one full hex, and we’ll treat it as such. Heavily mountainous and with very few places to do stuff.

250 Families; 2 resources, 1 mineral, 1 vegetable – Copper mines and berries.

Just one village: Bergholm Villa – 176 families, they are on a river where it meets the Great Sea, and the place is elevated too. Form here they can reach both some copper mine and harvest the numerous berry bushes that grow all over.

Monthly Income - Standard Income - 290 gp/month
Tax Income – 29 gp/month
Resource Income – 116/month
Total –3750/month (x15 multiplier)



EXPENSES – + Tithe, Taxes

Military – 14,960
Navy – 2750
March Staff - 3,420
Specialist Staff – 8050
Stronghold Staff - 7160
Taxes to Ericall – 20% (12200)
Tithe to Matter Temple – 10% (6100)

Treasury - 318,592


Holidays:

Month 8 - Mid-Summer Convocation – 10% of income that month
Month 10 - Harvest Festival - 15% of income that month
Month 1 - Year’s End Divine Liturgy – 5% of income that month
Month 2 – Tax-Free Month

March Staff –

Chaplain – 500 gp
3 Magistrate – 600 gp
9 Sheriff – 900 gp
26 Provost – 520 gp
20 Warden – 400 gp
Reeve – 500 gp

Specialist Staff:

Steward – 1000 gp
Engineer – 750 gp
Herald – 300 gp
Chief Magistrate – 2000 gp
Magist(15th level) – 4000 gp

Stronghold Staff:

2 Marshall - 160 gp
10 Bailiffs – 200 gp
2 Chamberlain – 240 gp
2 Senechal – 400 gp
Castellan (Lvl 8), 2000 gp
Guard Captain (Level 10) – 4000 gp

March Military –

Light Foot Soldiers – 750 troops, 20 leaders – 1500 gp – AC6, longsword + dagger
Heavy Foot Soldiers – 400 troops, 10 leaders – 1200 gp, AC4, longsword, spear, dagger
Light Horse Soldiers – 200 troops, 5 leader – 2000 gp, AC6, longsword, lance
Heavy Horse Soldiers – 250 troops, 6 leader – 4000 gp, AC 2, longsword lance
Crossbow Troops – 400, 10 leaders – 1600 gp, AC 5, heavy crossbow, shortsword
51 Officers – 510 gp, AC 2 better than troop they lead
25 Armorer – 2500 gp
10 Smiths – 200 gp
4 Equerry – 200 gp
Artillerist – 750 gp
2 Flying Equerry – 500 gp

He gets income and expenses each month, and then rolls for population changes, and events. It will take 2 months before they will start getting taxes in. He also gets XP on an even level with his taxes, so he makes 2902 XP the first month, and then it heads up from there.


Navy – 8 ships

Current Confidence of March – 355 – Healthy




Since his military hasn’t grown this year, it was rising to numbers he increased the previous year, he again invests in growing his army.

He will hire:

250 Light Foot Soldiers - 500 gp a month
100 Heavy Foot Soldiers - 400 gp
100 Light Horse - 1000 gp
100 Crossbow Troops - 400 gp
6 Officers - 60 gp
2 Armorer - 200 gp
1 Smith - 20 gp
1 Equerry - 50 gp

Total increase of 2630 gp a month in army expense.

Abe Sargent
10-17-2015, 09:47 PM
Nice stuff, Abe! Glad to see this back in action. Looking foward to the next saga!

Tell

The next chamber might get a little more gonzo than that Defender of the Plane traveling through time one we just had. :)

Abe Sargent
10-17-2015, 10:36 PM
Month 1, Year 6

This month a major comet comes through the skies and drops domain confidence by 15.

There is a Divine Liturgy this month. The church gets an extra 5% donation to start off the year.

The bows and arrows are simple to figure out, but thus far, Alzar is unable to decipher or figure out the sapphire pendant. It’s clearly magical of some sort, and since it was worn by an Airdrake and in the shape of a dragon perhaps it is a draconic enhancer or in creation nor some such. Alzar has been unable to find an expert or someone who knows enough to tell him


Halfway through the month, Alzar receives an appearance from one of the local dwarven clerics from Hammerhelm. They have brought a message to Alzar from the Immortal Morena to whom their church is dedicated to. It was Morena who freed Alzar from his curse, but that was for helping dwarves out in the finding of the Axe of the Dwarvish Lords and removing the infestation in a local dwarven city. Alzar pledged himself to helping out once more.


There is a dwarven society deep underground. They need the services of someone extremely powerful to help them to simply survive. It’s that bad. Alzar spends a day doing some prep work, and then heads over to the Church of Morena for more information….



4 days later, Alzar can’t believe what he has found out. It’s largely a secret from most, but Morena herself confided in him as to what is happening.

See, Pandius isn’t really a round planet. With a variety of lands and nations. No, it’s more like a big, great, bubble. And the with a world of nations and cultures on the outside, and another on the inside…

Abe Sargent
10-17-2015, 11:19 PM
The Hollow World:


Here is the Ancient history of the Hollow World:

“BC 10,000: The Brute-Men race is on the decline in the outer world. They are gradually being replaced by hardier, more adaptable races- the Neathar men, dwarves, elves, and halflings. (PWA1012)

BC 6000: The Hollow World is very sparsely populated. Many regions are inhabited by giant reptiles which are now extinct in the Outer World; the only sentient race in the Hollow World is a species of Neanderthal-like near-human. (HW)

BC 5500: Powerful burrowing monsters created by Thanatos infiltrate the Hollow World and begin to corrupt the Brute-Men culture there. (HW)

BC 5300: The Brute-Men tribes begin to fall upon one another in savage, irrational wars. These wars rage, off and on, for three centuries. (HW)

BC 5000: The Immortals destroy the corrupt elements of the Brute-Men culture, and then cast their Spell of Preservation on the Hollow World; now, sentient races placed within the Hollow World will always retain their distinctive characteristics. (HW)

BC 4000: With the situation on the outer world relatively stable, the Immortals confine themselves to placing a few human tribes and a few animal species within the Hollow World; this is a time of comparative peace there. (HW)

BC 3500: A large number of Neathar tribes are placed in the Hollow World so that the original Neathar culture will be preserved. They are placed to the north of the great equatorial mountain range, away from the Brute-Men. They swiftly grow in numbers and spread in all directions through the northern hemisphere. (HW)

BC 3300: Ka now implements Korotiku's ideas for a massive centre of mortal knowledge in the Hollow World. He instructs certain very wise beings of all sentient races to travel to a very secluded mountain valley; there, they are to interact, to build a great library, to accumulate and exchange knowledge. This secret library, protected by Ka all through its history, is to become the Lighthouse. (HW)

BC 3000: The Blackmoor’s spaceship explosion catches the Immortals off-guard; they cannot summon enough power to prevent its most harmful effects. The Blackmoor civilization is eradicated before they can preserve any part of it. The Oltec and Azcan races are threatened with imminent extinction by the changing climate brought about by the Rain of Fire, so large numbers of both tribes are magically whisked to the Hollow World. They are placed in the land to the north of the great equatorial mountain range; the Azcans are located in the forests next to the sea, which they name the Aztlan Ocean. The Oltecs are placed to their southeast, with a great swamp separating them and the Azcans. Both races encounter the numerous Neathar tribes; the Oltecs leave them alone, while the Azcans wage war on the Neathar, always trying to expand their borders. (HW)

BC 3000-2500: Ka and his ally-Immortals must spend hundreds of years and incalculable magical energy to prevent the sudden change in the planet's axis from destroying whole regions of the Hollow World. The Immortals create new, gigantic, fog-clad openings to the outside world at the location of the new poles, and seal up the former (smaller) polar openings. They also work madly to preserve numerous Known World human tribes from extinction; these include some of the Tanagoro tribes. The Tanagoro are placed in the plains south of the great equatorial mountain range, south and west of the Brute-Men; the Tanagoro think of those races as monsters and keep well away from their hills and mountains. (HW)

BC 2410: It is obvious to the Immortals that the southern elves are doomed, but this leaves them with a quandary. They want to preserve that Elvish culture, but not the technologies which nearly destroyed the world. They settle on a compromise: They will magically alter the devices upon which the elves have grown so dependent, so that these devices will operate in only one certain valley in the Hollow World. That way, the dangerous sciences of Blackmoor cannot infect any other part of the Hollow World. Many of the elves of the southern continent are transplanted to the Hollow World. They are placed in a warm, volcanically-heated series of valleys near the southern polar opening, far away from any of the other Hollow World cultures. (HW)

BC 2400: The Immortals are intrigued by the Beastmen. Since they are now beginning to breed in recognizable strains, the original "chaotic" race is threatened with extinction. The Immortals take a few Beastmen tribes, magically restore them to their original chaotic state, and lead them to the Hollow World. They don't magically transport the Beastmen into the Hollow World; they inspire one leader/colonizer to lead followers northward, and those Beastmen eventually wander their way into the Hollow World. They settle in the icy lands near the northern polar opening. (HW)

BC 1800: The dwarves transplanted to the Hollow World, who mostly belong to the Kogolor clans, thrive in their new lands. They have been placed in eastern mountains just north of the great equatorial mountain range, fairly distant from other sentient races; they have occasional contact with the Neathar tribes to the north and west, but are largely left to their own devices. (HW)

BC 1722: The Immortals Odin and Thor have sent whole Antalian tribes into the Hollow World, placing them in icy lands south and east of the Beastmen territories. The Antalians thrive in their new home, happily fighting among themselves, with the Beastmen to the north and with the Neathar tribes to the southwest. (HW)

BC 1650: A surviving clan of Glantrian elves from the outer world finds its way to the Hollow World through thousands of miles of subterranean passages. The tribe emerges in lands thickly occupied by hostile Neathar tribes and dinosaurs; they migrate northward, to lands similar to frozen Glantri, and settle in the mountains south of the Beastmen and west of the Antalians. They call their new land Icevale. (HW)

Atziann, elf-king and sole survivor of his clan, emerges in the Hollow World near the Azcan capital; fascinated by them, and using his magic to move unseen among them, he stays with the Azcans for several years before embarking on his own path to Immortality. (HW)

BC 1600: The Immortal Tarastia preserves several clans of the self-destructing Jennite culture, choosing to save only the more traditional horde. She transfers them to the Hollow World, placing them in the southern hemisphere, south of the forests and plains occupied by the Tanagoro tribesmen. The Jennites begin a fierce rivalry and occasional warfare with the Tanagoro men. (HW)

BC 1500: The elf-king Atziann, now calling himself Atzanteotl, achieves Immortality in the Sphere of Entropy and begins his plans to corrupt the Shadow Elves and the Azcan race. He begins whispering to selected Shadow Elves and Azcan rulers of the power and glory he can bring them, and lures them away from their faiths. Increasing numbers of Shadow Elves (especially those of the Schattenalfen clan) turn from the worship of Rafiel to that of Atzanteotl; likewise, many Azcans turn away from Otzitiotl and Kalaktatla. (HW- note that Shadow Elves didn't begin to worship Rafiel until finding the Refuge of Stone in 1104 BC- see GAZ13)

BC 1494: A terrible plague strikes Chitlacan, killing almost two-thirds of its population. Atruatzin, himself a survivor of the disease, is driven from Chitlacan by his rivals, who are secretly supported by the Immortal Atzanteotl. Atruatzin and his loyal followers retire to the mountain fortress of Quauhnahuac. (HWR1)

BC 1484: Driven by the whispers of Atzanteotl, and his own fears that Atruatzin may reclaim the throne, the treacherous new Azcan emperor leads a massive assault on Quauhnahuac. Everyone found in the fortress is slain or sacrificed, but of Atruatzin there is no trace. The priests curse the land on which Quauhnahuac is built, and sow salt among the ruins. (HWR1)

BC 1470: The Chochomecs (an Azcan tribe) desert Atacalpa, migrating to Oltec lands of the east. (HWR1)

BC 1468: Atruatzin and his followers find a resting place, where they build a temple to the old Immortals. They name it Mictlan, after the legendary land of the dead. (HWR1)

BC 1420: The underground elven wanderers stumble upon Mictlan, and overthrow the humans. Those elves who have been seduced by Atzanteotl declare that the temple is sacred to him, and he has given them victory over their enemies and a place to call home. These elves become the Schattenalfen. Most of the elves are uneasy about this alien Immortal, but they are weary, and so they settle and build the city of Aengmor. Atruatzin escapes alone. (HWR1)

BC 1400: A colonizing party of Shadow Elves, mostly Schattenalf followers of Atzanteotl, retraces the path of that earlier, lost expedition, and finds the Hollow World. They emerge just north of the great equatorial mountain range, right in the middle of the Kogolor dwarf territory. They immediately begin a war against the dwarves, whose lands they want. The Immortal Kagyar causes Denwarf, the former leader of the Outer World's dwarves, to help the Kogolors against the Shadow Elves. (HW)

BC 1395: The Schattenalfen are badly beaten by the Kogolor dwarves and must break off the war. They continue travelling west, to an area not infested with dwarves, and settle there. But due north of their new lands are the Azcans, whose culture and architecture are disturbingly and insultingly like theirs (a result of Atzanteotl's guidance of the Schattenalf culture, though they don't know this); the Schattenalfen hate these people, whom they see as a mockery of their culture, and begin an ages-long war with the Azcans. (HW)

Kagyar places Denwarf in a state of suspended animation, transferring him to a cavern deep beneath the Dengar caverns of Rockhome. (HW)

BC 1290: Atzanteotl surrounds Aengmor with lava, slaying many underground elves. The survivors flee into the deepest tunnels and recesses below the Broken Lands. (GAZ13)

BC 1000: In the wake of the humanoid invasions, the Immortals are quite busy selecting endangered cultures for preservation in the Hollow World. The Traldar and many other cultures are preserved in this fashion. The Traldar are placed on the coast of the Aztlan Ocean right where the great equatorial mountains reach the ocean; they call that body of water the Atlass Ocean. They're south of the Schattenalfen and north of virgin territories. They quickly spread out to inhabit all their mountainous seacoast lands. Not co-operative enough among themselves to form an empire, they occupy themselves with pirate raids into Azcan territories. (HW)

Many Makai are transplanted to the Hollow World to preserve their culture in the face of Nithian assimilation. Placed in an archipelago south of the equator, they resume their carefree, peaceful existence. (HW)

Meanwhile, an expedition of Shadow Elves leaves the City of Stars in an effort to find the path to the surface world. Instead, they find their way to the Hollow World, where they are fatally poisoned by the rays of the eternal sun. Some of them make it back to the City of Stars with news of their voyage, but all soon perish. (HW)

BC 900: Atruatzin visits Quauhnahuac. (HWR1)

BC 896: First Shadow Elf exploration to the surface world ends in disaster with few survivors. They find only a fiery, deadly, red sun. (GAZ13- note similarity to BC 1000 entry above)

BC 795: Atruatzin completes the Path of the Polymath and achieves Immortality; he joins the Sphere of Matter. (HWR1)

BC 500: The Immortals gather up great numbers of Nithians, those untouched by the evil of Thanatos and Ranivorus, and transplant them to the banks of a great river similar to the River Nithia in the Hollow World. They swiftly rebuild their civilization. They are near only to the Tanagoro warriors and Jennite riders to the west; they begin on-again, off-again wars against the Tanagoro and Jennites to seize their fertile plains and acquire slaves. (HW)

With the destruction of the Nithians, the Immortal Pflarr, insulted by the Nithians' betrayal, turns his back on the outer world. He turns his attention to the Hollow World Nithians, and sets up a colony of Hutaaka in a sheltered valley of the Hollow World- west of the Brute-Men, north of the Nithians. (HW)

The Immortals also cure and transport remnants of the Malpheggi lizard men race to the Hollow World, placing them in the great swamp between the Azcans and the Oltecs. Both the Azcans and the Schattenalfen find mercenary allies among the Malpheggi. (HW)

Kepher becomes the first Pharaoh of Nithia in the Hollow World. (HWR2)

BC 492: The Immortal Karaash takes pity on a band of particularly valiant orc-warriors led by their chieftain, Krugel. Trapped by dwarves during their assault on Rockhome, surrounded in the Sardal Pass, and in imminent danger of being wiped out, they demonstrate ferocity and gallantry unusual in orc-warriors. Karaash transports them to the Hollow World, to the arid plains north of the Kogolor dwarves. (HW)

BC 450: Krugel, leader of the Hollow World orcs, dies. In his lifetime, he has transformed a couple of hundred followers into a well-trained, well-motivated, well-supplied horde of conquest minded plains riders, who now take his name to honour him. They will be called the Krugel Horde. They continue to attack and sack communities of the Neathar to the west and the Kogolor dwarves to the south. They do not want to conquer lands; they want loot. (HW)

BC 322: A Schattenalfen attack annihilates the southern Azcan city of Axateotl for the seventh, and last, time. (HWR1)

BC 250: The Immortal Korotiku, charmed by the cleverness and ruthlessness of the pirates of Thyatis, transplants several communities of them to the Hollow World, establishing them in equatorial islands not far from the territories settled by the Traldar. He has conceived an interesting experiment for the Hollow World. He's decided that it would be interesting to populate one area of the Hollow World seas with pirates, creating a new culture which is exclusively piratical. (HW)

BC 100: The newly-transplanted Milenians begin to reforge their civilisation along its original lines. Placed on the virgin seacoast far south of the Traldar lands, they have the warlike Tanagoro and Jennite races to their east. They build their empire on the coast and in lands seized from the Tanagoro and Jennites, who become their recurring enemies. (HW)

AC 50: An Alphatian wizard, by magical experimentation with wood-imps and pixies, creates a small humanoid race he calls the Kubitts. They average a foot and a half tall; he gives them their name from an old Milenian word for the measurement a foot and a half. He makes them independent and strong, but when he tries to force them to perform deeds against their wishes, they rise up against him and kill him. The Immortal Vanya, smitten by these diminutive warriors, transplants the entire race to a hidden jungle valley in the Hollow World. (HW)”

So that’s ancient history.

Here’s the key points to take away. The Hollow World is a place where some Immortals (Ka, Vanya, Thanatos, etc) put their favorite cultures, people, monsters ,and more to store them away and keep them as is. They have protected the area with a few things, and the key to that is the Spell of Preservation, which keeps everything fresh from their own nature. There are immortal spells about that prevent anyone from teleporting or magic’ing from the outer world to the hollow world, or vice versa. In fact, you can’t even circumvent your way around that by moving through planes. If you enter another plan from the Hollow World, you cannot appear in the outer one later, and vice versa, you’ll always come back to the one you left. You have to get there the old fashioned route of travel.

In fact, the Immortals don’t even know how it got here they just came across the Hollow World and began to use it - Ka the Preserver is the major driving force behind HW. Ka was originally a reptile who achieved immortality and now is a major player. There is a great World-Shield that keeps detection magic, transportation magic, and such from one side to the other.

The World Shield and Spells of Preservation make magic harder to learn and cast here, people are a bit xenophobic and prefer their own cultures and people to others. Spells that open a gate to any other plane can only be used to exit the Hollow World, they cannot be used to summon others - like elementals or invisible stalkers and such. They aren’t going to be down there unless they took the long way. They could be banished back home though.

Almost 900 years have passed since the end of that timeline.

There is one great ball of red light in the middle of the “sky” that is constantly on all day long. There are islands in the sky as well, and they are pretty big. As those islands pass overhead, shadows move and change - and locals tell time by those shifting shadows and where the islands are in the orbit around the “Sun”

So there are flying continents in the sky, and then ground-based civilizations and such as well.

There is no horizon. You can see land curving up and all around as far as your eye can make out. While north and south are still relatively up and down, east and west are reversed here. Left is east, and right west.

There are two major entrance at exists at the poles, and Alzar is fairly near the north pole here in Norwold. So he’s going to head over, and then begin to head down. Much like he did when he plunged into the Underdark, he’s taking as much of what he needs ahead of time, since he can’t quickly teleport back if he needs a different set of spells or a different set of magical items.

Abe Sargent
10-17-2015, 11:39 PM
Let me toss you some pics of the Hollow World


How about this cross-section?


http://pandius.com/hw-hollow-world-diagram-adapted-original-colours.png

Abe Sargent
10-17-2015, 11:43 PM
http://mystara.thorf.co.uk/other/hollow-world-lat-lon-small.jpg


Hmm...too wide? How about if I find a smaller one? That's better.

Abe Sargent
10-17-2015, 11:47 PM
This is Northern Iciria, where we'll be:


http://www.pandius.com/hw-northern-iciria-40.png


Note the Antalian Wastes, in the North-East of teh map (which is in the upper left corner, get used to wonky directions here)

Abe Sargent
10-18-2015, 12:25 AM
Morena needs someone of Alzar’s power level to help out her sub-race of dwarves that is being driven to extinction. There are not a lot down there (Mages, for example, have to have an INT of 16 rather than 9 to be a mage. And there are not that many spells down there - it’s not very diverse, magically) So she gives him a heads up as to what doesn’t work, magically, here in the Hollow World pre-expedition:

Holding - Hold Person, Hold Monster, Ghoul Touch
Charming and Domination - Snake Charm, Charm Person, Charm Monster, Geas, etc
Summoning - Invisible Stalker, Conjure Elemental. Monster Summoning III, etc
Coming Back To Life - Raise Dead, Resurrection, Reincarnation
Instantaneous Travel - Blink, Teleport, Dimension Door, Gate, etc Changing travel speed or things like Fly and Levitate work.
Divining with other People - ESP, Know Alignment, Commune, Speak with Dead, etc.

As divination works with the surroundings, Read Magic, Detect Magic, Locate Object -that works

Within that context, there is a lot of wiggle room. For example, Necromancy is unchanged. Alzar can animate a plethora of dead stuff. He can kill with Finger of Death, Death Spell, Wail of the Banshee, use Vampiric Touch and more.

Any magic item that duplicates those effects also doesn’t work, so Alzar frees a lot of his space by moving that out. He also grabs a couple of spells from his spell books and memorizes them to make up for this:


He will swap these spells in from his spellbooks:

2nd:

Melf’s Acid Arrow

3rd Level:

Mummy Touch


4th Level:

Rain of Terror
Merald’s Murderous Mist


5th Level:

Fiendform




6th:

Dimensional Blade
Lich Touch



7th:

Prismatic Spray



All of these spells have various effects that Alzar can do. He finally just commits and grabs Melf’s Acid Arrow and similar stuff from the conjuration school. It’s not something he normally wants. A spell like Blastbones or Skulltrap can be used in combat, but can also set up traps, used defensively, and give permanent benefits until triggered. They are more powerful. But the Arrow is just a dorky little combat damage spell. And yet, the whole point of creating the Fivefold Path to Power is to embrace power. And here, under the world, with his Ring of Wizardry giving him 12 2nd level spells, and with many of the more powerful ones not working, and with this world only allowing one memorization per day per spell, Alzar can’t turn away, from this specific situation, from a spell like Prismatic Spry or Melf’s Acid Arrow.


Time to head down.

Abe Sargent
10-18-2015, 09:17 AM
If Alzar takes any summoned creatures down, then when their duration expires, they still go home, so a griffon from the Mount spell will disappear and an Earth Elemental does the same. So Alzar uses one final teleport to get him to the Northern Pole, hundreds of miles to the north, and then begins to descend. The pole is open and miles and miles across.


Other than his normal spells (Dispel Magic, Ray of Ondovir, etc) what does he now have?

1st - Enlarge, Warning Trumpet, Protection from Good (Replace Mount, Charm Person, Hypnotism)
2nd - Melf’s Acid Arrow, Spectral Hand, Skeletal Hands, Undead Mount, Wild Swing(Replace Summon Swarm, Ghoul Touch, Empathic Control, Empathic Control, ESP)
3rd - Mummy Touch (Replaces Dire Charm)
4th - Merald’s Murderous Mist, Rain of Terror (Replace Charm Monster, Morden…Maidens)
5th - Chaos, Deathmaster’s Vial, Fiendform, Vile Venom (Replace Conjure Elemental, Domination, Summon Shadow, Hold Monster)
6th - Dimensional Blade, Curse of Lycanthropy, Lich Touch(Replace Geas, Invisible Stalker, Teleport Other)
7th - Prismatic Spray, Amorphous Blob, Negative Plane Protection (Replace Mass Teleport, Conjure Greater, Teleport w/o Error)
8th - Power Word, Blind (For Mass Charm)
9th - Energy Drain, Lauthdryn’s Cleaving (For Mass Domination, Virus Charm)


Obviously, as things change, his spell selection may as well. But this is likely to be his default spell list.


Alzar wants to take some permanent aids with him. He sets up a “Quick Station”. He has his Tabi here at the North Pole, and he’ll have Megala the flying Homunculus about 20 miles past the World Shield. He can communicate with Megala, but not the Tabi, due to the World Shield. So he has a variety of scrolls of blank parchment and ink wells and such. He will have Megala write down any messages to send to the court, and deliver them to his tabi, Ak’Kabar, and then Every day the magist from his March checks on the Tabi to see if it has any new messages. Meanwhile, the magist can send a message to Alzar by teleporting it to the Tabi, and having Megala pick it up on his daily visit.


Alzar will have just a handful of allies with him:

Azzil, his Imp


Otherdimensional space works here. Aleph is in the Warp Marble:

Bronze Golem, Named Aleph:

Bronze Golem – AC 0, HD 20, HP 97, THAC0 – 3, 1 attack fist 3d10 damage +1d10 heat damage;

Deals 1d10 heat damage from its scaling hot “blood” inside the being. That fiery liquid spurts out when it takes damage to whoever hit it, or when it punches because it makes contact. Immune to heat, and requires a +2 magical weapon to hit.


This is the Golem that he controlled with the Talisman of the Golem. He’s leaving behind all other constructs to guard things, and his Android Bodyguard is in OtherSpace, and has a few items from the crashed spaceship to use. Technology won’t be affected by any of this anti-magic stuff. Alzar has added some high-tech items to his armory, when removing others that aren’t of value here.


Alzar heads down. The World Shield itself has anti-magic properties, so Alzar rides the cold winds down with his Flying Carpet, and then when he hits the anti-magic area, and the Flying Carpet stops working Alzar and his carpet begin to plummet. He activates the jetpack on his back and grabs the carpet. He rides it down for around 20 miles and then drops off Megala shortly thereafter. Then he stores the jetpack and finishes on the carpet.

About one day passes. Alzar’s Ring of Warmth keeps him fine.

Alzar arrives in the Hollow World…

Abe Sargent
10-18-2015, 10:02 AM
Welcome to the Hollow World. Place where ancient nations and cultures, like the Nithian Empire, the Azcan Empire and the Milenian Empire still rule, and where ancient Neanderthals with stone weapons fight off attacks from dinosaurs and werewolves, and undead packs prey on the countless pirates of the high seas.

The human settlement closest to the entrance by the North Pole are the Antalian Wastes, ruled by village-dwelling hunters and reavers, and very barbaric. They are former descendants of the barbarians in the northern part of Norwold. They are a hard-frozen area where life is harsh and hard won.

Alzar’s first target is supposed to be in this mountain range.


Begin the Lost Shrine of Bundushatur

https://cf.geekdo-images.com/images/pic536893.jpg

Published in 1998, I like adding it to the collection for a few reasons. Firstly, it has a dwarven presence, so I can slide it in very easily. Secondly, it is layered on top of a very strong chaos vs law element that plays nicely in Mystara. I can amp up the power level a bit here and there easily enough. Finally, it’s a module that Alzar would obviously have a easy ability to handle, and one that therefore makes sense for him to be tied into.

Abe Sargent
10-18-2015, 10:23 AM
A day after searching, Alzar finds an entrance to the lost land of Isar, where the Isarite Dwarves are found. The Isarites were a favorite branch of dwarves of Morena from above that were threatened with extinction around 1300 years ago. She moved a group of them to the Hollow World to keep them alive, and the last Isarites died around 1250 years ago, leaving just the tribe here, under the world.

There is a single village of Isar people, here in the peak of the Thunderdelve Mountain. Alzar passes by some entrances, and arrives into a corridor carved by the dwarves. There are no dwarves to greet him here, however.

Alzar presses on, and after a half hour, finally finds the city of Isar, a dwarfhold of around 2000 dwarves. It has been largely destroyed very recently. The temple to Morena was leveled, and there are numerous buildings, homes, and more destroyed. There is a great cavern here that stretches up, and an underground lake next to the homes that was used in part for food and in part for drink. Alzar begins to investigate. There are a few bodies of dwarves here, but not more than 20 or 30. As he does, he comes across some wounded and battle tested Isarite dwarves.

He speaks their language via the axe that other dwarves once made for him in Mystara’s past. They were recently attacked by undead and forces of chaos that hit the city hard. Most of the dwarves made it out alive, and are hiding in some tunnels nearby. But they have been driven out for now. Alzar connects with them and tells them about Morena sending him, and the three of them begin to tear up at Morena continued loyalty.

They show Alzar where it all started. In the center of the lake is an old shrine that rose from the waters around 2 weeks ago, and from which the undead and chaotic forces came. That shrine is an old shrine of chaos. Long ago, about 75 years before the Isarites arrived, Thunderdelve Mountain was the site of a pivotal battle between a group of seven powerful creatures that called themselves the Lords of Chaos. The local powers of law fought against them, and eventually they won. The temple of chaos’s foundation was destroyed and it was driven underwater. The Isarites were here in part to keep an eye on things to make sure that chaos would never again get a handle on the Mountain that shrine or the area. Clearly, that did not happen.

Alzar tells the dwarves to head back to the others, and heads away himself to prepare to investigate the once-hidden shrine of chaos…

Abe Sargent
10-18-2015, 10:42 AM
(from the back of the module:

“Long ago the Lords of Chaos strove with the forces of Law and were defeated. Their great temple destroyed and their minions scattered to the four winds, the Chaos Lords withdrew, and a new balance held sway in the land. But prophecy said that one day the fallen temple would rise again, heralding the Lords' return to spread Chaos across the world once more.

And now comes a cry for help from the dwarves of Isar, saying that the Lost Shrine has risen from beneath the dark waters of the lake that kept it hidden for thirteen centuries. Already forces are gathering - some eager to plunder the temple's legendary treasures, some wishing to join under the Chaos Lords' banner, some desperate to destroy the shrine before the world they know is swept away.

"Find the Chaos Key," says the prophecy. "The hand that holds the Key may shape the future." But will you be in time to be the one?”)


PDF here if you want to follow along:

http://cporter.net/rpgs/books/Dungeons%20&%20Dragons/2E/Adventures/8th%20to%2010th%20-%20The%20Lost%20Shrine%20of%20Bundushatur.pdf


Some Shrine keys:

Doors are locked and require a Break Doors roll to open (Alzar’s magically enhanced str auto-succeeds, but it’ll be loud.)

Everything radiates magic

Everything is intensely chaotic. Lawful characters get -1 to saves, to hit ( I added this one to increase the level of difficulty)

All undead here are Chaos variants of undead and cannot be controlled or turned by lawful characters (I am amping this defense as well). Any attempts to do so that would normally succeed simply turn them “off” for 2 rounds.

All encounters are hostile, unless otherwise stated ,and cannot be negotiated by a lawful character.

No surprise chances by Alzar

Abe Sargent
10-18-2015, 11:21 AM
The shrine itself is a bit worn and beaten. It has been hit in over a millennia of disuse, although it still look better than would be expected. There is an octagon shaped pointed structure that can be made out, and its flat, with no levels above it.

Alzar knows he’ll be unable to scry down here in the Hollow World and doesn’t even try. Alzar moves to scout out the entrance for a bit. There is a doorway, but no door. After a few minutes of nothing coming out or any additional information, Alzar moves to the island, and he swaps a few items from OtherSpace. Knowing he has fewer ways to handle people en-masse he has a few items in his person, like wands and such ready. He has Azzil on his shoulder invisible, and smashes his Warp Marble at the opening to pull out Aleph, the bronze golem. He’ll lead with the golem down here, since Aleph is eminently disposable.

Inside the entrance are numerous bodies, all fresh, of humanoid creatures. There are almost 25 of them here, and one in front has a gold necklace and a blood-written message on the ground in an ancient tongue that reads, “Flee, All is Lost.”

Alzar can feel a necrotic presence in the room. All of the bodies are undead, and Alzar’s Necrology skill tells him they are ghouls, although a bit altered. Alzar reaches out to control them like normal, but it doesn’t work. 6 shut down like they are puppets and their cords have been severed and 17 ghouls rise to attack him!

Alzar pulls back behind the Golem, who is body blocking the doorway. A bronze golem like Aleph requires a +2 magical item or magical spells to hit it. And normal undead like ghouls would not be able to touch it. But these are chaos infused ghouls, and they have been magicked by the Shrine a bit. And they are fully able to damage his Golem. It’s still hard, it has a huge AC, but two scratches claw it for 7 damage. They take damage from the fiery metallic liquid inside that causes it to run.

Aleph Golem - 90/97

Alzar does have a spell that should clean these out quite nicely, but it’s a high level, and it could be required later on. Most of his mass damage is necromantic in nature, like Skulltrap, and these Chaos Ghouls are immune to that damage. Spells like Death Spell, Wail of the Banshee or Merald’s Murderous Cloud are going to be totally ineffective here. He grabs the Wand of Fire from his bandolier and fires a small Fireball in the room for 5d6 damage. He’s already seen that they still take fire and heat damage, so that’s the best bet. He’ll save his more powerful magic spells for later. His golem is immune to heat damage, and he ticks off 3 charges from the wand.

4000 XP

Abe Sargent
10-18-2015, 11:59 AM
They enter and the ghouls were cleared out. Nothing is left in the chamber, and there are exits from here to the left and right. Doors appear off the right side down each corridor and then the corridors bend out of sight. Alzar heads to the first. He tries the star of Mo’Pilar but no good. The Ear Ring is similarly not-helpful, and the Finger Nail won’t work here in the Hollow World anyways.

The first room is a 15x15 room that is totally empty. The golem heads in to search and finds a grey ooze hidden and slays it. Nothing else here.


The other door opens to a similarly shaped room. There appears to be some writing on the southern wall. The magical dwarf-forged axe made for Alzar Selinyr allows him to translate it. It’s in an ancient tongue as well and reads, “Don’t look now.”

Alzar waits for a moment and nothing. Not able to detect traps or anything, he has the golem toss a fiery ghoul corpse into the room and the walls begin to close and crush the corpse. Nothing else can be detected here.

They head down the corridor, golem leading. It bends twice to the left and there are two doors on the left and an open chamber at the end. After the golem forced open the first door, there are some more undead inhere - 6 ghouls and 3 ghasts. There are a trip of corpses on the ground being snacked on - those are all dead dwarves that were recently killed. Alzar ‘s axe is in hand. He gets three attacks a turn (Axe, Axe, Shield). With his bonuses he needs a 3, a3, and a 8 to hit, and he can kill a ghoul with one hit and a ghast with two.

He smashes and hews two ghouls dead on his first turn. His golem punches and kills a 3rd. The ghouls attack Alzar and miss (cloak) and then the ghasts attack hi, and the golem and miss.

They win init. Alzar takes 9 damage from three hits (they do little damage, and do not paralyze here (Hollow World). Alzar smashes some creatures, and two turns later, the room is cleared out.

Alzar grabs his Ring of Regeneration and pairs it with the Ring of Wizardry on the other hand.

1500 XP
Jeweled Bracelet - 1500 gp

There is a secret door in here, Alzar finishes the corridor first though.

Abe Sargent
10-18-2015, 12:40 PM
The next door bursts open as well. There are 4 Juju Zombies here, more powerful undead creatures in the service of chaos apparently. Alzar’s weapons are out.


2 rounds of death.

Alzar takes more damage - 17 total. But the Ring is quickly ending that.

Brooch of Shield Spell - 9 charges left, use one charge to activate the Shield spell, 1st level.


3500 XP

At the end of the corridor there is a room with a Gelatinous Cube that the Golem auto-kills.

+1 Dagger
250 GP
Cursed - +2 Long Sword of Cowardice

While waiting for the Ring of Regeneration to fully heal him, he casts Deathmaster’s Vial. He has five small vials he prepared, and can use them as missile weapons for the next two hours before the go stale. They are on his belt.

Alzar heads back and skips the secret door for now and heads to the other corridor. It turns twice to the right and there are two doors to the right and an open chamber beyond the corridor. Identical to the first.

This 15x15 chamber opens to reveal some desiccated bodies of selkies that must have penetrated here to explore. There is a giant web casing above, and a giant water spider above. The water spider recoils from him, and climbs up the web and wall into the corner, not wanting to mess with the power radiating from him and the golem with him. Smart. Nothing else in here and Alzar continues.

Abe Sargent
10-18-2015, 01:21 PM
The next door opens to reveal an old and deserted guard room, with another quartet of Juju zombie,s who are also slain in 2 rounds, and are guarding another secret door.

Alzar heads to the end of the corridor and there is a damp. 15x20 foot room here with a large rend in the side of the shrine. The ruins here also penetrated. There are numerous aquatic plants here, and a number of them are dying, having been away from water for as long as they have. There is a triton in here, who introduces himself to Alzar. He introduces himself and says he is here to inspect the shrine, since it rose and disturbed the nearby ecosystem. Alzar uses the Star of Mo’Pilar to check on it, and it’s an illusion of a human mage. “How is a triton from deep under-seas in a lake in the cave?”

The man whispers Alzar is too clever by far, and then states that there is a channel that runs to the south. Fair enough, Alzar accepts him, and his offer of help. Alzar bends down to grab a dead plant and slips one of the Vials underneath the fronds of it. He asks the Triton what it was, since he’s not seen it before. With the human’s attention on the plant, and trying to come with a good answer, Alzar mentally has Azzil slip invisibly over the human to position himself flying gently over him. He uses the vial and tosses it at the illusionist as he orders Azzil to strike him from behind.

Alzar’s grenade his for 3d8 damage and deals 5+5+2 - 12 damage total. No save. Azzil gets an ambush but still misses. The opponent is angered, and roars in anger.

Battle

Alzar gets 7, he gets 6.

The foe casts a 5th level spell that simulates a 3rd level Lightning Bolt, but Alzar knows enough now to disbelieve and takes just 20% of the damage - 31 was rolled, so 7 damage.

Azzil stabs with his tail and….rolls a 12 and misses. Alzar spends the turn smashing him with the Barrier and casting a spell (cast do both if in melee, if you’ll recall, the Barrier is an artifact). He attacks and hits for 12 damage, and then casts Vampirc Touch and drains 23 from the target. He is fully healed. 47 damage and….his foe is also a cleric too (dual classes, just like Alzar) and has more hp than normal 58.

11 left

Next turn? He wins init and casts Cure Critical Wounds and heals 30. Azzil finally hits for 2 damage and forces a save vs poison or death, and our foe survives. Alzar’s Barrier smashes him for 10 damage and he grabs his axe. Golem punches and misses.

Alzar wins initiative and…wins. Dead cleric/illusionist

12500 XP

Bracers of Defense AC7
Changestaff - changes to any weapon and always deals 1d6+1 damage in combat
Oil of Slipperiness
Grave Key - Magical item that opens any locked coffin, tomb, crypt, etc.

And…

A small sliver of a larger item

No spellbook. Some rope and food and such, but nothng special.

Abe Sargent
10-18-2015, 01:46 PM
Alzar returns and the secret door cannot be opened, and he even tries the Grave Key to no lock. Alzar uses the Chime of Opening to open it.

This is a clean and open space. Undamaged by the sinking beneath the lake and the subsequent years. There is a large staircase down in the center of the chamber, and there are small rooms inside here that Alzar can see around. There are 4 large statues in the area, probably golems, guarding it. You how that is. Can’t have a secret area without a statue coming alive.

Alzar heads to the door to the right, and will check out that area first. There is a room here that is roughly triangular with a 30x20 feet rough shape to it. It’s an old, well furnished apartment. There are numerous old pieces of furniture or decorations that have faded with time. Silver candle holders, a canopy bed, and such. Alzar’s eyes light up when he sees a bookshelf in the far wall. But this room gives off a palpable Antipathy effect for any lawful characters. It feels somehow off to Alzar’s sense of order. Alzar has to make a save to enter the room, and fails. He steps back and heads back in after a few minute and makes another save. He wants to check out that bookshelf.

Alzar loses a point of Dexterity when he heads into the room and two more while searching. They’ll return after ten minutes of leaving it. Meanwhile, after searching everything first ,a pale voice comes to alzar…

“Who visits me after all these centuries?”

A form begins to coalesce into the velvet chair, an insubstantial form of a ghost. He is hiding behind the cowl of his cloak and Alzar cannot see his face, which of course protects him from an aging attack. With such a proper host, Alzar agrees to sit down.

This is the ghost of Draconus, an old 20th level wizard who helped rally forces of law against the Lords of Chaos. This shrine was intended to be the launching point for a major offensive against the Hollow World, and that could not be allowed. Therefore the ghost was imprisoned in the shrine as he died as a punishment for the victory he helped achieve. He tells Alzar about the top level, which is the shrine, and a lower level below it the proper base. He knows little of it, having been here forever . There is a key that must be assembled to head down, and it should mostly be in the center area, although a mage took one piece with him and fled.

Alzar inquires about how Draconus kept himself sane, revealing his under Necrology expertise. “Oh I know that you are fully evil, and not aligned with my own good interpretation of law. But are a greater champion for law than you realize, and we both struggle against them. I cast a Wish to keep my alignment, and another my spells, and now I am a ghost with my old memories, beliefs, and powers.”

He talks to Alzar’s long as Alzar wants. He has not spoken to anyone in a long time. The books on the shelves have been read over and over again. But he cannot leave this shrine, he is cursed to remain here. He does have one of the keys, and it fits the one Alzar already found, and he begins to assemble the Chaos Key.

Alzar heads over to take a look at the books and reviews them. They are actually ancient books on magic and religions. They are all documents that relate various histories and such of societies and people down here in the Hollow World. Alzar asks if he can come back later to make copies of them for his collections and Draconus agrees. There’s no secret knowledge. Alzar heads into OtherSpace and grabs a generic book there that’s on some minor topic he was reading and loans it to Draconus to read. It’s from Thorasia, so it’s not even this plane, but hey, it’s something, right?

Alzar tells Draconus about the huge library he has been collecting all of his life. Books from various worlds, and from places like the home of Castanamir, the Temple from the UnderDark, and even from Mystara’s own past, and the Temple of the Frog. As Alar tells him more and more about this library. Draconus is increasingly intrigued. Building it up is one of Alzar’s passions. And Alzar makes Draconus a deal. Alzar will take out the Temple of Chaos below, and end it, before it regains it’s full power and reawakens Chaos here below, and then Draconus will come with Alzar back home and can move into the library and become its warden, guardian, and read all of the various books he has there. They make the pact.



(See the cover image for this room and this person, btw

Abe Sargent
10-18-2015, 02:24 PM
Alzar heads out and opens the next door. This room has a large pool and fountain, not working, with a pool of water in it. The golem heads in and the water is acidic, and there’s nothing here. The next room has a bunch of selkie here that died, and two corpses of wights on the ground. There is an old pillar here that was broken in the recent fight, and a 3rd part of the chaos key is here and taken.

Alzar heads to the door to another room and the door changes as he gets closer…


The door turns into a mighty portal of stone, and then one of wood, with steel bars and then shifts again. It shouts that it is a magic door, and that magic doors need to be fed. Alzar’s Star reveals nothing - no illusion or anything. This creature does match the description of a few creatures. Alzar heads into OtherSpace and grabs some feed and leaves it here. It begins to eat, telling him that the door has to been fed in a long time. Alzar inquires about a piece of treasure, the 4th piece of the key, and the “Magic Door” tells him about the dark robed wizard that came by, and there’s a piece right here. Alzar agrees to feed it more food, and it moves so that Alzar’s staff can slip into the doorway and pull out the 4th part of the key.

Alzar begins to move away…

“I am a magic door and I can be really handy! I have a million and one uses! We open. We close. We block halls and openings…surely my awesome magics will be of great aid against dire trouble!”

“You want to come with me!”

“Yes!”

“But you are a mimic, aren’t you?”

“I don’t know what a ‘mimic’ is, never heard of it. But I’m a magic door.”

“Sure you are. And you’ll come quietly?”

“I will, I can grab you and go.”

“Hold on, “magic door”.”

Alzar slips back and grabs a potion from the OtherSpace.

“This is a potion of Universal Solvent. If you are a mimic, and you attach yourself to me with your glue, then you will be removed, and you will suddenly be an e-mimic, or ex-door, if you prefer, got it?”

“Got it!”

The Mimic, aka Magic Door, whose name is Bevidoro changes shape to that of a large box, and attached itself to Aleph, the golem, who won’t be disturbed in the least with the extra weight. Alright, let’s go.

Abe Sargent
10-18-2015, 03:23 PM
The next door opens to a chamber of 8 frozen stone gargoyles. Alzar suspects moving gargoyles, and tosses a dead selkie into the room. They do animate as expected, but just move on wheels around the room, stabbing all over. They are not creatures, just moving weapons platforms. They are protecting one corner of the room, and the golem heads over and unearths a locked and trapped box. They open it, and a poison gas puffs out (Alzar is immune with his Necklace of Adaptation). Another piece of the Chaos Key is inside, and a gem worth 1500 GP


Gem - 1500 GP


There is a triangular room with 13 Wraiths in it, and this is what Alzar was saving that spell for. A bunch of powerful, energy draining undead. Alzar casts Negative Plane Protection. He wades in, immune to their attacks and draining effects. They have 35 hp each, they deal 1d6+energy drain with every hit. And They can’t touch Alzar with his spell. A few turns later, as some start to flee after he kills a bunch, he “controls” them which freezes them for a moment, and then carves his axe nto them and finishes them.

26000 XP


Alzar grabs another section from the Chaos Key in here.

Another room has five statues in them that seem to be carved of sandstone and they are vaguely humanoid. They look like adventures, and are beginning to crack and sand is breaking slowly. Alzar has time to do something.

Alzar fails a Spellcraft proficiency check and does not know what they are under (Temporal Stasis spell, in case you care).

Round One - Alzar casts Transmute Rock to Mud - a common spell to weaken earth and rock creatures. It does not work on them ((had he made his check, he would have skipped this, knowing it wouldn’t have worked)

Round Two - Alzar decides to just stand back and wait, preparing some items and switching them around, in case.


Round 4 - They are freed. Five champions of chaos who willingly allowed themselves to be prisonered here until they were needed again and the shrine rose There are three warriors, one mage, and one cleric. Alzar greets them. They demand to know who he asks, and speak in an ancient language, but as he speaks it, their suspicions begin to ally (They are speaking the secret chaotic tongue of the temple from more than a millennia ago).

They introduce themselves to Alzar and asks if he is a Champion of Chaos as well. He tells them the truth, that more than 1300 years have passed since the shrine was defeated and sunk beneath the lake’s waters. It rose again two weeks ago, and waves of undead attacked, but have since died.

But no, Alzar is not a champion. He won’t lie to them.

They order Alzar to leave this holy place. He is not welcome here.

He can’t leave, not yet. He has not finished exploring, nor has he done whatever it is that brought him here.

The fighters raise their weapons, the mage and cleric begin to attack.

Battle begins

Cleric - Bless cast. Wizard - Haste Cast.

Fighters move to flank Alzar from getting to their spellcasters, and attack with axem. Sword and sword. All miss - cloak.

Alzar’s golem punches a fighter for 11 damage. Alzar casts a spell that will actually work on the living - Wail of the Banshee.

The mage and a fighter drop dead immediately. They look a bit confused. That’s not the sort of good, clean, magic they would normally expect.

Next round.

The cleric casts Silence at Alzar and it works. Alzar takes 9 damage from a slash.

Alzar slides to his Axe and begins to attack. He other wise misses.

Next round -

Alzar wins init and smashes and hit with axe and shield and a fighter takes 44 damage. The golem hits this turn too and another 14 damage is doled out. The fighters attack multiple times each with specialization and Alzar is hit for 17 damage.

The cleric casts Cure Critical and heals 30. Alzar’s squad adds 55.

They win and hit Alzar for 12, and then add 20 more healing. Alzar and the golem finish him though.

Just one fighter and cleric left

The last fighter, begins a fighting retreat and Alzar slashes him with his Axe for 20 damage. Azzil who has been trying to invisibly stab the cleric finally succeeds, revealing him, but dealing 3 damage to the cleric (who makes the save). The cleric heals the fighter of 20/

Two turns later only the cleric is left. The cleric curses the “Desecrators of Holy Chaos” before he dies.


Alzar gains 22000 XP

+3 2 Handed Sword
+2 Battle Axe
+2 Broadsword

Abe Sargent
10-18-2015, 03:42 PM
There is a glowing chest in here that the golem breaks open, and is immune to the fluid that comes out. It’s foul smelling. The last piece of the key is here.

There are four rooms in the chamber that can only be opened by the Chaos Key, and the first does so now:


There is a shrine in this room to chaos, and a sword is embedded in the shrine. Alzar grabs a corpse of a chaos champion and tosses it in here, and a trap goes off after a second. The room’s doors close, the walls turn glass, light beams fire from the shrine and bounce off the walls until they snark the corpse for some funky smelling effect, and then a reverse gravity effects occurs and the body rises to the ceiling and then a glue issues from the ceiling and the body sticks to it. The trap then resets about ten minutes later with the corpse still attached to the ceiling.

That is one funky trap.

I mean, if you are ever going to make your own trap that has to be it.

Alzar grabs the Rope of Climbing that he has in OtherSpace and knots it and tries to cast it on the Sword. Then he pulls it back. It slides out, and then moves across the floor. The trap springs before it gets out of the door, and Alzar has to wait, but the Reverse Gravity effect doesn’t force it to the ceiling or the glue there due to the Rope of Climbing’s magic

Alzar heads to OtherSpace and grabs a Ring of Telekinese and forces it into a a Bag of Holding for later 0 it could be a cursed ot anti-law sword.


Sword of Chaos,+4, +6 vs Law, Levitate 3x day, Lawful characters that grab it to use it take 20 damage, neutral 10 damage


The next room of the four is similar arranged in terms of spaces and dimensions, but has a Beholder in it that attacks! Having a strong knowledge of Beholders, as well as making an INT check secretly, Alzar suspects something odd here. They aren’t chaotic, but lawful evil like him, and he’s run into illusions here already. He disbelieves it and hefts the Star of Mo’Pilar. It’s an illusion

Nothing in the room

Abe Sargent
10-18-2015, 04:03 PM
Room 3?

There is a black pudding in here, in the same temporal stasis as the others. Nothing else. Alzar leaves and shuts the door before it can fully reform.

Room 4?

The walls, floors, and ceiling of this room are covered with mirrors. Alzar grabs the Star and can see through some illusions. There is a chest in here. The Golem enters and breaks through some mirrors and then busts open the chest. It takes 4 damage from a magical spike that was hoping to kill someone.


Golem - 86/97

Inside are a bunch of items that the Star reveals are fake -

5 fake glass gems. 2500 copper pieces gilded gold, a Ring with Nystul’s Magic Aura cast on it to look magical.

Alzar;s Star detects a secret panel behind a mirror and it is smashed away.

Chest with these items:

Small Quartz Figurine -
Wand of Wonder 19 charges
300 gp
Amulet that glows with a soft white light.


The Figurine is…

A Figurine of Wondrous Power


“Balo” Full Sized Ferret, AC5, Thaco 30, 3 hp, deals 1d2 damage, infravision of 60 feet, move silently 100%; hide in shadows 95%, pick pockets 75%, very fast,can be used for up to 6 hours at a time for up to 3 times a week.


Alzar takes 8 damage when he holds the Amulet.

It’s actually a powerful good creature known as an Agathinon, a form of Aasimon, powerful angels of good. It’s here turning into an Amulet to help Morena’s champion to take out the Shrine, but since Alzar is evil, Alzar puts the Amulet in a pouch at his belt after it tells him what he is doing here. It can heal him, and can turn undead, and actually turn them.

The key is used to have the statues and the golem that are guarding the stairs down pass, and they way down is now free.


Alzar heads down.

Abe Sargent
10-18-2015, 04:25 PM
It’s even more uncomfortable for Law down here.


There is a long corridor at the base of the stairs. Is stretches out long down a wave and ends with statue at a wall. There are doors to the right and left, and then four doorways with statues in front of them.


The first door to the left opens to reveal a sprouting gout of lava and flame. Again an inspection reveals this to be illusionary. Nothing else is here.

The door on the right opens to a strange buzzing sound


There is a ancient and wrinkled old man sitting at a desk of black wood, writing, with a variety of books to the table nearby. Light is provide by fire beetles crawling about. Hundreds of insects are crawling about the room as well. Many tomes and papers are scattered on the floor. There is a large barrel next to him, with a tube connected to it, and that tube feeds ink to a quill in the man’s hand. Sometimes the man pops a random insect into his mouth to eat, mindlessly and continues to write.

The star reveals that everything in the room, other than the man, is magical.

He looks up after a few minutes, and looks a bit startled.

“So long so long since I have had visitors! Too few nowadays seek to consult the wise and almost do I forget when the last one came. But allow me to recover with manners. I am Asaru, Keeper of the Hall, Who are you, and what do you seek?”

Asaru is very happy to talk with Alzar, again, few visitors here. Alzar asks him about his writing:


“Things! I write of things. Marvelous things. Hideous things. Unsettling things. Things that no one has ever known or wished to know. I write of futures and of pasts, of whens and wheres and nows. Things unseen and unheard and unimagined, this is what I write.:”

He shows Alzar a book from the desk he penned called “In Praise of Holy Chaos.” Other works include, The Blood Wars, an Unbiased Account; 101 Things to do with a Dead Adventurer; Paladins and Other Trifles; Law is Good For? Nothing!; and more.

Alzar grabs one that is proffered to him. The runes are shifting and he cannot make them out. At least not right now.

Asaru is clearly either not all there, or fully chaotic.

Alzar asks him about the shrine, but his information is out of date, and eventually, he demands that Alzar leave. So he does. Alzar can always return if he wants.

Abe Sargent
10-18-2015, 04:52 PM
There is a Hall of Dark Lords back in the hallway. The long hallways has five statues at various places, and each in front of a doorway or exit. There are no other ways out. The walls on the hallway begin to cry out and sing in praise of chaos as Alzar passes by.

Each statue is around 8 feet tall and exquisitely made. Each of the five statues was carved by a Lord of Chaos in their honor. To the left is the first one, and it’s a single block of amber, and a skeleton body, barely human. It awakens as Alzar nears, tells Alzar that:

“I am the form of the Heart of Darkness, which is called Shiv, I am in the image of she who is lord of Pestilence, rotting, and corruption. I am the Giver of Lifelessness. I, whom am master of all of this, desire a sacrifice. Thou, who hast given the gift of death to so many, hast found favor in my eyes. Give willingly of a token of thy devotion, and that make thee strong for our cause.”

Alzar thinks, and then heads up and has the golem grab a corpse from upstairs of one of the chaos champions he slew. He gives it to the statue.

“As the sacrifice was given, so shall the prize. Step into the alcove and be rewarded, bloody-handed one.”

The statue pulls back, and the doorway to the room beyond can be moved through. In here is a large amber mace leaning on the wall with murals of diseased people praying to the mace. Alzar has the golem gather it, and as it does, the mace leaps into Alzar’s hand, and since Alzar is not a cleric, he loses 1 STR and CON immediately.

Typhus - INT 11, EGO 16, CN, can only be handled by clerics without bad stuff happening, +3 mace, immune to disease, every hit causes disease per the spell unless a save is made. Can cast cloudill and wither once/day, and gives +1 to level for turning or commanding undead. -1 STR and CON to any non cleric who tries to wield it. Each time uses a spell, moves more towards CN. When removed, truns to normal Align, or regains lost STR/CON after one week.

Alzar tosses Typhus into a Bag of Holding for later.

Alzar’s stats don’t change for this adventure - CON at 8 isn’t any different than at 9, and his STR is magically bumped anyways.

Returning to the hallway, the next alcove has a deep green stone statue in front, with a 6 foot tall humanoid male, peacefully looking calm. It animates as well…


“Greetings mortal. I am the image of the Night Lord. The Nameless, the Unseen, the Silent, lord of the bats, the insects and the cards. I am the master of all that lurks in darkness and Lord of all nightmares and the Weaver of Dreams. I feed on the thoughts of others. I, who am master of all of this, desire a sacrifice. Give willingly this time of thy love for me, and I shall give thee a token of power to make thee strong for our cause.”

Alzar doesn’t want to lose any of his thoughts. That’s way too precious for him. He skips this one for now.

Abe Sargent
10-18-2015, 05:14 PM
The third one is carved from a single great emerald and a handsome male. His hands rest on the hilt of a great sword, and he activates as well:

“Greeting children. I who am the image of Lord Eork the Beautiful, Lord of Seven Darks, Duke of Higher Hells, Chief Among the Lords of Chaos, do seek a sacrifice from thee, my loving followers. Give unto me what I ask and receive power most glorious. In return for a soul, and receive a most wondrous gift. “

Again, Alzar is not exactly sure that’s something he wants or is able to give.

The fourth statue is a single deep-blue sapphire and a very beautiful women, around 8 feet tall. She animates,


“Greeting beloved. I am the image of Kara the travels, Mistress of the Eternal Cycle, Lady of the Dark Magics, My power is that of life itself, All who live are my playthings and subjects to do with as I will, for without me, they would not exist. No life has meaning unless it is devoted to my service. I would bestow upon thee my favors, if thou shall prove thy devotion. In return for human life, I will give thee a key of great power.”

Alzar definitely doesn’t want to pay that price. As he moves to leave, the statue cries to him:

“By the very nature of my maker, Kara, I cannot be made to serve chaos. But am free to choose my actions. Should you be able to turn ,me to flesh without the gift, and allow me to accompany you here, I will give you my gift.”

After conversing with the statue for a while, Alzar is convinced of its sincerity for now, and casts Stone to Flesh on it.


Kara, the Traveler:

AC -3, MV18, fly, swim 15, HD 10, 70 HP, THAc0 - 11., deals 2d10 damage from punch. Can cast any commonly known enchantment/charm spell, but it affects her as well. Can cast Magic Missile for 5d4+5 5x daily.

She stays within 30 feet of Alzar and begins to show him around.

They head into the alcove she was protecting…


There is an Iron Golem in here, with a large amulet around his hand. She tells Alzar that he can take her gift as a mage. He takes it and is truly staggered at its value:

Amulet of Power - Detect Magic, Read Magic at will; Fireball (12 HD) 1/day; Teleport w/o Error 1/week; gives the wearer 50% Magic Resistance. Any non-wizard donning it is feebleminded.

That is not a typo. 50% magic resistance is just staggeringly good.

She tells him about the gifts of the other two status they passed - a Cloak of Shadows that can only be worn by clerics, and a powerful anti-law sword that can only be held by fighters .


They will remove some wisdom and intelligence for the Cloak and remove your ability to ever be resurrected for the sword. Hmmm…

So no chance of taking out a statue in melee an moving in? Sure, you could. They are all as powerful as her. But let’s move on for now.


The statue at the end of the hallway blocks it off.

It’s the most fearsome looking of the five.. Single black diamond used to carve it. Ten foot long scythe, non-gendered beast. This was does not speak, but simply moves to attack Alzar.


Arkady the Reaper:

AC 02, 90 hp, Thaco- 1, deals 2d6+6 with three attacks, immune to non-magical weapons. And lots of other stuff. 50% magic resistance.

With its triple attacks, and hugely powerful chance of hitting, it’s just going to care up it’s target.

Round 1:

Alzar’s side rolls a 4, and his a 7.

Kara uses one of her Missiles - 2 get through the MR for 6 damage. Alzar casts Bone Block. The Golem intervenes, and it attacks the golem. It hits three times for 9+10+7 damage.

Golem 61/97 hp

Arkady wins init and deals 38 damage to the golem. Alzar’s axe is out and attacks. He steps in front of the Golem to take some attacks. He hits twice for 18 and 17 damage - 35 total, and it takes 11 from missiles.

Golem 24/97

Arkady 38/90


Alzar grabs initiative back and kills Arkady.

10000 XP

Abe Sargent
10-18-2015, 05:46 PM
They can now pass down the corridor. But Alzar wants those items. He moves to Eork, Lord of the Seven Darks, who is hiding the great sword.



He casts Wild Swing on himself and attacks:


Eork - AC -4; 65 hp, THACo 9, 1d10+9, soul drain. Finger of Death if he hits.

With his bonuses, and Axe n hand:

Alzar is -4 from spell, -9 AC right now, so it needs an 18 to hit, and if it does, save to only save 1d10 to him, and then roll Finger of Death effect.

It’s not smart enough to attack Alzar’s bone limbs.


Four turns later Alzar has slain it:

9000 XP



Alzar heads to the Statue of the Night Lord which his spells are in effect:

Statue - THACo 12, -1 AC, 70 hp, 1d10 damage and INT/WIS Drain., Needs a 20 to hit him with one attack. Again, Alzar blows through it.

9000 XP


Alzar heads in and uses the Ring of TK again:

Cloak of Shadows - -3 AC, 2x move silently percentage, polymorph into cat or bat 1/day. Non-thief wearing it loses half their current hp every round until they take it off or die.

He also grows and grabs the sword from the final alcove:


Erok’s Sword - 20 INT and Ego, CN, +3, Wielder is CN whenever the sword is in hand. One extra attack/round when fighting lawful, Detect lawful creatures at will, Sword of Wounding against Law, and cannot be healed save by cleric magic from chaotic cleric. The sword always attempts to dominate a wielder when drawn, and still shifts their alignment. Curses any-non fighter who wields it. Can be sheathed as normal if not dominated.

Alzar is currently CN, but he cannot be dominated, even y this blade, and sheathes it. Into the Bag of Holding with you!

Abe Sargent
10-18-2015, 06:20 PM
The wall behind the Reaper disappeared and they begin to head down the pathway. Kara tells Alzar about a trapper in the floor of the corridor beyond a certain point. In order to get past it, Alzar slips on the Slippers of Spider Walking, returns Aleph to the Warp Marble, and Azzil can fly over it for around 30 feet until it ends.

There is a room at the end of the pathway that is quite disorienting. It’s a large black tone, and the room spins on its axis and eight tentacles are here writhing about. Kara tells him that the tentacles have to be slain in order to stop the spinning.

Alzar casts Evard’s Black Tentacles and his unmoving tentacles outnumber theirs considerably, and soon enough the room is cleared out.

9800 XP


There are two trap rooms off this one - and Alzar avoids them. He uses the chaos key to rotate the room to the right direction as per Kara’s instruction and they move up a set a stairs. A there are thirteen large stair, and each stair is trapped - there are 13 in total. Most have magical traps, which won’t detect in here, like one is coasted in Oil of Slipperiness. Again, Slippers of Spider Climbing gets Alzar over the traps easily enough, and Kara’s immune to most and aware of the others.

There are great murals and hanging curtains resplendent with scenes of the Lords of Chaos conquering realms and breaking the thrones and implements of law ,being cheered on by the masses.

They reach the throne room and main temple


The doors swing open and there is a room 90 by 170 with pillars of black marble along the wall, with a giant inlaid sword on the floor, a small dais, with an old, wizened man hunched over on it with a scepter, inhand, there is a great altar to chaos here with various symbols, and carven into the ceiling are runes that are a hymn to the glory of chaos. There is a scintillating fire on the inlaid sword about 30 feet long that is shifting hues constantly. Braziers to each side of the altar give off incense and aroma.

When Alzar enters, the ancient priest:


“Greetings brave ones. I am Tumbaric the Undying, Master of Doom, High Priest of this holy fane. Long have I served the Great Ones, awaiting those who would take up this mantle. I am pleased that you have come - I do get so few guests here these days. By reaching this chamber you have proven yourself fit to serve the Lords of Chaos. At least I can lay my long burden down, knowing the Scepter of Chaos has passed into worthy hands.”


Once again, Alzar declines the offer for taking up the mantle of Chaos. The High Priest looks at him oddly and tries to convince him of the value of Chaos. For a good 30 minutes the last Priest-King of Chaos tries to prostelyze Alzar. But it’s to no avail, and soon enough, he realizes that Alzar has the faith of his convictions. “As it has always been, thus it shall be”

He hoists the Scepter of Chaos and aims it at a nearby secrets door. It opens and outcome four Spirit Nagas. While he does, Alzar drops the Warp Marble and the Golem appears.

Tumbaric the Undying, Master of Doom, Priest-King of Chaos -

Four allies here too in the Spirit Nagas, which are a major threat:

Spirit Naga - HP 70, 69, 65, 62; AC 4, THAC0 - 11, deal 1d3 + poison to kill, can gaze to petrify, can cast Cure, Missile, Bless, and a few other spells.


These are not a simple quartet of thugs (I have doubled the Nagas, and increased the level of the final bad)

The cleric does not rise from his seat, instead using the Scepter of Chaos to animate the fires on the sword attack if he is not casting spells.

Alzar leads with Time Stop. He moves in and casts Power Word, Kill on a Naga, and then Power Word, Blind on another. Both work. And one is blind, and the other dead. Time resumes and Alzar is near the quartet.

Init -

Tumbaric casts Flame Strike on Alzar
One Naga casts Bless
One Naga casts Protection from Law
The blind Naga tries to attack Alzar

Alzar wants to cast Maze on Tumbaric.
Kara casts Magic Missile on Tumbaric
The golem and imp move to melee range

6 vs 2

Alzar takes 29 damage from the Flame Strike after making a save. He is missed. Badly. Both spells resolve. Alzar spins and Mazes Tumbaric, no save, he’s so smart and such a high level that he’ll return in 2 rounds. He takes 19 damage from Missiles as he leaves.

Next round.

1 vs 7

Alzar’s axe snaps out and he hits twice on the naga that cast Bless. He doles out 38 damage. The golem misses, and Azzil does as well. The blind Naga misses, Alzar is the target of a pair of Magic Missies from both Nagas. His Gem of MM Reflection gest 10 charges used up, Alzar chooses to direct 5 at the wounded Naga and it dies. He heals the other five for5d4+5 - 13 damage

Alzar 63/79

4 vs 9

Alzar and crew slay the remaining unwounded Naga. The blind one is ignored. Alzar orders his group to get near to where Tumeric will appear.

The next round init?

3 vs 4.

The priest returns and Alzar can strike before he casts any spells. Out fly more missiles for 16 damage, and Alzar hits once for 18 with axe and 11 with shield. The golem? Tosses a 7 and misses. Azzil? 8 and misses. Tumeric is still alive, although badly wounded. He casts Word of Recall and disappears.

They finish off the blinded Naga.

20000 XP for Naga

They head through the open door to check things out.

Abe Sargent
10-18-2015, 06:50 PM
There’s a crypt for dead Priest-Kings and Queens. 4 sarcophagi are here. Alzar will skip them for now and return. The next room is a magic and inner sanctum that was used for enchanting chaotic weapons and imbuing chaotic servants with powers.

The last room they pass by is the bed chamber of the Priest-King, and there is a troll guardian back here that dies, and is flask of acid’d with alacrity. Alzar will return to the bedchamber, soon, there but here a room off the bedroom,

Alzar enters it and is stunned by what he sees. This is why Morena prepared him. Why he learned so much from her. It’s not just helping her dwarves, nope. The Amulet in his belt pouch turns back into an angel, and explains ot him what has been happening.

In this room are nine portals. Nine open gates to other worlds Tumeric fled out one of them to another world. These gates should not be here. They are in the Hollow World, they cannot be here with mortal magic. The only way these things exist is if an immortal, one of Entropy according to the angelic creature, opened them. And now that the Shrine has risen again, these gates are now open, and they need to be shut down. Got it.

The angel tells him that he has to break up the Chaos Key, and then toss a piece through each portal to close the gate, and banish one piece each of the Key to that realm. The shrine won’t be able to be used, and the gates are done until the key is reassembled, which will obviously take a really long time, if ever,


Alzar does so, and shuts down the various portals in here to the realms of various members of the Chaos Lords.

With the gates down, there is little left here to threaten anyone. The Priest-King is banished there as well, and the Chaos Key disassembled.

Alzar heads back and begins an investigation of what he skipped

The coffins are cursed, according to Kara, and one empty for Tumbaric when he passed.

Abe Sargent
10-18-2015, 07:02 PM
The chamber of the Priest-King?

Numerous traps,



Scroll - Protection from Law; Protection from Law, 10’ Radius;

These spells are slightly different takes on the old Pro Evil or Pro Good spells. They are identical, and reversible as well. Alzar memorizes the revers of both versions. Scrolls are gone.



1500 gp worth of clothing
Exotic Furs on bed - 2000 gp
Art Pictures on Wall - 800 gp
Figurines of Various Animals - 5000 gp

6000 Gp of various furniture (chair, sofa, tc)



Alzar’s golem grabs some of the stuff and they store it into OtherSpace or other places. Alzar casts Shrink, opposite of Enlarge, to drop the size of the couch to get it to fit.

Alzar returns and tells Draconus about the success, but he already knew. Alzar and Draconus spend a few hours moving his books over:

655 books on general history, culture, and nature of various Hollow World societies and organizations



Kara agrees to head back and out, and she leaves Alzar to begin to Travel. She has never seen the Hollow World before.



XP gained - 127200 x10% for his bonus and that’s around 140k. Welcome to level 26. He gains a new spell of levels 1-4

End of The Lost Shrine of Bundushatur

Abe Sargent
10-18-2015, 07:20 PM
After Alzar returns to the dwarf village, the dwarves are beginning to return themselves from where they fled. Alzar took out more than 75 undead in the shrine, and that included a lot of powerful ones, like Wights, Juju Zombies, Wraiths and Ghouls, not simple skeletons or zombies, so he gets why the dwarves were hit. Apparently the illusionist/cleric led them and was raining destruction down on the dwarves. And they still managed to kill some baddies before fleeing. Alzar brings them warm news.



However, after they fled from their town for a week or so, their defenses were attacked and badly damaged by nearby goblinoid creatures that struck at a time of weakness to take advantage and destroyed senses and buildings even more.

Fearing future attacks, and without their defenses to help them fend them off, they are likely to be taken down. There is discussion about the whole community moving wholesale to somewhere else as well.

The leader comes to Alzar and tells him of a Hammer, an old artifact that was lost a few decades ago into the depths of Thunderdelve Mountain. If Alzar could find it and return it to them they would not only have a fighting chance in defense, but they believe that the evil denizens would likely skip attacking altogether after news got out of its return.


Begin XS2 Thunderdelve Mountain


https://upload.wikimedia.org/wikipedia/en/thumb/2/29/XS2_TSR9157_Thunderdelve_Mountain.jpg/250px-XS2_TSR9157_Thunderdelve_Mountain.jpg


I was intending to skip this one, but it slides in nicely to where we are. Alzar is keeping Aleph in the Warp Marble until he can get home and get it healed, barring an emergency of some sort. This is one of the last truly solo adventures, and I have no idea what’ll happen. In the module, you are playing a dwarf, so I swapped Alzar in, and I’ll increase the difficulty of combats to match where he is. That’s it.

Alzar is questing for the Hammer of Vitroin

Abe Sargent
10-18-2015, 07:44 PM
Alzar begins at the edges of the village and arrives at a broken track. As Alzar makes his way down the track and hunts a bit here and there, there is a broken cave off the off the left. He chooses to explore it. Alzar finds a small waterfall of the left and there is a ledge under that goes to the cave. He slips inside and finds a small set of carved steps heading down. The steps ar slippery


Alzar heads down stairs and fails his rolls and takes 9 damage from the fall.

Alzar -71/80

(Im doubling damage from stuff like this)

There is a small and dusty room at the bottom of the stairs. There is no sign of life here, and the Star reveals a secret door to the left. Alzar opens the door and reveals a small bedchamber. The northern wall has a canopied bed, with silks, satins, and pillows, and Alzar investigates.

He quickly looks through some furs and stuff, and then nothing under the bed or side table. Alzar pulls aside the headboard and finds:


150 pp
Phial of Red Liquid labeled “Poison for Sword.”


Go to FF section if Alzar uses sword

Alzar chooses to taste it a bit, and it’s a potion of Super-Heroism.

There’s a door from the west that Alzar opens.

The northern half of this room is immaculate and has fine silks and such . The southern half is in total shambles and disarray. Suddenly one of the rugs rears up and it’s a giant black bear, much bigger than normal.

Fight -

Giant Black bear - AC2, HP55, THACO 13, 3 attacks

Alzar’s axe is out and he stabs the bear. The bear misses, cloak, and then wins init and misses again. Alzar finishes in

1000 XP

In the room is:

150 ep
3 golden goblets - 50 gp each

Alzar heads south from here.

Abe Sargent
10-18-2015, 08:14 PM
This is a corridor that is well used and pretty clean too boot, and there is a large number of doors in here. Five total exits off the hallway, including the one he just entered. Alzar peeks into the door on the left and there are 50 bandits or more in here, all goblins. Alzar heads back, and chooses a different,

Alzar heads into the room and a guard is here, a hobgoblin, and he cries for help. Alzar’s axe silences him, and suddenly 8 guard follows. Alzar casts Sleep and drops a few, and then slays the rest.

1000 XP


Alzar is told to roll 5 times for treasure in here and then check event GG from the list

Treasure:

Topaz Necklace - 1000 gp
10 Turquoise - 10 gp each
Onyx - 50 GP
Pearl - 500 gp
Bag of Holding


Well, finding a BoH is certainly something really nice and he’ll take that.


He heads through the door the guard ran through. Inside is a lavish bedchamber full of rich goods, and there is a large chest here as well. Alzar hears movement. A young page-boy arrive,s and Alzar orders him to stay where it arrives The chest is unlocked and untapped. Alzar serach for traps and……finds them with the chest opened, and

Assorted Gems - 2000 gp
Emerald Necklace - 2500 gp
2 Gold Armbands - 250 gp each
500 sp
750 gp

A small satin bag has a Ring sculptured in the shape of a wolf Head. The pageboy tells Alzar that the head guy., Redface will be really angry if it disappears because he uses them to train the wolves.

Alzar can choose to wear the armbands (event JJ) or the ring (I) or both. He choose the Ring only.

Abe Sargent
10-18-2015, 08:34 PM
He heads back out to the hallway

Alzar heads to the room here and there are voices, and Alzar has marked of GG so…

This is a empty barracks. Moth eaten blankets, and such. Alzar rolls 4 treasure:


Amber Ring - 600 gp
Pearl - 500 gp
Strength Potion
Ruby - 1000 gp

He returns and take the final door


There is a short and dusty passage behind the door and there is a vibration sound. Almost like thunder. Alzar investigates the corridor, and then rolls his Dexterity. The floor cracks open, and Alzar manages to grab the rusty chain underneath and then swing back over.. Cross off event H

They head down the hallway and try and few doors. A secret door opens into a corridors off this corridor, Alzar checks and there is a another secret door and some holes here. He peers and there is a large room beyond, with numerous goblinoid creatures of various types, as well as a dwarf slave and someone called the Master. Alzar slams open the secret door and moves to fight!!!

It smashes open! There is a dwarven women here kneeling and 32 goblins here, and three break off to hit Alzar. Alzar blows through them, and then cross off event D after rolling for 3 treasures:

Healing Potion
Pearl - 500 gp
Jade earrings - 800 gp

Alzar heads through an open door to the south. There is a large hall here that the master was just through. There is a lot of trash and refuse about. Alzar heads south into an large room with marble and granite where there were numerous items before. Gems were removed from precious murals recently. There is nothing here but a tapestry hanging from the south wall. Alzar pushes it aside and finds a chest on the other side, but its locked. There is a iron egg on a bed of velvet. It’s odd. Alzar makes off Event E and takes it.


Alzar finds a secret door behind the chest and takes it.

There are a variety of evil smelling fumbles in this small chamber, with stairs leading down. They have taken some recent damage as well. In fact, the entire area is damaged so badly it would take a while to cela this pout, but there’s another secret door to the left he opens.

There is a door here that opens onto a foul smelling room. A large group of wraiths melts from the walls. Alzar uses Negative Plane Protection to slay them.


10000 XP

Alzar kills them. In the room is:

3000 sp worth of silver ingots
250 pp
100 gp
Gold and Mithril Helm - 3500 gp

3 phials labeled in dwarvish. Inscription 5 (You have to decode dwarven runes in this game to read them)


HEALING
STRENGTH
SPEED

Those are the words

If you wear the helm check II

Abe Sargent
10-18-2015, 09:18 PM
Return to the main hall

Alzar is at a large hallway and there are wooden door sot the left that he heads too, but they are barred on the other side. He would need a silent way to penetrate them. How about fire? He uses a charge from the Wand of Fire to light the doors.

There is a huge one-festive hall with now in ruins, with a large pillar in the middle, and then multiple exists. Alzar moves and there is a giant dwarven statue golem in the middle. Alzar moves to it.

They begin to attack each other:”

Dwarf Statue - AC-3, 75 hp, needs 11 to hit, 4d8 in one punch ( I really amped the power of this thing)

Random.org

Alzar wins in four rounds and took one hit for 19 damage

7500 XP

The statue leaves behind:

The Golem’s Heart - a gem worth 6000 GP


Cross off event M

Alzar is cleansed from the pillar’s and gains 2d6 hp of healing after investing it. Then he heads south Alzar finds a corridor with a bunch of bats, and then he slays them quickly. Then there are some moldy scrolls, and a yellow mold at the end.

8 moldy and illegible scrolls

He can fix them up later




Alzar finds a locked door in a hallway off the main chamber and uses a vial of acid to open it. There’s nothing here though - totally empty. Eight red worms are in the next room though and they each have 2+2 HP. Alzar drops them with a Blastbones spell

1600 XP

There is a small metal box in the room, and a little melted from the hit blood of the red worms here. Alzar breaks it in with a document covered with rosh and fire marks, and some runes. It’s mostly illegible (check our Inscription 9 to make sure) Alzar store the box in his Bag of Holding, again something that can be repaired later.

1 ancient and locked dwarven tome


Alzar returns to the chamber with the dead golem and chooses a different door.

Abe Sargent
10-18-2015, 09:46 PM
Alzar tries a different direction, and find s a corridor, and t the end of a potion that he sips.

Potion of Mind Control

He kills a few shadows in this hallway and then a bedchamber with:

Golden Armband - 50 gp

Alzar falls asleep on the bed instinctively, knowing he is protected, and he awakens with full hp.


There are some ruined dwarf homes, with:

Crystal Dishes - 250 set

Alzar finds a hidden caches in the back room here and decodes thew the dwarven inscription correctly:

Black Bag - 100 gp
Gems 1400 gp
Ruby Ring - 1000 gp
Platinum Headband - 1500 gp3 gold ingots - 1200 gp total


The Ring Is magical, and of an unknown nature, the headband s not (Ring of Pro +1)


Alzar grabs a spinning top from a nursery in an adjunct door and marks off P

There is a pit in the far side of a chamber here off the corridor and explores it. He crosses an old dwarven bridge down here and finds an ancient armory all locked up months ago. Alzar’s Chime opens it, and there is a great hammer of mithril, studded with diamonds and emeralds in here. .

Alzar take the hammer down and the hammer wants to return to the dwarven hold, but the dwarven female here is one of the rightful master sand needs to be freed. There may be others here as well. It tries to control him but Alzar;’s will is too strong by far. Alzar slays some vapor ghouls down here, or controls them and has them jump off cliff. He then returns the big golem room and heads down some stairs.

Alzar finds a great door here and opens them and plunges in. There is a crystalline room down here blackened by fire. Numerous benches line the walls. Alzar finds a small armory and a barber closest here. A large pool is past the barber’s room and there is a triad of vapor ghouls in here he finishes. Alzar grabs some smelling salts and checks of W , Alzar passes through numerous hallways, with various aspects here and there. A few pools too and he finds…

Strange Helmet of Untarnished Silver - 1000 gp

Take it? U
Wear it?? X

Alzar wears the helmets and heads out. He arrives at a large pool of water, where a mighty head appears and asks to help Alzar, bald heads inside his brain. He tells Alzar how-to finish the quest - to cast the Heart fo Heir’s Arm down and spear his name. Cross off O and Y.

Abe Sargent
10-18-2015, 10:10 PM
Alzar continues to move through multiple watery tunnels.

The hammer tries ot dominate him again and fials. Alzar passes by another tunnel. And then Alzar finds a minor pool room as well.

Alzar disturbs the were-worm and out of it comes the great dragon that runs the area.

Alzar must face the creature -

Fyrsnaca -

AC-5, HD12, hp, 100, THACo- 6, bite is 4d8, breathe is 25% of current hpo ,and it attacks now!

Alzar slides into OtherSpace and grabs Wyrmcleaver and uses it to fight


Random.org

6 rounds later the draconic creature si dead.

20000 XP

This whole section of the dungeon collapses, back past that door from the steps down.

Because Alzar has touched Heir’s Stone in the great cavern, and held the Heart of the Golem as well, he has the right to slay the Fyrsyca without getting people upset at him. He has also found and brought back he hammer, but bow he heads back to hit the locals and free the woman and other dwarves captured by the goblin raids. .


Alzar casts his mightiest spells, and raids the goblin caverns for all they are worth, and brings back 11 dwarves that were taken, many dwarven items stolen from their village and brings back their weaponds and such. A might blows struck, and he turns over the Hammer of of Vitoin, an intelligent Warhammer which is frankly, not htat good - it’s not an artifact at all, just an intelligent weapon -

Hammer of Vitroin -+1, _3 vs wyrms, INT 9, CHA 12, AL Chaotic, gets +2 vs saves on battles against wyrms, 2 CWLs on wielder daily, 1 Wall fo Stone/day)

That’s not’s not, bad, but not exactly the best hammer ever. Anyways, it is rumored to be a mighty artifact, and that’s what matters, Plus the tribe was dealt a death blow and their leading battering ram of a were worm that damaged many buildings and such is dead.


End of XS2. Thunderdelve Mountain

Abe Sargent
10-18-2015, 10:39 PM
Alzar spends the last day here helping the Isarite dwarves to rebuild a few key structures, and he finds out why the dwarves are different. Isar Dwarves are not the warriors that their kinsmen can be. They have a ruddier skin tone - almost swarthy, and they are a bit pudgier than normal dwarves. They have almost no inclination toward magic at all. Of that almost 2000 that exist, only 2 are clerics. None are mages, and none have any class or subclass that has magic - no dwarven paladins or bards or rangers or such. Nothing like that at all.

And the Dwarves of Isar aren’t exactly these amazing smiths or miners or anything like that either. They still think the Hammer of Vitroin is an artifact. They don’t have these extremely powerful smiths that make these exceptional items out of mithril and iron. That’s not who they are either. Sure, they can still craft a lovely battleaxe or something, Alzar almost missed what makes them special. They didn’t brag about it, and he just saw them in action…

Like all dwarves, the Isarite clan is also really strong and durable with better constitutions and strength than usual These dwarves have used that constitution to have a lot of experts in deep diving and staying underwater for a longer period of time. Now that he notices - there are a number of pearls and underwater decorations of various types. And Alzar grabs his underwater magical items and heads down to check it out and discovers two underwater crafting stations where they add an underwater crafting angle to the various accoutrements they make. It gives their things a unique spin normal protections and durability and such. They send expeditions to the nearby bay to grab pearls, crabs and lobster, shellfish of other sorts, and more.


As Alzar sees these interesting differences in Isar culture, one of the dwarves who is a cleric comes over to them and they begin to talk. Morena has a message for Alzar, and he heads back to the mountain into the old complex he was in.

After an hour or so, Alzar finds a quiet, secure place, and a manifestation of Morena arrives. She thanks Alzar for helping to save the Isarites both by taking out the Shrine of Chaos, and then heading into the mountain to both hit some of their local enemies back, but also to kill the dragon-ish creature and to return their hammer to help him them enough power to continue to survive here.

Morena has a powerful message for Alzar, and it’s one that he was not expecting certainly not today at least.

Abe Sargent
10-18-2015, 11:31 PM
A council of immortals has been discussing Alzar’s situation. Again, the mortals can’t have a thousand planar applicants for immortality turning up on a annual basis. That just throws off the math. But now that the curse is gone from the demon prince, Alzar could have left. There is nothing tying him here. He could have gone back to Thorasia and moved his things over, or slid back to Hamedh, but he continued to push him self and his home here on Pandius. That shows a level of dedication to the plane that is a good sign. Plus, Alzar has done a variety of tasks and quest that are the sorts of things one would expect of a seeker of immortality. Slaying the goblins here certainly isn’t, it’s pretty mundane, but again, there are lots of things he has done. He destroyed the Shrine of Chaos, by himself to a degree that the entire coalition of Law couldn’t do. It’s now over and done.

So the immortals have chosen to make an option available for Alzar to find immortality. But it’s not….normal. In fact they are making the path harder than it is for anyone to have ever gained immortality before.

Alzar must find an Immortal Sponsor in each of the five spheres, and then do all of the quests and obligations for each of the paths to immortality. After Alzar completes all five paths, then he will be officially accepted, and he can choose with the five spheres he wants to join.

Morena points out that she is being a lot more open than normal. She had expected to be Alzar’s sponsor to the Sphere of Matter, and she would have laid out the specifics of the path to him after he completed another quest for her. She still thinks that he is close to matter than the other four spheres, and would be a good asset. He’s a fighter, just like they tend to be, and no matter how much he may consider himself a “mage” today, he still fights from the front, and can carve out damage at a rate with his weapons that makes normal fighters seriously respect his game. Magic users on Pandius very rarely fight as he does, and leads as he does. He has always had more of an affinity for the element of earth, than those of the others, and from having his first home under ground (instead of towers, above ground structures) or preferring earth elementals to the other three to use in battle, or having more earthen golems as his own, instead of flesh, wood or bone golems. Alzar also has a similar world view to the Sphere of matte for some things, and is a huge ally of law. He also builds a lot. Shoot, he even has a church to Matter as the official religion of his holdings.


Law? Builder? Earth? Fighter? Viewpoint? These all synergize with the Sphere of Matter

So, now Alzar learns from Morena what he has to specifically do to win the Path of Matter:

The Sphere of Matter is closely relation to earth, and its purpose is to withstand destruction and decay. The sphere stands for stability, sturdiness, as matter is the building block of all things. Even in decay and dissolution, matter uses the various elements to create new forms. Matter is rich in variety and easily mutable to any form. Matter represents the laws of the universe and existence, and physical stuff. It is opposed to Time’s constant efforts to change and it grounds Thought in reality and existence. Matter is. Matter is also the only one of the five spheres that leans lawful, although all five spheres have members that are lawful, neutral, and chaotic.


The Path of the Polymath:

Of the five spheres, none have as many forms, as much variety and as many incarnations of itself as matter. Therefore, it values multiples skills, assets, and more.

1. Alzar must gain 10 new non-weapon proficiencies
2. Alzar must reset his XP at zero and begin a new career as a cleric and then another as a thief. (basically he dual-classes over). He must get to level 10 in each of those, and find an artifact. Since he already has two classes and has dual classed once before, he knows how, and may do so again. Each time his advancement ends when he finds the same artifact
3. After finding the artifact twice in each incarnation, he’ll turn it over to Morena, and she’ll give him the powers of all of his classes at once.
4. Alzar then continues to adventure for 2 more levels of all his classes, including fighter, until they are all at least level 12.
5. Alzar must be accompanied on his adventures by one member of each of the four core classes - fighter, mage, cleric, and thief. They may not be a higher level than Alzar in order to “walk” him through quickly
6. Alzar must have a giant monument erected in his honors and the honor of his adventures, and it must last at least 10 years.


After completing those 6 tasks, Alzar can continue as a Mage if he wants, and he has completed the various tasks laid out for him, and he will finish the Path of the Polymath, and can move to immortality. Morena essentially will reset his levels with dual-classing, since it goes outside of the boundaries of normal human classes.

Now Morena cannot give Alzar any advice or information on the other paths. And Alzar certainly has to find and secure a sponsor from the others. But for now, this is the information that he gets from Morena.


Alzar agrees to head back and will begin the transformation soon.

It takes two days to return up the North Pole entrance from the Hollow world due to him fighting the winds rather than riding them down. He arrives, gathers Megala and Ak’kabar, and then teleports back to his holdings and unloads the mimic Magic Door and ghost from the adventure just completed. Alzar’s only been gone for around 9 days total, so very little has happened while he has been gone.

Abe Sargent
10-18-2015, 11:35 PM
Anyways, so here is Alzar is his final-pre Polymath phase:


Alzar the Mighty, Marquis
8th level Fighter (Myrmidon), 26th level Path Mage (Fivefold Mage)

Lawful Evil
Human

Str: 17
Dex: 13
Con: 10 (9 until Month 7, Year 6)
Wis: 16
Int: 21
Cha: 17

Hit Points: 80
THACO: 13
AC: -2 (Bracers AC2, Helm, Cloak -2 AC, Ioun Stone -1 AC:-3 more for Bright Barrier or -2 when fighting with one-handed weapon)
Total XP: 6156490 (Level 27 at 6,250,000)
Age 62, Body - 28

Race Abilities:

None Taken

Class Abilities (Cannot use as Necromancer without losing XP gain):

Specialization
Leadership (Alzar can command the tactics, strategy, logistics and more that a large force requires)
3 attacks every 2 rounds


Non-Weapon Proficiencies:

Myrmidon Bonus:

Tactical History 14
Fire-Building 16

Riding 11
Swimming 12
Reading/Writing 13
Survival 14
Blind Fighting
Etiquette 13
Endurance
Heraldry 13
Hunting 10
Fishing 14
Weather Knowledge 10
Orienteering 15

As a Necromancer/Fivefold Mage

Necrology 17
Netherworld Knowledge 14
Herbalism 14
Alchemy 15
Poison Use 11
Ancient Languages 10
Spellcraft 12
Ancient History – 14
Bookbinding – 16
Papermaking - 16
Sage Knowledge: Outer Planes, Inner Planes – 13
Divining: 15
Genie Lore: 16
Riding, Specialization: 10
Research: 13
First Lore – Aleph I: 8
Riding, Air: 13

Languages – Thorasian - Typic, Sis’sharr, UnderTypic, Kuo-Toa; Hamedhi – Arjuni, Sand Mire Common – Pandius Prime,


Traits:

Empathy
Fast Healer
Precise Memory
Obscure Knowledge


Weapon Proficiencies:

Bonus Kit Specialization:

Battle Axe

Battle Axe
One Handed Weapon Style x2 (-2 AC when using one weapon in combat)
Crossbow
Battle Axe Weapon Mastery
Spear
Dagger

Total with normal battle axe - +3 to hit, +3 to damage, -2 to AC. An additional +1 with the axe and +1 damage for strength


Staff – Can only use this as a Necromancer, +1


Class Ability:

1). Alzar can control undead as an evil Priest of the same level, and this ability extends to extra planar beings which are considered undead with the same hit dice for this purpose.
2). One Extra Spell/Level is Gained, must be Path.
3). Fivefold Mages reduce the spell level by one when researching spells in The Path.
4). Chance to Learn spell in The Path increased by +15%
5). Saving Throw of Targets when targeted by spells from The Path at -1.
6). No more than one spell per level can be from the group: Abjuration, Alteration, Alchemy and Geometry barring a highly unusual and temporary circumstance.
7). Fivefold Mage must invest a focus item as the method through which magic is cast. (Alzar’s Father’s Ring)
8). Must have a lab and library and workbench with 1,000 gp value per level, and an upkeep of 50 gp/level/month
9). They can store spells like an Artificer, but cannot begin to do so until level 6
10). Fivefold Mages have a chance to identify a magical item by spending a turn peering at it closely and examining it - chance is their level times 5.
11). Fivefold Mages never suffer from a negative reaction penalty due to controlling or animating undead.


Immune to starvation

Can cast ESP once/week

A Wish Resulted in - An interdimensional Pocket which only he can access by reaching out his hand, or concentrating to send himself there. It’s sort of like a giant Bag of Holding. It can hold up to 500,000 coins of items, and it’s the size of a large room. Due to the size and volume, it cannot be accessed as readily as his items in a Bag of Holding can be, and therefore, he cannot find items during combat from it. He also can’t step into it during combat, it takes a minute of meditation to translocate his form there.

Alzar may move and survive in the following planes at will: Tarterus, Acheron, The Abyss, Elysium, Arcadia, and the Astral Plane and Positive Energy.

+2 to all saves against fear/awe effects

Abe Sargent
10-18-2015, 11:36 PM
Alzar’s Stuff:

26,900 gp
20,000 sp
65,055 pp

Gems: 80250 gp worth of gems; 10 Pearls, 100 gp each; 33,000gp in uncut gemstones;
Gem - 1500 GP; 10 Turquoise - 10 gp each; Onyx - 50 GP; Pearl - 500 gpx3;Ruby - 1000 gp;


Jewelry: 703,200 gp worth of jewelry, all types; Platinum Chain with Emerald (900 gp); Dragon Tooth Necklace (1500 gp); Gold Crown set with rubies and diamonds - 12000 gp; Jeweled Belt and Armband – 10500 gp; Jeweled Circlet, 1500 gp; Topaz Necklace - 1000 gp; Emerald Necklace - 2500 gp; 2 Gold Armbands - 250 gp each; Jade Earrings - 800 gp; Amber Ring - 600 gp; Gold and Mithril Helm - 3500 gp; Platinum Headband - 1500 gp; Strange Helmet of Untarnished Silver - 1000 gp;


Objet d’arts: Huge gold door, 20000 gp; Pair of Heavy Crystal Statues of Elves (1500 gp pair); Mother-of-pearl and mahogany box (500 gp); Arabian Rug – 3000 gp; Jade Table – 8000 gp; 20 5 lb gold bars, 250 gp each; 1500 gp worth of clothing; Exotic Furs on bed - 2000 gp; Art Pictures on Wall - 800 gp; Figurines of Various Animals - 5000 gp; 6000 Gp of various furniture (chair, sofa, etc); 3 Golden Goblets - 50 gp each; 3000 sp worth of silver ingots; Crystal Dishes - 250 gp set; Black Bag - 100 gp; 3 gold ingots - 1200 gp total;



Books:

22000 GP Spell and Use Library
3 books on golems and repair – 500 gold.
Manual of Summoning Familiars – When read in its entirety just before casting Find Familiar or a similar spell, three possible familiars will arrive and spellcasters can choose which one they want.
The Anatomy of the Harginn (The Fire Elemental Grue) worth 500 gp and tell how to summon, and what they do, etc.
Four texts on Elemental Water, Evil – 250 gp each
Seven Tomes on Secret Rituals of Water Evil of various sorts.
Two Books of Magic
Three Books on Spell Research into Commanding Undead
5 books on summoning and binding of demons
Book on the Soul Gem
Lament for Lost Tharizdun – 33,000 gp
Book of the Gate – Firestorm Peak
The Fivefold Path to Power
One bookshelf of tomes on becoming a lich, controlling undead, diseases and curing
Diary of Helthrax
Treasures of Thorasia
3 Rows of Bigby’s Bookshelves: Magical Theory, Spellmaking, Enchanting, Science, Astrology.
Illustrated Hamedh Bestiary (250 gp)
Creation of the Shade
Surrisk’s notes on undead, necromancy, and a spell Undead Familiar
Book of the Coming
Neconilis’s Book of Horrors
Manual of Bodily Health; Manual of Gainful Exercise; Tome of Clear Thought; Grim Grimoire;
Diary - Alinor, Prince of Alphia
315 books from Alinor, Pandius, Restored - They are historical, contemporary historical, and magical treatises.
14k Library used for Return to Alzar spell research
History of the Badlands Tribes (20 gp)
Encyclopedia of Local Plants (50 gp)
Diary of the Wizard, Zelligar
Meteorological Phenomena of Hamedh (75 gp)
Tribal History of this Duergar Clan
Yaghoub’s Journal
Three books of magical history
Book on history of tower and residents
11 books on the nature of demi-humans – 250 gp
100 Books from Bone Hill Study
1000 gp library of 300 general purpose books from Dungeon in Desert
6 Books on Worship of Nabilah
1200 GP of works on spell research for Scrollmend
5000 gp research library from Nadir’s Tower
Complete Leather-Bound 10 Volume Set of writings of Japheth Arcane (5000 gp set)
Scrolls, Maps, Journals, War Plans from Tomb of Amhara
1000 gold worth of texts from Tower in Rahasia
2000 gold worth of Castanamir’s own personal journals.
3 books on golems and repair – 500 gold.
5000 gold in books on summoning and conjuring.
10 alchemy texts, 1000 gp value.
15,000 gp specialized summoning and conjuring texts
2500 gold Gingwatzim information, and the five books and two manuscripts that show it.
1000 gold, 12 books, info on making portals
3000 necromatic tomes for research
Ye Secret of Ye Philosopher’s Stone – 500 gold
Concerning Mesmerism and Lists of Effects – 50 gold; The Magical Properties of Gemstones – 150; The Magical Properties of Herbs and Flowers – 150; The Metaphysics of Mathematics – 150;
Principles of Navigation and Legal Distinction in Letters of Marque – 10 gold
Cenozoic Glacial Geology, - 50 gold;The Art of Coarse Angling – 75 gp;
History of The Gauntlet and The Sentinel – 250 gold
200 tomes, 12000 gp – value of books in generic mage research for spells and other mage stuff.
1500 gp worth of alchemical books
Tome – 500 gp Detailing sacrifice of humans to earth elementals for various effects.
Treatise on the nature of a flesh golem (not its construction)
5 books on anatomy of various monsters
8 books on Magical Lore
25 volumes on Battle tactics and strategies in various wars and sieges
100 magic research tomes
1786 texts - Shrine of Kuo-Toa, on religion, water, history, and various UnderDeep cultures. 150,000 gp
18 high quality religious texts on Sea Mother, 2500 gp total
358 Titles on Alien Theory, Gates, Teleporting, Magical and Normal Creatures, Various Theories
25000 gp on Books on herbalism, poisons, and magic item construction.
46 books on anatomies of various creatures.
320 books on history of Thorasia
2500 gold in making items such as Scarabs
301 Uncommon to rare books on general knowledge topics
4 books on summoning and controlled Spectators
220 Books on Beholders, Magic, and Research on Spells without requiring Somatic/Material Components
442 Books from Beholder Library – General Topics
Detailed Notebook on making a Dwarf Crusher Golem
4 Books that relate, in detail, how to make Spellcache Rings of various sorts
How to Make a Thunderpot in Four Easy Steps
Notes on Summoning Hordlings, and 4 Truenames given to Summon
6 Books on making various potions, Climbing, Giant Strength, Healing, Heroism, and Gaseous Form
467 Arcane Texts
33 Books on Dwarven Lore
Book on Axe of the Dwarvish Lords; Friar Hyckum’s shocking tale, Dragons of Depravity, worth 1000 gp
Theology Texts from Temple of the Frog – 6 shelves and 72 additional books

232 Light Reading Books, 1st Floor Temple of the Frog
4 lined shelves of Cult of the Frog secrets, including how to make items, spells, and frog people.
655 books on general history, culture, and nature of various Hollow World societies and organizations
Tome of Clear Thought; Tome of Understanding; Manual of Puissant Skill at Arms; Libram of Teleportation Arches; Libram of Gainful Conjuration;


Laboratory:

27000 gp lab generally
Thunderpot Making Equipment
Alchemical Equipment – Makes Climbing, Giant Strength, Healing, Heroism, and Gaseous Form Potions.


Artifacts:


Face of Xenous - Summon one of each elemental, 16 hd, no control, once/week; Cone of Cold, Telekinetic Gaze, 1000 coins, 2/day; Flesh to Stone, Web 1/day; Color Spray, Darkness, 15’, 3/day; Comprehend Languages at will - Fires in 60’ extinguished and temperature drops 20 degrees when power used. When non-evil touches it take 4d4 damage and ages 1d4 years. INT 25, EGO 25, turn to CE if dominated.

Bright Barrier of the God-King Dargeshaad

Alignment – Lawful

Large circular shield

Major Power: Purge – Drain 2 levels of HD from all non-lawful who can see it 3/day
Minor Power: +2 Shield, wielder can hold shield and cast spells simultaneously. Deliver Shield Punch attack for 1d8+2 damage.
Cast Command at will; Detect Lie 3/day
Dangers: Wielder ages 1d10 months any time activating major power is used. Major power also pushes user more and more towards and stricter and stricter alignment. Chance Dargeshaad will inhabit user if major power used.

Magic Items:

Potions - of Sweet Waterx2, Diminutionx7, Gaseous Formx9, Poisonx6, Telekinesis, Extra-Healingx8; Healingx18, Levitationx4, Spider Climbingsx6, ESPx3 Animal Control – Horses, Clairvoyancex3, Clairaudiencex4, Fire Resistancex2, Philter of Lovex2, Control Plantsx3, Neutralize Poison, Speedx11, Cure Disease, Water Breathingx4, Invisibilityx4; Invulnerabilityx5, Undead Controlx5 (Wight, Vampire, Ghoulx2), Heroismx8, Flyingx3, White, Silverx2, Greenx2, Blue Dragon Control; Oil of Etherealnessx2, Strengthx2, Treasure Findingx2, Human Controlx5, Growthx2, Animal Controlx4 Philter of Persuasivenessx2, Super-Heroismx4, Polymorph Selfx14, Titan Strengthx3, Agilityx4, Seeing, Fire Giant Controlx2, Freedomx3, Mammal Control, Fire Breathx4, Storm Giant Strengthx2, Oil of Slipperiness; Hill Giant Strengthx2; Plant Controlx2; Vitality; Tonguesx3; Pursuit, Nutritionx3, Fish Control, Levitation; Cold Resistancex2; Lycanthrope Control; Infravisionx2, Fire Giant Strengthx2, Devil Control, Shielding, Clear Thought, Oil of Acid Resist; Oil of Disenchantment; 2 Jars Keoghtom's Ointment – 6 applications left; Ointment of Blessing, of Poison; Potion of Sustenancex2, Bug Repellant, Elemental Formx3, Blending, Agility, Vitality, Sightx2; 5x Ethereality; Super-Healingx3; Dreamspeechx3; Fortitudex4; Mergingx3; Ventriloquism; Oil of Slipperiness; Mind Control;


Weapons and Armor -


+1 Pesh-kabzx2, Short Bowx2, Daggerx4, Gada, Club, Heavy Crossbow, Yataghan, Sling, Tulwar, Shamshir, Scimitar, Spear, Axex3, Footman’s Mace, Longswordx4; Staff, Short Sword, x4; +1 Changestaff (Takes the form of any weapon, always deals 1d6+1 damage);
+2 Flail; Khanda; Macex3; Yataghan; Bastard Swordx2, Short Sword, Net, Longswordx4;Warhammerx2; Scimitar; Broadswordx2; Axex2;
+3 Pesh-Kabz; Daggerx4; +3 Mace; Axe; 2 Handed Sword;
+4 Battle Axe; Broadsword; Short Sword; Bastard Sword.

+2 Mace, +4 vs undead; Mace, +1 vs Lawful, -1 vs Chaotic; Spear, +1, +2 vs Giants, +3 vs Orcs, Ogres ; Warhammer, +2, +4 vs Weapon-Using Opponents; Short Sword, +4, +6 vs giants; Sword of Chaos,+4, +6 vs Law, Levitate 3x day, Lawful characters that grab it to use it take 20 damage, neutral 10 damage;

+2 Dagger, Longtooth; Cold Sword; +3 Frostbrand Sword; Scimitar of Defending +4; Vorpal Yataghan; Pickaxe of Piercing; Hammer of Luck +2; Ptah’s Royal Flail - +3 Flail, acts as Mace of Disruption; Dagger of Venomx2; Sword of Deceiving +2; +2 Spear of Accuracy, +4 when thrown; Mattock of the Titans;

+2 Trombash of Returning; +4 Sling of Seeking; +2 Crossbow of Speed, +2 Heavy Crossbow of Speed; Hasp of Reloading; +4 Short Bow, x8;

Arrow of Giant Slaying; 4 Javelin of Lightning; Javelin of Piercing; 11 Darts of Wounding; 22 Bolts of Ice, +1 Bolt, deal 1d6 extra damage, 2x damage vs fire; 12 Stun Bolts; 2x Quarrels of Flying; +2 Javelin of Returning; +1 Arrowx20.; +4 arrowx4; Arrow of Disarming x4; Dart of the Hornet’s Nest; Dart of Death; +4 Arrows, +7 vs Weapon Using Foesx4; +4 Arrow of Dispellingx2; +4 Arrow of Climbing, x8;

+1 Shieldx5 ; +1 chainmail; +1 plate armorx3; +1 Splint Mail;
+2 Chainmailx2; +2 Leather Armorx2, Plate Mailx2; Shield x4;
+3 Shield; +3 Flying Shield; +3 banded mail x3; Chainmail (Goblin Sized);
+4 Leatherx3; +4 plate mail; +4 Shield;
+5 Shield

+3 Bronze Elven Scale Amor; +3 Shield of Haste (Once/day can cast a self-haste which does not age the user); Chainmail of Presence (+3 and CHA 18 when worn); Shield of Fear (Like Plate Mail of Fear); Elven Chainmail +1; Missile Deflector Shield (+1, +4 vs missiles, 20% chance Magic Missile negated);

Rings - Greater Ring of Sustenance; Ring of Water Walkingx2, Ring of Depetrification – 12 charges; Ring of Protection +1; +2x4, +3x5, +4,; Ring of Warmth; Ring of Windwarding; Ring of Quick Action; Ring of Invisibility; Ring of Human Control; Ring of Fire Resistancex2; Ring of Telekinesis, 50 lbs; Ring of Feather Falling; Ring of Mammal Control; Ring of Anti-Venom -20 charges; Ring of Mirror Images – 19 charges; Ring of Free Action; Ring of Sustenance; Anything; Regenerationx2; Spell Turningx2; Chameleon Nature; Cantrips; Shooting Stars (12 charges); Frog Controlx2;
Ring of Water Command; Ring of Three Wishes (3 charges); Ring of Frog Calling;
Ring of Djinni Summoning – Can only open a gate to a random Prime Material Plane once/month, and nothing else.
Ring of Wizardry (Double 1st and 2nd); Ring of Spell Storing – Haste, Lightning Bolt; Cleric Ring of Spell Storing – Word of Recall;
Ear Ring; Finger Nail
Spellcache Rings (Anti-Magic Shell, Dispel Magic, Flame Arrow, Phantasmal Killerx2, Reduce, Stoneskinx4, Non-Detection, Haste, Mirror Image, Grease)

Wands, Staves, Rods -

Wand of Paralyzation 17 charges; Wand of Magic Missiles – 20 charges, 63 charges; Wand of Wonder – 45 charges, 63 charges, 19 charges; Wand of Force – 90 charges; Wand of Negation – 5 charges; Wand of Opening – 10 charges; Wand of Frost – 9 charges, 12 charges; Wand of Ice Storms – 42 charges; Wand of Lightning – 12 charges; Wand of Viscid Globs – 79 charges; Wand of Metal Command – 19 charges; Wand of Fire – 65 charges; Spider Wand – 64 charges; Wand of Fear – 22 charges; Wand of Rust – 27 charges; Wand of Secret Door and Trap Det – 7 charges; Wand of Salt – 21 charges;

Buckler Wand; Rod of Terror – 8 charges; Rod of Electrification – 17 charges; Rod of Smiting – 19 charges; Rod of Rulership; Rod of Cancellation; Rod of Victory; Rod of the Wyrm (Chaotic); Rod of Rulership (31 charges);

Staff of Striking – 48 charges; Staff of the Serpent, adder; Staff of Spell Focusing – 23 charges;
Amun-Re’s Staff of Rulership; Staff of Power – 16 charges; of Healing – 14 charges;


Scrolls –

Wizard Scrolls -, Tongues; Invisibility, 10’ Radius; Push; Haste; Fly; Gust of Wind; Minor Globe of Invulnerability; Invisibilityx2; Mass Invisibility, Illusionary Script, Shield, Light, Mirror Image, Spectral Hand, Continual Darkness, Shadow Door, Dig, Feign Death, Strength, Hold Person, Emotion, Dispel Magicx3, Monstesr Summoning III, Disintegrate, Death Spell, Maze, Death Spell, Symbol of Discord. Disintegrate, Remove Curse, Airy Water, Limited Wishx2, Mislead, Summon Swarm, Control Weather, Crystalbrittle, Energy Drain, Gate, Charm Plants, Knock, Pyrotechnics, Globe of Invulnerabilityx2, Stone to Fleshx4, Symbol, Write, Invisible Stalker, Passwall, Fire Trap, Push, ESP, Wizard Lock, Vocalize, Shape Change, Solid Fog, Guards and Wards, Water to Poison, Vampiric Touch, Ghoul Touch, Monster Summoning VI, Power Word Blind, Summon Shadow, Erase, Dispel Magicx3; Binding; Fire Shield, Dimension Door, Elonia’s Glamer, Dazzle, Transmute Mud to Rockx4; Time Stop; Teleport Without Error; Abjure; Gate, Astral Spell, Scroll of Disintegrate, Delayed Blast Fireball, Mordenkainen’s Disjunction, Dispel Magic, Polymorph Selfx3, Color Spray, Dispel Magicx3; Invisible Stalkerx5; Hold Portal; Tensor’s Floating Disc; Lower Water, Dissolve, Power Word, Stun, Legend Lore, Phase Door, Wall of Force, Prismatic Spray, Lightning Ring; Polymorph Other, Shapechange, Lower Water;

Scroll of Spell Catching 1-6; Scroll of Portals; 2 Scrolls of Communication linked together

Cleric scroll – Scroll of Creation, Truth;

Protection from Cold, Demonsx2, Undeadx3, Magicx2, Elementalsx4, Lycanthropesx3, Felines, Traps, Devils, Possessionx2, Nonmagical Weapons, Shapechangers; Dragons; Fire, Acid;

Items Worn

Gauntlets of Ogre Powerx2; Gauntlets of Dexterity; Gloves of Missile Snaring;
Rock Jellaba; Robe of Useful Items;
Necklace of Adaptation; Bracelet of Swimming; Necklace of Missiles –5; Necklace of Protection +1 AC;
Bracers of Defense, AC7, AC6, AC4, AC 2x2; Bracers of Protection vs Normal Missiles; Bracers of Cleaning
Periapt of Proof Against Poison +2; Periapt of Health
Amulet of Proof against Scrying and Detectionx2; Amulet of the Planes; Talisman of the Golem; Medallion of ESP 30’; Scarab of Death; Scarab of Protection – 12 charges; Talisman of Memorizationx2; Medallion of Defense; Amulet of Neconilis; Amulet vs Undead (5th Level); Amulet of Finding x4; Amulet of Inescapable Location; Medallion of Proof Against Detection; Scarab of Venom; Luck Charm (+1 Saves); Protection +2; Brooch of Shield Spell - 9 Charges;
Girdle of Ogre Strength; Zoster of Zeal; Girdle of Many Pouches;
Sandals of Speedx2; Elven Bootsx3, Boots of Striding and Springingx2; Slippers of Spider Climbing; Boots of Varied Tracks; Boots of Levitation; Boots of Traveling;
Cloak of Displacement; Cloak of the Manta Ray; Cloak of the Bat; Cloak of Protection +2,+3; Elven Cloakx3; White Dragon Skin Cloak - +3 save vs cold, 50% less damage from cold sources; Cassock of Precaution; Set – 1 Black Cloak, Black Boots -75% to move silently/be invisible in dungeons.
Crown of Leadership; Mask of Disguise; Helmet of Underwater Action; Helmet of Reading Languages and Magic; Hat of Disguisex2; Helm of Telepathy;
Ioun Stone - Incandescent Blue Sphere (+1 spell level), 2xDusty Rose - +1 AC; Deep Black Sphere (See in Non & Magic Dark); 2xPearly White Spindle – Regen 1 hp/turn; Clear Spindle (No eating or drinking needed); Pale Lavender Ellipsoid (Absorbs spells up to 4th level, 20 charges left);
Eyes of Humanoid and Monster Charming
Death Mask of Ptah

3x Bag of Holding, 10000 coins; 3x Weightless Chest; Flatbox; Zagyg’s Spell Component Case (12000 gp of components); Heward’s Handy Haversack; Bag of Tricks (C);

Crystal Ball with Clairaudiencex2; Crystal Ball; Crystal of Death Scrying;
Carpet of Flying (4 Passengers); Broom of Flyingx2; Folding Boat; Square Wheel;
Star of Mo-Pilar (Gem of Seeing),
Rope of Entanglement; Rope of Climbingx3;
Warp Marble; Iron Flask; Prison of Zazig; Iron Bands of Bilarro;
Chime of Opening; Grave Key - Magical item that opens any locked coffin, tomb, crypt, etc.
Dust of Appearance x5; Dust of Disappearancex20
Magic Jelly Beans – 1 Grey, 2 Green, 2 Orange, 2 Yellow (G Cube), 2 White (Crystal Ooze), 2 Black
5 Beads of Force; 9 Thunderpots; 6 Buttons of Blasting;
Stone of Diminution, when held acts as potion until dropped; Glowstones x6;
Lamp of Creation; Crucible of Melting ; Lens of Speed Reading ; Honing Stone 6 charges; Quill of Forgery; 4 Jars of Preserving; Chalice of Identification; Slate of Identification; Lamp of Long Burning;
Incense of Enlightenment; 6 Blocks of Incense of Meditation; Phylactery of Faithfulness
Whistle of Golem Control; 2x Collar of Animal Control;
Banner of Renown; Pillow of Regeneration;
Gem of Magic Missile Protection, 50 charges;
Pearl of Power 3rd Level; Pearl of Power 4th level; Pearl of Power, 2nd level;
Shovel of Digging
House of Zebulon ; Cube of Forcex2; Daern’s Instant Fortress;
Bag of Puchezma’s Powder of Edible Objects – 50 pinches
4 Kegs of Smoke Powder, 100 charges each

Horn of Collapsing; Kamencheh of Calming; Horn of Blasting; Horn of Fog; Bronze Horn of Valhalla, summons 2d4 Neutral Evil, level 2 fighters, AC4, 15 hp, spear or sword. Can only be blown by N, NE, LE, or CE Priest or Warrior.

Table of Plenty; Decanter of Endless Water; Metal Platter (Beef, Lamb, Turkey, Pheasant) for four people once/day; Mug (Beer, Ale, Mead) six/day; Pitcher (Water, Tea, Wine), three/day.;

Ebony Fly, Serpentine Owl Figurine, Onyx Dog, Obsidian Steed, Ferret Figurine;
Brazier of Controlling Fire Elementals; Stone of Controlling Earth Elementalsx2; Censer of Controlling Air Elementals
The Whistle, “Nightcaller” – Blow once/week at night to raise Zombie from grave to follow you
Multiform Graegzim Gingwatzim, amulet an turn into Fremlin.

Selinyr - +5 Axe, with two talents – Translating and Extinguishing.

Bladestar - +2 dagger, CN, I 15, E 11, Detect Invisible, Charm Person on contact 3/day, strength 1/day, 19 or 20 does max damage when used in backstab. Slay Lawful Creature, 1/month – save vs death or dies instantly.

Wyrmcleaver - +2 two handed sword, becomes +4 vorpal sword against dragons

Amulet of Power - Detect Magic, Read Magic at will; Fireball (12 HD) 1/day; Teleport w/o Error 1/week; gives the wearer 50% Magic Resistance. Any non-wizard donning it is feebleminded.

Helm of Selnor – Can only be worn by warrior with CHA of 15+, +1 AC and cast Charm once/day on group – save vs spells and cannot be broken normally, charmed become barbarians in culture and alignment, as well as friends.

Cloak of Shadows - -3 AC, 2x move silently percentage, polymorph into cat or bat 1/day. Non-thief wearing it loses half their current hp every round until they take it off or die.

Bloodfear - A +3 longsword that absorbs blood during combat = for every 20 points of damage vs a flesh entity with blood, the sword gets +1 in damage to a total of +7, after which is drops back to just +3 because it’s satiated and has to be built back up again.

Unifex - +2 Dagger made from unicorn horn, AC2 given and can teleport once/day

Erok’s Sword - 20 INT and Ego, CN, +3, Wielder is CN whenever the sword is in hand. One extra attack/round when fighting lawful, Detect lawful creatures at will, Sword of Wounding against Law, and cannot be healed save by cleric magic from chaotic cleric. The sword always attempts to dominate a wielder when drawn, and still shifts their alignment. Curses any-non fighter who wields it. Can be sheathed as normal if not dominated.

Typhus - INT 11, EGO 16, CN, can only be handled by clerics without bad stuff happening, +3 mace, immune to disease, every hit causes disease per the spell unless a save is made. Can cast cloudill and wither once/day, and gives +1 to level for turning or commanding undead. -1 STR and CON to any non cleric who tries to wield it. Each time uses a spell, moves more towards CN. When removed, truns to normal Align, or regains lost STR/CON after one week.

Deathstone Fragment - User will be cursed and lose 10 max HP; can control up to 50 HD of undead, with half level of ability. Curse is transferred is given away.

Gem of Delusion – Command word forces everyone other than user in 20’ radius to save vs spells as Gem flashes. If they make it, they are stunned for 1d4 rounds and then Feebleminded for 1d6 after. If they fail, then deluded.

The Earthshaker’s Mind Gem – Controls the Machine

Amulet of the Abomination – The Amulet used to summon the Abomination of Karazan, it no longer works.

The Eye of Myr Div - Unique other-planar gem - 25,000 gp.

Cursed – Periapt of Foul Rottingx2, Helm of Alignment Changing, Ring of Spell Snatching; Cloak of Poisonousness;

Body Parts:

Alicorn
Eyes, Scales, Teeth, Blood, Central Eye of a Beholder
Parts from a Bronze Golem; Drolemx2;
4x White Wolf Pelts
7x skins, tentacles, fangs, blood of Displacer Beasts;
Eyes, Teeth, Scales, Blood, etc, of an old Blue Dragon, old Black, 7 red dragons (5 young, 1 old, 1 very old), Dragon Turtle, venerable Black;

Unusual Items:

Spell Component Collection – 12500 gp value
19 Rings Ready for Spellcache
38 empty Thunderpot Flasks
Silver Dagger
6 Ichor-Green Potions – Turn drinker into frog-person if they fail a save
The Golem’s Heart - a gem worth 6000 GP

8 moldy and illegible scrolls
1 destroyed ancient dwarven text

Psionic - Lamp Without Reservation, 12 charges; 3 dampsuits; 5 flaregoggles; exoskeleton, 6 tentacle extensions

Abe Sargent
10-18-2015, 11:36 PM
Protective Amulets allow a save made if they fail one and are destroyed

Level 1 – Charm Person
Level 2 – Forget
Level 3 - Suggestion
Level 4 – Polymorph Other
Level 5 – Domination
Level 6 – Flesh to Stone
Level 7 – Finger of Death
Level 8 – Maze
Level 9 - Power Word, Kill


Stored Spells:

Level 1 - Spoil Holy Water
Level 2 – Vocalize
Level 3 – Vampiric Touch
Level 4 - Minor Globe of Invulnerability
Level 5 – Magic Jar
Level 6 – Døkkálfar Teleport
Level 7 – Teleport without Error
Level 8 – Maze
Level 9 - Lauthdryn’s Cleaving


Alzar can cast: 6/6/6/6/6/6/6/6/5:

Spellbooks

Castanamir’s Evil Books:

1st Level: Charm Person, Hypnotism, Friends, Magic Missile, Nystul’s Magical Aura, Protection from Good, Sleep, Spook, Corpselight, Dance Macabre, Reflected Image, Spoil Holy Water, Wandbane

2nd Level: Darkness, 15’ Radius, Deafness, ESP, Fools’ Gold, Irritation, Ray of Enfeeblement, Stinking Cloud, Tasha’s Uncontrollable Hideous Laughter, Choke, Dark Mirror, Empathic Control, Ghost Pipes,
Castanamir’s Magic Missile Reflection, Undead Mount, Wall of Gloom

3rd Level: Feign Death, Haste, Improved Magic Missile, Protection from Good, 10’ Radius, Suggestion, Vampiric Touch, Curse Tablet, Dire Charm, Minor Malison, Mummy Touch, Skulltrap, Watery Double,
Whip of Pain

4th Level: Contagion, Enervation, Fear, Phantasmal Killer, Bestow Curse, Delayed Magic Missile, Putrefaction, Ray of Oblivion, Rain of Terror, Greater Malison, Merald’s Murderous Mist, Disfigure

5th Level: Animate Dead, Avoidance, Cloudkill, Domination, Magic Jar, Deathmaster’s Vial, Eyefire, Fiendform, Nystul’s Enveloping Darkness, Persona of Death, Vile Venom, Xult’s Magical Doom

6th Level: Death Fog, Ensnarement, Geas, Mislead, Programmed Illusion, Flesh to Stone, Curse of Lycanthropy, Gauntlet of Teeth, Otiluke’s Excruciating Screen, Seizure, Spell Mirror

7th Level: Acid Storm, Amorphous Blob, Blood link, Consume Knowledge, Create Crypt Thing, Finger of Death, Otiluke’s Death Screen, Spell Turning, Torment, Vanish, Wandweird

8th Level: Abi-Dalzim’s Horrid Wilting, Bone Blade, Brain Spider, Demand, Heart of Stone, Mass Charm, Maze, Otto’s Irresistible Dance, Trap the Soul, X-Ray Vision

9th Level: Absorption, Blade in the Soul, Energy Drain, Estate Transference, Imprisonment, Mass Domination, Mordenkainen’s Disjunction, Programmed Amnesia, Weird


Castanamir’s Enchantment Books:

Book 1 – Basics – Permanency 8th, Enchant an Item 6th, Analyze Dweomer 8th, Enchanted Weapon 4th, Recharge 6th, Steal Enchantment 7th

Book 2 – Advanced Item Making – Obar’s Lesser Purification (4th), Merald’s Meld (4th), Eternal Flame, (5th), Veladar’s Vambrace (5th), Crown Meld (6th), Wondrous Web (6th), Awakening (7th)

College of Wizardry Levels 8 & 9

Demonomicon of Iggwilv:

Banishment 7th, Binding 8th, Dismissal 5th, Dolor 5th, Ensnarement 6th, Torment 7th, Gate 9th, Cacofiend, 7th; Power Word, Banishment 9th, Spiritwrack 6th

Xaene’s Spellbook

1st – Affect Normal Fires, Charm Person, Comprehend Languages, Find Familiar, Grease, Identify, Magic Missile, Read Magic, Write
2nd – Continual Light, Darkness 15’, ESP, Invisibility, Levitate, Melf’s Acid Arrow, Shatter, Vocalize, Web
3rd – Clairvoyance, Dispel Magic, Explosive Runes, Flame Arrow, Hold Person, Material, Melf’s Minute Meteors, Phantasmal Force, Wind Wall
4th – Dimension Door, Fear, Fire Shield, Ice Storm, Magic Mirror, Polymorph Other, Wall of Ice, Wizard Eye
5th – Animate Dead, Conjure Fire Elemental, Dismissal, Dolor, Hold Monster, Sending, Teleport, Wall of Force
6th – Bigby’s Forceful Hand, Control Weather, Enchant an Item, Glassee, Globe of Invulnerability, Guards and Wards, Legend Lore, Repulsion
7th – Banishment, Drawmij’s Instant Summons, Limited Wish, Mass Invisibility, Phase Door, Reverse Gravity, Torment, Vanish
8th – Bigby’s Clenched Fist, Binding, Glassteel, Incendiary Cloud, Mind Blank, Permanency, Polymorph Any Object, Symbol, Xaene’s Mighty Chilblains


The Tome of the Unusual:

Aganazzar’s Scorcher, Odeen’s Magic Cloud, Vipergout, Ray of Fatigue, Paralyzation, Dispel Illusion, Acid Bolt, Gullship, Andrui’s Baneful Backfire


Bigby’s Great Tome

Bigby’s Bookworm Bane, Bigby’s Feeling Fingers, Bigby’s Dextrous Digits, Bigby’s Silencing Hand, Bigby’s Pugnacious Pugilist, Bigby’s Battering Gauntlet, Bigby’s Construction Crew, Bigby’s Force Sculpture, Bigby’s Fantastic Forces, Bigby’s Interposing Hand, Bigby’s Strangling Grip, Bigby’s Superior Force Sculpture, Bigby’s Besieging Bolt, Bigby’s Forceful Hand, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Most Excellent Force Structure, Bigby’s Crushing Hand

Evocation Tome of Beginners – All common 1st level evocation spells

Standard Spellbook – Feather Fall, Hypnosis, Sleep, Spook, Magic Mouth, Shatter, Dispel Magic

Sussick’s Spellbook: Magic Missile, Chill Touch, Spook, Detect Magic, Read Magic, Detect Undead, Cantrip, Wall of Fog, Find Familiar, Light, Tensor’s Floating Disc, Continual Light, Flaming Sphere, Death Armor, Hold Person, Levitate, Locate Object, Spectral Hand, Bind, Dispel Magic, Hold Undead, Item, Dig, Undead Familiar

Piyarz’s Book – Detect Magic, Find Familiar, Light, Magic Missile, Read Magic, Sleep, Baltar’s Lightening, Magic Mouth, Locate Object, Tongues, Rary’s Mnemonic Enhancer

Lurg’s Book – Detect Illusion, Detect Magic, Emrikol’s Question, Identify, Phantasmal Force, Read Magic, Wizard Mark, Non-Detection, Illusionary Script

Porro’s Book – Change Self, Color Spray, Dancing Lights, Find Familiar, Detect Magic, Identify, Light, Read Magic, Wizard Mark, Hypnotic Pattern, Misdirection, Knock

Cipolla’s Book – Detect Magic, Read Magic, Sand Jambiya, Tensor’s Floating Disk, Wall of Fog, Invisibility, Ventriloquism

Spellbook destroyed by rat, just one spell left – Levitate (remnants of book were procured and owned)

Neconolis Spellbook:

1st level – Alarm, Burning Hands, Detect Magic, Detect Undead, Friends, Jump, Magic Missile, Protection from Good, Read Magic, Spook
2nd Level – Deafness, Detect Good, Ghoul Touch, Magic Mouth, Whispering Wind, Wizard Lock
3rd Level – Bewilder, Explosive Runes, Hold Undead, Non-Detection, Secret Page
4th Level – Curse, Emotion, Enchant Weapon
5th Level – Animate Dead, Summon Shadow
6th Level – Summon Least Yugoloth

Telvar’s Spellbook –

1st Level – Cloud Ladder, Charm Person, Detect Magic, Magic Missile, Protection from Good, Read Magic, Identify, Sleep, Shocking Grasp
2nd Level – Darkness, 15’ Radius; ESP, Flying Fist, Invisibility, Levitate, Detect Invisibility, Magic Mouth, Wizard Lock
3rd Level – Dispel Magic, Fireball, Fly, Protection from Normal Missiles, Feign Death, Monster Summoning I, Leomund’s Tiny Hut, Scintillating Sphere
4th – Rary’s Mnemonic Enhancer, Wizard Eye

Crescent Witch Spellbook:

1st – Run, Burning Hands, Charm Person, Read Magic, Detect Magic, Identify, Charm Person, Shocking Grasp
2nd – Invisibility, Stinking Cloud, Darkness 15’ Radius, Baltar’s Lightening, Knock
3rd – Genie Contract, Protection from Good, 10’ Radius, Lightning Bolt, Dispel Magic
4th – Evard’s Black Tentacles, Unburn


Dervill’s Spellbook – Read Magic, Identify, Detect Magic, Wizard Mark, Hold Portal, Magic Missile, Chromatic Orb, Featherfall, Web, Detect Invisibility, Misdirection, Audible Glamer, Haste, Protection from Normal Missiles, Dispel Magic, Nondetection, Item, Suggestion, Polymorph other, Wizard Eye, Daltim’s Flaming Fist, Teleport, Desert Fist

Nadir’s Spellbook –

1st - Read Magic, Identify, Wizard Mark, Detect Magic, Change Self, Comprehend Languages, Magic Missile, Shield, Erase, Conjure Spell Component
2nd – Melf’s Acid Arrow, Summon Swarm, Ray of Enfeeblement, Invisibility, Wizard Lock, Knock, Vocalize
3rd – Teleport Object, Dispel Magic, Fly, Lightning Bolt, Sepia Snake Sigil, Hover
4th - Fire Trap, Dimension Door ,Ice Storm, Stoneskin, Minor Globe of Invulnerability, Phantasmal Killer, Leomund;s Secure Shelter
5th – Cone of Cold, Mordenkainen’s Faithful Hound, Shadow Door, Teleport, Transmute Rock to Mud, Waves of Sand
6th – Antimagic Shell, Chain Lightning, Death Spell, Disintegrate, Globe of Invulnerability, Stone to Flesh
7th – Finger of Death, Prismatic Spray, Teleport without Error, Negative Plane Protection

Transmuter’s Spellbook :

1st: Burning Hands, Fist of Stone, Detect Magic, Read Magic, Identify, Cantrip, Color Spray
2nd: Strength, Shatter, Wizard Lock, Knock, Bonewood, Melf’s Acid Arrow
3rd: Dispel Magic, Lightning Bolt, Blink, Explosive Runes, Haste, Fly
4th: Wizard Eye, Stoneskin, Polymorph Self, Dimension Door
5th: Passwall, Teleport, Farscry, Feeblemind
6th: Teleport Other, Disintegrate, True Seeing
7th: Teleport Without Error, Phase Door, Power Word Stun

Anderia’s Spellbook:

1st - Burning Hands, Chill Touch, Identify, Enlarge, Nystul’s Magic Aura, Shield, Taunt, Pro. from Good, Melt,
2nd – Melf’s Acid Arrow, Invisibility, Detect Invisibility, Ray of Enfeeblement, Tasha’s…Laughter, Infravision, Mirror Image, Blindness
3rd – Explosive Runes, Dispel Magic, Fly, Slow, Vampiric Touch,
4th – Life Bolt, Enervation, Charm Monster, Confusion, Minor Globe of Invulnerability
5th – Wall of Force, Demishadow Monsters


Wazor’s Spellbook

1st Level – Magic Missile, Chromatic Orb, Detect Magic, Read Magic, Identify, Burning Hands
2nd Level – Invisibility, Detect Invisible, Flaming Sphere, Tasha’s….Laughter, Forget
3rd – Fly, Fireball, Flame Arrow, Dispel Magic, Item
4th – Charm Monster, Fire Trap, Massmorph, Polymorph Other, Polymorph Self
5th – Transmute Water to Dust, Hold Monster, Dolor, Improved Blink
6th – Anti-Magic Shell, Enchant and Item, Stone to Flesh, Globe of Invulnerability
7th – Phase Door, Statue, Teleport Without Error, Dragon Breath
8th – Major Globe of Invulnerability, Permanency, Incendiary Cloud
9th – Wish, Meteor Swarm, Gate, Wail of the Banshee

Neroth’s Spellbook


1st – Magic Missile, Sleep, Read Magic, Detect Magic, Charm Person, Protection from Evil, Wizard Mark, Ray of Fatigue
2nd – Pyrotechnics, Invisible, Melf’s Acid Arrow, Levitate, Web, Improved Phantasmal Force
3rd – Dispel Magic, Protection from Evil, 10’ Radius; Haste, Fly, Lightning Bolt, Dire Charm
4th – Ice Storm, Phantasmal Killer, Remove Curse, Confusion, Wizard Eye
5th – Conjure Fire Elemental, Telekinesis, Teleport, Passwall, Wall of Stone
6th – Disintegrate, Invisible Stalker, Legend Lore, Claws of the Umber Hulk
7th – Statue, Power Word Stun, Vision, Mass Invisibility

Serge’s Spellbook

1st – Magic Missile, Read Magic, Detect Magic, Charm Person, Protection from Evil, Light, Burning Hands, Charm Person
2nd – Detect Invisible, Melf’s Acid Arrow, Levitate, Web, Continual Light,
3rd – Dispel Magic, Hold Person, Lightning Bolt, Vampiric Touch, Haste, Hold Undead
4th – Confusion, Wall of Fire, Hold Monster, Acid Bolt, Shout
5th – Telekinesis, Teleport, Dissolve, Cloudkill, Summon Shadow, Cone of Cold
6th – Disintegrate, Projected Image, Death Spell, Dimensional Blade
7th – Planar Door, Spell Turning, Limited Wish
8th – Power Word Blind, Incendiary Cloud

Felmot the Invoker’s Spellbook

1st – Detect Magic, Read Magic, Identify, Magic Missile, Chromatic Orb, Shield, Tenser’s Floating Disk, Wall of Fog
2nd – Flaming Sphere, Stinking Cloud, Web, Flying Fist, Know Alignment
3rd – Lightning Bolt, Melf’s Minute Meteors, Dispel Magic, Delude, Invisible Mail
4th – Ice Storm, Wall of Fire, Otiluke’s Resilient Sphere, Delayed Magic Missile
5th – Cone of Cold, Cloudkill, Wall of Force,


Zerixith’s Spellbook

1st – Hold Portal, Detect Magic, Read Magic, Feather Fall, Magic Missile, Phantasmal Force,
2nd – Blindness, Knock
3rd – Hold Person, Hold Undead
4th – Polymorph Self, Instruct Spectator, Dimension Door

Khuxristul’s Spellbook

1st - Detect Magic, Read Magic, Hold Portal, Magic Missile,
2nd – Detect Invisibility, Darkness 15’ Radius, Knock
3rd – Protection from Normal Missiles
4th – Dimension Door, Extension I
5th – Wall of Blackstone, Contact other Plane, Wall of Force, Extension II
6th - Extension III, Geas

Naera’s Spellbook: Magic Missile, Read Magic, Detect Magic, Mirror Image, Web, Haste

Splecters’s Conjurations, Masteries, and Summonings:

Protection from Evil, Detect Invisible, Web, Infravision, Water Breathing, Charm Monster, Control Bats, Plant Growth, Polymorph Other, Conjure Air Elemental, Control Gargoyles, Hold Monster, Invisible Stalker, Monster Summoning IV.


Najirit’s Tome of Wonders:

Warning Trumpet, Wizard Eye, Teleport, Detect Magic, Ventriloquism, Hold Portal, Charm Portal, Detect Magic, Detect Invisible, ESP, Clairvoyance, Phantasmal Force, Improved Phantasmal Force, Haste, Dispel Magic


Phenalon’s Phantasmagorica

Symbol of Spell Loss, Entrap; Legend Lore, Phantasmal Force, Improved Phantasmal Force, Phantasmal Killer, Shadow Creatures, Hallucinatory Terrain, Projected Image, Change Self, Invisibility, Audible Glamour, Dancing Lights, Unseen Servant

Asztellor’s Book of Deadly Spells

Animate Dead, Animate Dead Animals, Undead Mount, Summon Shadows, Ghoul Touch, Lich Touch, Vampiric Touch, Mummy Touch, Energy Drain, Spectral Hand

The Book of Dolzhabban “The Dread”

Magic Missile, Fire Ball, Stone Bolt, Lightning Bolt, Burning Hands, Cone of Cold, Melf’s Minute Meteor’s, Flaming Sphere, Flame Arrow, Melf’s Acid Arrow

Tairdo’s Spellbook:

1st Level – Magic Missile, Cantrip, Detect Magic, Read Magic, Identify, Burning Hands, Find Familiar, Feather Fall, Grease, Taunt, Nystul’s Magic Aura
2nd Level – Invisibility, Detect Invisible, Summon Swarm, Mirror Image, Melf’s Acid Arrow, Glitterdust, Knock,
3rd – Fly, Fireball, Flame Arrow, Dispel Magic, Non-Detection, Monster Summoning I
4th – Charm Monster, Fire Trap, Massmorph, Polymorph Other, Polymorph Self, Stoneskin, Monster Summoning II
5th –Hold Monster, Demi-Shadow Monsters, Mordenkainen’s Faithful Hound, Leomund’s Lamentable Belaborment, Teleport, Monster Summoning III
6th – Anti-Magic Shell, Ensnarement, Enchant an Item, Stone to Flesh, Invisible Stalker, Project Image, Monster Summoning IV
7th – Phase Door, Simulacrum, Teleport Without Error, Spell Turning, Drawmij’s Instant Summons, Limited Wish,
8th – Power Word Blind, Permanency, Monster Summoning VI
9th – Astral Spell, Monster Summoning VII, Power Word, Kill, Mordenkainen’s Disjunction.


Eyes, Vision, and Arcane Sight: Infravision, Wizard Eye, Clairvoyance, Blindness, Deafness, Vision, Blur, Eyebite

Glandar’s Grimoire: Flesh to Stone, Finger of Death, Disintegrate, Fellblade, Melisander’s Harp, Disruption, Immunity to Undeath


Spayle’s Book of Spellbook Spells – Animate Drawing, Copy, Erase, Organize Spellbook, Protection from Bookworms, Protection from Liquids, Read Magic, Ink Transfer, Explosive Runes, Illusionary Script, Ink Luminance, Secret Page, Sepia Snake Sigil, Fire Trap, Avoidance, Damage Link, Leomund’s Secret Chest, Spayle’s Pocket Spellbook, Temporal Corridor, Symbol


To be Decoded Later – NONE currently. YAY!


Alzar’s Combined Spellbook, 7/7/7/7/6/6/6/6/5:

First Level:

Alarm
Alzar’s Undead Porter
Armor
Animate Dead Animals *
Cantrip
Charm Person *
Chill Touch *
Chromatic Orb *
Comprehend Languages
Conjure Spell Component
Create Divining Rod (D229)
Dance Macabre
Detect Magic
Detect Undead
Emrikol’s Question
Enlarge
Friends *
Identify
Innocent Bearing (D271) *
Hypnotism *
Light *
Locate Remains
Mount *
Organize Spellbook (D262)
Protection from Bookworms (D262)
Protection from Chaos *
Protection from Good
Protective Amulet
Read Magic
Sleep *
Spoil Holy Water
Talon’s Waterproof
Unseen Servant *
Wandbane *
Warning Trumpet
Wizard Mark

Second Level:

Alzar’s Axethrow
Alzar’s Bookcopy
Alzar’s Bookmend
Alzar’s Familiar
Attract Ghoul
Baltar’s Lightening
Blastbones *
Bone Block (D271) *
Choke
Continual Light *
Continual Wind
Death Armor
Embalm
Empathic Control *
ESP *
Forget
Ghoul Touch *
Hold Person (Hamedhi) *
Ink Transfer (D262)
Knock *
Leomund’s Trap
Locate Object
Melf’s Acid Arrow *
Ray of Enfeeblement *
Ray of Ondovir *
Scare *
Skeletal Hands
Spectral Hand
Speak with Dead
Summon Swarm *
Tasha’s Uncontrollable Hideous Laughter *
Tenser’s Hunting Hawk
Undead Mount
Unpickable Lock
Vocalize
Wall of Gloom
Wild Swing (D271)
Wizard Lock
Zala’s Lifeforce Guardian

Third Level:

Alamir’s Fundamental Breakdown
Bands of Sirellyn
Bewilder
Bone Knit
Control Bats
Curse Tablet
Dire Charm *
Dispel Magic *
ESP Barricade (College)
Explosive Runes
Fly
Genie Contract
Haste
Hold Undead
Ink Luminance (D262)
Leomund’s Tiny Hut
Lesser Rhabdomancy (D229)
Lightning Rod (Volo)
Mummy Touch *
Proof Against Teleportation
Protection from Chaos, 10’ Radius
Protection from Good 10’ Radius
Searing Serpent *
Sepia Snake Sigil
Slumber *
Skulltrap *
Suggestion
Teleport Object (Volo)
Tongues
Undead Summoning I
Vampiric Touch *
Watery Double


Fourth Level:

Alzar’s Quest
Alzar’s Scrollmend
Alzar’s Undead Expertise
Backlash
Bestow Curse
Charm Monster *
Confusion *
Contagion
Control Death Tyrant
Detect Ensorcellment (D229)
Detect Scrying
Dig
Dimension Door
Disfigure
Dweomerflow (Volo)
Enchanted Weapon
Evard’s Black Tentacles *
Fire Trap
Greater Malison *
Instruct Spectator
Itemmeld
Magic Mirror
Merald’s Meld (Volo)
Merald’s Murderous Mist *
Minor Globe of Invulnerability
Mordenkainen’s Faithful Phantom Shield-Maidens *
Obar’s Lesser Purification (Volo)
Otto’s Tin Soldiers
Polymorph Other *
Putrefaction
Rain of Terror
Ray of Oblivion
Rary’s Mnemonic Enhancer
Remove Curse
Ritual of Renewal
Special Effects
Summon Lycanthrope
Swordshun
Unburn
Vorthala’s Undead Turning Immunity
Wall of Evil


Fifth Level:


Alzar’s Far Summons
Andrui’s Baneful Backfire
Animate Dead *
Chaos
Conjure Earth, Air or Water Elemental *
Contact Other Plane
Control Gargoyles (CM8)
Damage Link (D262)
Deathmaster’s Vial
Dismissal
Dolor
Domination *
Eternal Flame (Volo)
Fiendform
Feeblemind
Focal Stone (Volo)
Greater Rhabdomancy (D229)
Hold Monster *
Magic Jar
Mnemonic Negation
Mordenkainen’s Faithful Hound
Passwall
Presper’s Moonbow
Prying Eyes
Spell Trigger (Magister)
Stealweb
Summon Shadow *
Teleport
Temporary Youth (D260)
Transmute Rock to Mud *
Veladar’s Vambrace (Volo)
Vile Venom
Xult’s Magical Doom


Sixth Level:

Alzar’s Backtrace Teleport
Alzar’s Golem Heal
Alzar’s Spellbookmend
Anti-Magic Shell
Bind Tabi
Crown Meld (Volo)
Curse of Lycanthropy
Death Spell *
Dimensional Blade
Døkkálfar Teleport
Dwoemer Divest (D229)
Enchant an Item
Ensnarement
Flameproof
Geas *
Globe of Invulnerability
Invisible Stalker *
Legend Lore
Lich Touch
Recharge
Seizure *
Spell Mirror
Spiritwrack
Stone to Flesh *
Summon Soul Eater
Summon Least Yugoloth
Teleport Other *
Transmute Bone to Steel
True Seeing
Wizard Seal
Wondrous Web (Volo)

Seventh Level:

Amorphous Blob
Awakening (Volo)
Azundel’s Purification (Volo)
Banishment *
Blood Link (Volo)
Cacofiend
Conjure Greater Earth Elemental *
Consume Knowledge
Create Crypt Thing
Descry (College)
Finger of Death *
Hold Golem
Mass Teleport (Volo) *
Negative Plane Protection
Planar Door
Power Word, Stun *
Prismatic Spray
Return to Alzar
Semi-Permanency
Simulacrum
Spectral Guard
Steal Enchantment (Volo)
Teleport without Error *
Torment
Vanish
Wardmist (Volo)
Younger


Eighth Level:

Abi-Dalzim’s Horrid Wilting
Analyze Dweomer
Binding *
Create Death Tyrant
Create Spectral Wizard
Demand *
Hornung’s Random Dispatcher
Major Globe of Invulnerability *
Mass Charm *
Maze *
Monster Summoning VI
Otto’s Irresistible Dance
Permanency
Power Word, Blind
Summon Fiend
Symbols Normally and Spell Loss, Entrap as well
Trap the Soul *


Ninth Level:

Astral Spell
Blade in the Soul
Disruption
Energy Drain
Estate Transference
Gate
Immunity to Undeath
Imprisonment
Lauthdryn’s Cleaving (Magister)
Mass Domination *
Mordenkainen’s Disjunction*
Power Word, Banishment
Power Word, Kill *
Programmed Amnesia
Strip Resistance (College)
Terminate Scrying (College)
Time Stop *
Virus Charm *
Wail of the Banshee *
Worldwalk


Key to Spell Locations:

Volo – Volo’s Guide to All Things Magical
Magister – Secrets of the Magister
College – College of Wizardry
D followed by number - Dragon Magazine. So, for example, D229 is Dragon 299 and D262 is Dragon 262.
CM8 – Spell from module CM8



Special Books Already Used – Tome of Clear Thought; Tome of Leadership and Influence; Libram of Ineffable Damnation; Tome of Understanding; Tome of Quickness of Action; Manual of Puissant Skill at Arms;

Longevity Potions Drank – 2

Younger - 1

6 Death Tyrants
2 Vampires - AC2, HP 40 each, Deal 1d10 damage and energy drain, charm, over at Ilth K’hinax
9 Coffer Corpses; 6 Ghoulstirges; 4 Swordwraith; 2 Topi; Undead Head (AC7 in the bottle), HD 3+3, HP 30, DMG 1d6 from screech or 1d4 bite. Alerts everyone.; 24 Giant Skeletons, various lower level undead (Zombies, skeletons) in Ilth K’hinax

Abe Sargent
10-18-2015, 11:37 PM
Pets in Pandius

Ak’Kabar Tabi

HD – 5; HP 26
THAC0 – 15; 2 Attacks, 1d4 each;
Intelligence – 9
Speaks – Own Language, Common Tongues
AL – Chaotic Neutral

Each hit by a claw must save vs poison or be deluded for 2d6 turns. Tabis can pick pockets, hide silently, and move in shadows with a 40% chance of success, and they can backstab when doing do. A tabi looks like a cross between a monkey, a bat, and a cat. They are about 15 pounds, and roughly 2 feet tall. After being bound I is extremely loyal, will do anything commanded, will be loyal for life, can go far outside the boundary normally had, and most importantly, the tabi is not a familiar. He can have a familiar, and if it dies nothing bad happens


Azzil, Imp

AC 2, HP 14, Save As: Level 7
THAC0 – 19; 1d4 + poison or die
Lawful Evil, INT Average
Flight class A, 18
25% Magic Resistance
Can only be hit by silver or magical items

Can polymorph at will into a raven or giant rat. Can turn invisible, detect good, magic, at will. Has infravision. Regenerate one hp/rnd. If within 1 mile, master gains infravision, regeneration and 25% magic resistance. User’s caster level increased by one. If not in 1 mile, caster level decreased by one. Immune to cold, fire, electricity. Can communicate telepathically with Alzar. Once/day can cast Suggestion. Now, if Azzil dies, Alzar is drained of two levels like an Energy Drain.

Azzil wants to be the leader of this relationship, and views Alzar as the tool and him as the master, but in reality, Azzil knows that it’s not nearly as powerful as Alzar can be. The devils allowed Alzar to take one of their Imps as a recognition of the work he’s done against demons.

Imps are the Ferrari of familiars. There is virtually no familiar that is as useful as an imp. Auto kills no matter the level with poison, they grant MR 25%, regen, and infravison and +1 caster level. They can invisible, polymorph, detect at will. They are the best and most agile of flyers. Now sure, Azzil is a bit independent, and will collect its own treasure and hide it away from bad guys. But it’s good.


Megala, Homunculus

Lawful Evil

HP: 10
THAC0: 19
AC: 6
Damage: 1d3+ sleep


Megala is Alzar’s Homunculus from before Vorthala died, and he had given Alzar much of the ingredients. Megala has no personality, and is merely an extension of Alzar. When he fights, his fangs force a save vs poison or put a person to sleep for 5d6 rounds. If he dies, Alzar will take 2d10 damage


Aegis –


AC – 2
HP - 70 (HD 14)
THAC0 – 7
1 attack for 3d8damage
Needs a +2 to hit with a weapon
Immune to most spells

Made of Onyx Stone, gives it a better AC and HP than a normal Stone Golem. Heals fully when a Transmute Mud to Rock spell is cast on it.


Coils, Iron Cobra

Neutral
AC: 0
HP: 8
THAC0: 20

Attacks: 1d3 + poison


The Cobra can be activated and deactivated by command words known by Alzar. When an Iron Cobra hits in combat, the target must make a save at -2 vs. poison or die. The Cobra only has three such charges, but can be refilled by Alzar using his Poison Use proficiency. It has all of the normal construct immunities (Cold, Poison, Disease, Sleep, Charm, Fear, etc).


Fangs, Necrophidus

Neutral
AC: 2
HP: 12
THAC0: 19
Attacks: 1d8 + paralyzation

Fangs appears like a skeleton of a giant snake, with a human fanged head at the top, and jewels in the eye sockets. It shares all of the normal immunities that constructs have. In combat, it bites with its fangs and those bitten must save vs. magic or be paralyzed for 1d4 turns, which gives the Necrophidus plenty of time to finish off the target if they can kill, paralyze or drive off other invaders. Due to its slinking nature, it can surprise an opponent 50% of the time.

The Necrophidus can perform a maneuver called the Dance of Death. It is a hypnotic, semi-magical swaying that rivets the attention of onlookers. All must save versus Magic or be hypnotized, and unable to move. Creatures that are hypnotized can be safely attacked by the Necrophidus and Iron Cobra.


Bronze Golem, Named Aleph:

Bronze Golem – AC 0, HD 20, HP 97, THAC0 – 3, 1 attack fist 3d10 damage +1d10 heat damage;

Deals 1d10 heat damage from its scaling hot “blood” inside the being. That fiery liquid spurts out when it takes damage to whoever hit it, or when it punches because it makes contact. Immune to heat, and requires a +2 magical weapon to hit.


“Kitty”, Amber Golem –

AC 6, HD – 10, HP – 50, THACO – 11, 3 attacks for 2d6, 2d6 and 2d10. Movement 18.

Looks like great amber lion, Detects Invisible, +2 weapon to hit, can follow a trail 12 hours cold, for every 12 hours more its -5% at tracking. Half damage from fire magic.

“Lance”, Silver Golem –

AC 0, HD – 12, HP – 65, THACO -9, 4 attacks for 1d8, 1d8, 1d8, 1d8. Movement 30.

Fastest known golem, has mercury in it. Always wins initiative, even against magic that would take it. +2 weapon to hit. Magic fire heals it, and causes it grow for a time (full damage from magical cold and it will shrink temporarily). Not affected by spells.


Android Bodyguard –

AC -1, HD 7, HP 40, THAC0 – 8, 1d8+4/1d8+4 attacks.

Programmed to use any human weapon, from missiles and physical weapons to the energy weapons on the ship. Immune to cold, and all of the normal construct immunities. Half damage from acid or fire. If hit with electrical attack, 1% chance per damage point dealt that it shuts down. As a guard android, has full stats = 18 dexterity, 18/90 strength, 18 constitution, can see 150% vision, hearing, and has infravision. Intelligent. It can self repair minor damage, major damage cannot be repaired save by returning to the ship and finding a way to do so.

The bodyguard shows him how to use the various items he didn’t know. One of the benefits of having this mobile attack platform is that he can use the best weapon for a battle without any disadvantages. For example, if they are fighting fire creatures, give the android a Frostbrand sword. Give it the vorpal yataghan normally, and maybe Wyrmcleaver or the +3 Flail of Disruption against undead and so forth. It punches twice or can use a weapon in each hand or a shield and a weapon and so forth. Plus it can use a weapon that might normally try to control the user or dominate it without any issues.



Allies

Bevidoro, Mimic who insists he is a “Magic Door”

AC7, HD8, HP 51, MV3, ThACo 13, 3d4 damage, uses glue-ish attack to stick to target or anything else. Immune to acid. Neutral

Bevidoro was starving and picked up in the Lost Shrine of Bundushataur and promised lots of food and a nice place back home. Bevidoro guards places in Alzar’s castle, and is fed by the staff daily to prevent it from accidentally eating someone. Bevidoro can shrink down the size of a large box and stick to someone mobile to relocate quickly. Since mimics have a bad reputation, Bevidoro insists that he is, in fact, just a hungry magic door, and not a mimic at all. He will never admit otherwise. Unless maybe food was involved.


Draconus - Level 20 Ghost/Mage. Lawful Good, touch ages 1d4x10 years. Sight ages 10 years. Can use Magic Jar constantly, and can be turned. Knows lots of magic spells, from Wish to Magic Missile, and everything in between. (Magic Missile, Charm, Pro Evil, Read, Detect, ESP, Forget, Scare, Web, Hold, Light bolt, Slow, Suggestion, Confusion, Fumble PMprhOther, Wall of Fire, Wall of Ice, Cone of Cold, Feeblemind, Hold, TK, Wall of Force, Geas, Domination, Globe of Invul, Legend Lore, Limited Wish, Power Word - Stun, Vanish, Mass Charm, Maze, Symbol, Bigby’s Crush H, Foresight, Wish).

Draconus was one of the leaders against the Lords of Chaos and fought in the final battle at the Shrine of Chaos in Thunderdelve Mountain, and like many of his companions, fell there. He was trapped in a ghost’s body in the Shrine, and uses a Wish to stay LG and retain his magic casting ability as well. He can’t rise in ability or learn new spells. After Alzar arrived and removed the chaotic taint from the area, the ghost, who had been trapped for 1300+ years, agreed to come back and be the guardian, warden, and primary user of the extensive library that Alzar has collected. Draconus is good to Alzar’s evil, so there’s only so far he’ll go to help out, but this certainly counts. Plus, as he has told Alzar, there is a time in the near future where Alzar is going to be the Champion of Law in a major cross-planar battle that he is totally unaware of right now.



Figurines of Wondrous Power:


“Zadaxx” Ebony Fly Figurine, A Giant Fly, AC – 4; HP – 25; THAC0 – 16; 1d6 damage in combat from ramming; Alzar can ride it. Can be used three times per week for 12 hours at a time. Flies very fast, and can be turned back to statuette at a word, and is the size of a pony, and can be used as a steed. If killed, reverts to statue form and that uses up its magic for that 12 hour period.




“Zandran” Serpentine Owl; Two uses, and you can switch back and forth between them for eight hours a day. 1 –A small owl, very sneaky AC7, 3 hp, THACO – 20, 1d2x2 damage – 95% silence, infravision, keen hearing, telepathy with owner; 2 – Giant Owl, AC6, 19 hp, THACO – 17, 2d4, 2d4, 1d8.


“Kithog,” Onyx Dog - AC 3, HP 22, THACO 16; 1d6, 1d6; LN, Can summon any number of times but not more than one hour/day total, takes one week to come back after he dies.


“Angral” Obsidian Steed - like Heavy War Horse, but can use Fly, Go Ethereal, Astral; turns to 8 hours per day, 3x/week.


“Balo” Full Sized Ferret, AC5, Thaco 30, 3 hp, deals 1d2 damage, infravision of 60 feet, move silently 100%; hide in shadows 95%, pick pockets 75%, very fast,can be used for up to 6 hours at a time for up to 3 times a week.

JAG
10-19-2015, 07:10 PM
Pretty cool stuff. I remember having the master and immortal sets (and a couple of the immortal campaigns), never did actually play them, but the materials were quite interesting. I'm excited to see Alzar trying to head down this path.

Abe Sargent
10-19-2015, 10:01 PM
Pretty cool stuff. I remember having the master and immortal sets (and a couple of the immortal campaigns), never did actually play them, but the materials were quite interesting. I'm excited to see Alzar trying to head down this path.

Well hold on to your butts!

Abe Sargent
10-19-2015, 10:01 PM
A few things to note. Alzar will dominate this challenge for a few reasons:

1). Alzar has already done a duel class when he voluntarily gave up the axe for the staff and became a mage. So he understands what that process is like and how works and doesn’t work.
2). Alzar keeps his things. After all, it would be very un-matter like to require him to do the quest just from the power of his spirit or something. So Alzar can use the various things he’s found in order to empower him. For example, right now Alzar benefits from the fighter-only items that amp his combat. He has a lot of thief- and cleric- only stuff, he can swap over too. This will help him in ways that the other stuff never could.
3). He remains in charge of eh March of the Mighty

Alzar has the local Magist create Spellcache rings with Teleport on them. He’s grown accustomed to teleporting around, and he doesn’t want to spend too much time without it.

Alzar’s next move is to work with his Shadow Mage ally, Gwifa. They spend two months preparing himself, and running the March. She is fully trained now in dowsing, and she agrees to help him move over to his first task

For those two months, the March is quiet. Alzar does another quick course for the College of Wizardry, and Japheth Arcane loves the idea of going to all of the different classes and thinks it’ll be quite enlightening. The only major incident is a bandit raid that Alzar teleports to and ends as soon as he hears.

Alzar takes all of his things over that he cannot use. He grabs items and prepares

Abe Sargent
10-20-2015, 12:30 AM
Month 3,Year 6


Near the end of the month, Alzar has gathered a group of adventures around him:


Rogren, a level 1 fighter, from the local town guard, who recently distinguished himself in catching a criminal.

Racala, a level 1 cleric and servant of the Sphere of Matter.

Adentium, a level 1 apprentice and conjurer of a local leader

Forx, a level 1 bard who was recently entertaining the local population, and no looks to explore.

All four of these people have been vetted by Alzar’s spells and allies.


Alzar is moving to thief. He thinks it’ll be the hardest to do, but also the easiest to advance, since thieves don’t require a lot of XP to level up:

Morena arrives and swaps his class over. He spends around 6 weeks in training as a thief, and now that he has this class, these various abilities come very quickly to him. He selects the Investigator kit, as a way to track down criminals and lawless folk. It’s a natural fit for him

Abe Sargent
10-20-2015, 12:12 PM
Alzar, Level 1 Thief


Alzar the Mighty, Marquis
Alzar, Level 1 Thief, Investigator; (8th level Fighter (Myrmidon), 26th level Path Mage (Fivefold Mage))

Lawful Evil
Human

Str: 17
Dex: 13
Con: 10 (9 until Month 7, Year 6)
Wis: 16
Int: 21
Cha: 17

Hit Points: 80
THACO: 20
AC: -1 (Cloak of Shadows, Boots, Ring of Pro +4, Iuon Stone drops him to -2.)
Total XP: 0
Age 62, Body - 28

Race Abilities:

None Taken

Fighter Class Abilities (Cannot use as Necromancer or Thief without losing XP gain):

Specialization
Leadership (Alzar can command the tactics, strategy, logistics and more that a large force requires)
3 attacks every 2 rounds


Non-Weapon Proficiencies:

Myrmidon Bonus:

Tactical History 14
Fire-Building 18

Riding 14
Swimming 12
Reading/Writing 15
Survival 16
Blind Fighting
Etiquette 16
Endurance
Heraldry 13
Hunting 12
Fishing 15
Weather Knowledge 12
Orienteering 17

As a Necromancer/Fivefold Mage

Necrology 17
Netherworld Knowledge 16
Herbalism 16
Alchemy 15
Poison Use 13
Ancient Languages 11
Spellcraft 13
Ancient History – 16
Bookbinding – 16
Papermaking - 16
Sage Knowledge: Outer Planes, Inner Planes – 13
Divining: 15
Genie Lore: 16
Riding, Specialization: 10
Research: 13
First Lore – Aleph I: 8
Riding, Air: 13

As a Thief:

Information Gathering: 15
Trailing: 16
Set Snares: 12

Languages – Thorasian - Typic, Sis’sharr, UnderTypic, Kuo-Toa; Hamedhi – Arjuni, Sand Mire Common – Pandius Prime,


Traits:

Empathy
Fast Healer
Precise Memory
Obscure Knowledge


Weapon Proficiencies:

Bonus Kit Specialization:

Battle Axe

Battle Axe
One Handed Weapon Style x2 (-2 AC when using one weapon in combat)
Crossbow
Battle Axe Weapon Mastery
Spear
Dagger

Total with normal battle axe - +3 to hit, +3 to damage, -2 to AC. An additional +1 with the axe and +1 damage for strength


Staff – Can only use this as a Necromancer, +1

Thief Weapons Short Bow, Short Sword


Thief Class Ability:

Cannot use Armor
Without a Trace
Defensive Bonus- -3 AC when unarmored
Backstab - x2 damage from level 1-4: +4 to attack

Open Locks: 20
Find/Remove Traps: 35
Move Silently: 15
Hide in Shadows: 20
Climb Walls: 60
Read Languages:5
Evasion: 15

Abe Sargent
10-20-2015, 12:15 PM
Alzar now has the Information Gathering proficiency which gives him the ability to find information from the underworld. Trailing is sort of like city tracking. Or other community -villages, towns, underground in places like cities, and such. He can also set snares too.




Alzar created his Skills and Powers Thief Class:

80 character points spent for:

10 backstab
20 Traps and Locks
10 Move and Silent
5 Climb walls
5 Read Languages

He doesn’t spend anything on pick pockets or detect noise. 50 points spent thus far. (There is little in here, unfortunately, but Dragon magazine article from D256 has an extensive list of expansions and options for rogues.)

Now, ideally, he wants to take things like Rogue’s Luck which gives him one free reroll a day on an attack or a saving throw, or Charm resistance - +2 saves v charms. But it’s hard to explain how ot do it. So here are the final 30 points for Alzar:

10 Evasion
10 Without a Trace
+5 No Armor
15 Defensive Bonus

Alzar is specializing in not dying, since he came close multiple times when he was reset in Hamedh and dualed in Thorasia. He is used to fighting without armor, so he’s adjusted his thief style to match. He gets a -3 AC bonus when he’s not in armor, and he now can’t wear armor, a restriction that will cross over when he slides to multiple classes again later on. Evasion is another special skill, and the first time in a round that Alzar would be hit, roll his Evasion, and he hits it, he dodges the damage. He can’t put more than 5% per level into it, and never more than 60% full. Without a trace basically gives Alzar a chance to scurry away, even when there are no other options or has has been found. He makes three checks against Climb Walls, Move Silently, and Hide. If he makes all three, then he finds some nook or crawlspace and squeeze in and is hidden. He disappears without a trace.

Abe Sargent
10-20-2015, 12:16 PM
Alzar is currently wearing:

Cloak of Shadows, -3 AC, which gives him 2x chance of Move Silently, and he can polymorph to bat and cat
Gauntlets of Dexterity - +10 to all thief skills
Necklace of Adaptation
Periapt of Proof Against Poison +2
Rock Jellaba
Zoster of Zeal
Boots of Striding and Springing (-1 AC)
Hat of Disguise
Greater Ring of Sustenance and Ring of Free Action, but when adventuring Ring of Pro +4 which gives him -4 AC and to saves.


With the Ring, Alzar gets -1 AC, and -2 if he uses the Iuon Stone.


+4 Short Bow he found, with the Hasp of Reloading which gives him double attacks in a round, and a ton of arrows he can fire.
Short Sword, +4, +6 vs giants


Alzar’s goal is to be a bit of a mobile scouting missile platform.



His familiar, Azzil is still here. But he gains no benefits from it, and its uncontrollable for the most part. He is still bound to the Tabi and Homunculus, and the golems still answer to his call. But many are locked off.

Alright, it’s time to head out and go on the first adventure, as a quick shake down.


Alzar has a 16 Thaco with his weapons, 80 hp, and an AC of -1, with +4 bonus to his saves. He’s not your normal fragile level 1 character. Now, he also doesn’t have the Helm, the axe, the artifact Bright Barrier (warriors only need apply) and such. But he’s not in a bad place, and he should level up pretty quickly.

Abe Sargent
10-20-2015, 04:15 PM
Here we go!


Begin Book of Lairs


http://www.museumofplay.org/online-collections/images/Z004/Z00455/Z0045594.jpg


This book has a bunch of unconnected lower level adventures and snippets. We are connecting a bunch together that could fit into the Ljallenfels mountain range next door.


The southern route through the mountain chains has apparently been blocked by a Fire Giant He’s demanding an exorbitant toll, and scaring those who won’t pay. This seems like a good time to load u p his party and to head out. Plus he nearby mountains are not the most dangerous ever - there are lots of lower level stuff, but not like thousands dragons or giants or such. He’s unlikely to run into anything too unforgiving.

Abe Sargent
10-20-2015, 05:06 PM
They head out, and Alzar has unfurled his Flying Carpet - which normally fits 8, so the 5 of them are no surprise. They fly over to the southern pass, and arrive after a few hours, and then unload and begin to head out.

As they begin to move up the southern pass, and exploring, there are a few side passages to the right and left. The right one heads to a small outcropping of rock that overlooks a stream and after a bit of weaving and wobbling, the left to a small cave, with a handful of animal prints here. Alzar really needs to get Tracking, he’s going to fast track that as his next proficiency. He got one of the non-weapons for free as an Investigator, so he has a lot of points open for non-weapons.

He scouts it a bit and checks it out, and fails a roll to stealth on over and check it out under the cover of the branches. Alzar sees a feline shape slip out, a snow panther. Alzar waves over the others and has his short bow up and guarding the area. He has the Hasp of Reloading and two quivers of arrows as well, ready to fire.

There’s a huge willow tree by the opening, and some bones by it. They must drag food there and eat it. A powerful sinewy female panther emerged from the cave and pauses, body erect. Then it turns and charges at Alzar’s party, and growls. A few answers come from the cave.

Out from the cave come three more adults, one male, and two females. They are in range and Alzar fires two arrows at the one charging them. He has a 16 thaco, and fires two arrows. AC 6, sohe needs a 10 and he tosses a 3 and a19. He hits for 1d6 damage - 2. Meanwhile Rogren moves out to block the team, and Racala follows him. Forx draws her sword and Adentium his daggers.

Female 24/26

Melee is joined with the female, and the others arrive next turn.

Alzar decides to use one of his items to help the team. He has added an array of magic items to his belt and such, replacing the normal places he had wands or spell components. One of those is a small iron sphere ,and he tosses it at a female closing, and he rolls to hit and……he rolls an 14 and this. The Iron Bands of Bilarro spring out and capture the kitty. Rogren grabs and quaffs a Pot of Heroism. the female, but a dagger stabs her for 2 damage. She misses a bite on Rogren - he has pretty good armor Alzar gave the crew light magical items like +1 armor and such as well as some potions.

22/26

Full melee is here. Alzar’s bow is back up and he fires and….hits for 5 damage. Rogren, now a level 5 fighter, smashes the kitty for 6 damage. The cleric adds a mace smash for 3 and then Forz decides to use a spell - Magic Missile, and finishes her off.

Two down. They bite back and the male hits Rogren for 7 damage. With his extra hp from the Pot, he;s fine though.

Alzar orders them to focus on the male. He’s a lot bigger and stronger. They win init and bite Rogren again for just 5. Rogren stabs for 7 and Alzar’s bow hits just once for 1 damage. No other hits

Male -32/40

Next turn Alzar’s team doles out 15 damage, and the female bites for 8 and the male misses. The next turn they finish the male, and the female snow kitty decides to flee with her mate dead, and retreats.

900 XP

Alzar orders them to stay clear of the captured Snow Panther. They clearly need more allies, so he heads into OtherSpace and rummages around a bit until he finds the 2 Collars of Animal Control. He brings one out and puts it on the captured panther, and she realizes, failed her save. It’s now permanently controlled, like a pet.

Female Snow Panther, “Babs” - AC6, THAC0 16, bite for 2d4+2 damage or two rakes for 1d4 and 1d4. 25 hp.

Abe Sargent
10-20-2015, 05:18 PM
Alzar needs some more allies. He pulls out the Ferret figurine and orders Balo to scout the cave. It slips in very easily. It’s a one room cave, very shallow, and nothing in there. They head in to check it and out, and even the Star verifies there is nothing here.

(First lair in the book done. Check. This is the sort of thing you can expect. Remember that now XP is divided among all five of them. If Alzar were soloing here, 800 XP would be more than half of the XP he needs to hit level 2. Alzar does not get an XP bonus, his DEX is just 13).

There is a small game trail on the far side of the cave that was used by the fleeing panther. They decide to head down it as well. As they wind along it for about an hour it moves in and around the hills, and then comes to an outlook, and down below it is a large stream or mountain brook, around 100 feet across at its widest, meandering through a gentle valley.

Alzar holds up and waits. Soon enough, he spies two major groups of animals. There is a large group of giant otters in the southern part of the valley at it’s widest, and around a half mile upstream are a family of four bears that are moving closely towards the otters.

Abe Sargent
10-20-2015, 05:36 PM
Alzar prepares an ambush against the bears. He summons Zadaxx, the giant fly, from his figurine to fly down and attack. The whole group mounts the carpet. As a reminder, it’s stable for firing, so Alzar’s goal is to fly down fire from above, let the giant fly attack them in melee, and have Babs leap down to engage them in melee as well. There are two younger bears, formerly cubs but now just younger bears, a normal female, and an unbelievably large male, that’s the one Alzar wants to target. He grabs a Rope of Entanglement to try that trick again, and to grab the male bear. He wants to use the other collar on it, if it’ll fit, he’s not sure it’ll fit around the neck.

They fly down and move to attack the family of bears:

Younglings - AC6, 32 hp, 13 thaco, 1d8/1d8/1d12 damage.
Female - AC6, 56 hp, thaco 13, same attacks
Male - AC6, 71 hp, thaco10, att as above

Alzar has Forz toss the Rope on the male and….it makes its save and avoids it. Alzar’s bow fires and an arrow thuds into a youngling for 3 damage. More missile fire follows and misses. Zadaxx has closed, and Babs leaps down.

Next round -

Alzar’s group fires and hits the bear for 11 damage. Zadaxx misses. They hit Zadaxx once and the mal moves to the panther and slashes her twice for 10 damage.

Babs - 14

The next turn, they finish the wounded youth, and then the bears kill Babs and the female bites Zadaxx for 6 damage.

Alzar orders them to take out the male. That’s the threat there. Alzar grabs the Horn of Blasting from his belt and ordered Zadaxx to rise, and then he blows the horn, and everything in front takes 2d10 sonic damage - They take 10 damage each. Without anybody to melee and keep their attention, they raor and begin to retreat. A sling stone hits the male for 3 damage.

Alzar needs to give them a melee target, to keep them on the battle, so he violates one of the rules and leaps down himself, grabbing his Gladius as he does. He has the hp and the lowered AC to survive a tussle at close range against these folks.

The bears come at him


Next round…


4 s 2. Alzar takes….21 damage. His Gladius snaps out and hits for 7 damage. (it increases damage on the hit as well, the bow does not). Their team hits the male for 8 damage.

6 vs 8

Alzar misses. He takes 16 back. They connect for 9 more on the male.

2 vs 3.

Alzar hits for…..9 damage - just under his max, (Alzar gets +1 to hit and damage from 17 STR in melee) He tossed a 4 on a d6. The arrows fire in and the bear is badly wounded and pulls up and begins to move off. Alzar is hit for 11 damage by a claw and a bite from the other six attacks.

Alzar stabs and misses the female. Arrow and missiles fire and….hit and the bear takes 3 from a sling and that’s it. Zadaxx flies over to smash it as it flees and the archers retrun. Alzar takes 9.

Alzar - 23/80

1 vs 5

Alzar stabs and hits for 10 damage on the female, and she takes 2 damage form arrow from the fighter. Alzar is Cure Light Wound’ed from Racala’s spell, and heals 10, and then he takes11.

Alzar 22/80

2 vs 1

Alzar would have takes one hit for 4 damage from the six attacks, but he dodges it with Evasion. The male dies from Zadaxx’s smashing hit. Alzar heals another 10 (the cleric has a high WIS and she gets bonus spells.). Alzar stabs for 7 damage on the female. With a dead male, dead youngling, just a bit over half damage on her and begin to flees. Alzar orders Forx off the carpet and to gather the rope and try it again.

32/80

Alzar orders the carpet to circle in front of the bears and Zadaxx covers another angle. She raors and attacks Zadaxx and hits for 10 damage and kills it. Alzar slashes at her and hits for 9. She takes an arrow from the fighter Rogren and dies.

Just a youngling left.

Forx flings the Rope and orders its capture, and….they gather it. Alzar uses he Collar from babs for it:



“Stabs”, Youngling Bears - AC6, 32 hp, 13 thaco, 1d8/1d8/1d12 damage. 22/32 current hp


3400 XP

They gather their things, fired weapons and more, and then Alzar can’t backtrace their steps to their lair, so they move on.

Abe Sargent
10-20-2015, 09:43 PM
Their party flies over to the otters, and there are 5 adult otters here, playing and working. As they near the Otters, they make out the sound of a battle ongoing on the far side of the stream, and up the hill.

A scouting party of 20 gnolls is here, with 5 hyenadon allies and steeds, and they have trapped a trio of hill giants into a large pit, with a pseudo-artificial-quicksand they made to keep the giants there.

The gnolls are fighting smart. They pinned the giants, they have missile weapons out of reach, and then a group of hyenadon cavalry lancing in and stabbing the giants and then leaving, with a handful of gnolls
constantly moving into and out of melee range to keep the giants confused. Smart.

Alzar grabs the Scarab of Vemon and uses it to coat two arrows of his with a deadly poison

Alzar grabs one of the globes from a Necklace of Missiles and they fly over and he tosses it at the fire and a small 5d6 fireball goes off. Everyone takes….16 damage, or save for 8. The gnolls have 7, so any of them are dead. He can only get 12 gnolls in the explosion, 8 are firing weapons on the far side and un harmed. Meanwhile the hyendadons have 31 hp normally, so all five are standing. The three giants are caught in the radius as well…

They fly down and begin battle.

Alzar launches two arrows at two wounded hyenadons. The first hits for….3 damage and….it makes it save and takes 10 poison damage. Alzar tosses a a 14 and hits for….2 damage on the arrow and…fails its save and dies.

Hyenadon #1 - 8 hp left
Hyenadon #2 - 23 left
Hyenadon #3 - 11 left
Hyenadon #4 - 15 left

The gnolls move around to add missile fire.

Round:

8 vs 2.

The hyenadons have arrived for melee next round. Missiles fire from the gnolls and Alzar is hit twice for 11 damage and…fails that evasion toss. He had used a Regeneration Iuon Stone from the battle about a half hour ago with the bear’s tussle, so he’s fully healed.

69/80

Next up, Alzar’s bow twangs and slays the first and poisoned opponent. And he misses. Stabs the bear leapt down to enter melee, and Rogren followed, using the bear as moving terrain. They attack the bear and….hit once for 3d4 on a bite for….11 dmage

11/32 Stabs

2 vs 9

Alzar’s bow chirps and hits twice (they have just an AC of 7) for a mighty 1 +3 damage - 4 on #4. Rogren follows his lead and adds 7 damage from his long sword (which is specialized in) and then a sling stone finishes it. They need a 15 THACo - 6 - 9 to bite stabs and toss 4 and 17 and hits for….2+2+3 - 7 damage. Stabs gently hits once for 4 damage on #2.

4/32 Stabs


Alzar is hit 3 times for….4+2+4, and he makes evade - 6 more damage

63/80

7 vs 2

They fire again and Alzar tasks one hit for 3. The hyenadon finishes Stabs. Another pet has fallen. Then Rogren and Alzar drops the best hyenadon down to high single digits. They break off when a giant bounder flies in and just misses the archers.

60/80

3 vs 5

Alzar orders the carpet group to chase the 7 gnoll archers. Rogren finishes the badly wounded hyena, and then one is left but fleeing along with the gnolls



They focus on the fleeing gnolls, and two drops quickly as the carpet flies past them. Alzar’s arrow snip out to finish them easily enough. Low ac and easy to kill.

In a few turns, the Gnolls are slain. The final hyenadon is hunted down aerially.

Abe Sargent
10-20-2015, 10:53 PM
Of the giants, two died. The last is badly wounded. He just wants to take the stuff his brothers had, two sacks, and go back home. Doesn’t even want to bury the,. Alzar lets him go.

They fly over and follow the gnoll tracks and there is a small encampment at the top of a hill around 4 miles away. About 10 females and children are here, and there’s 2 young hyenadons, in pens being raised. They flee as Alzar’s party arrives. There’s a slave pen with about 12 humans here, and Alzar frees them and will take them home momentarily,

A quick search of the area finds:


520 ep
111 gp
10 pieces of Jet, 100 gp each


5000 XP for everyone


Alzar grabs the stuff and stores in and heads into OtherSpace for a moment. He comes back with 2 Brooms of Flying. They can each carry two, and then the Carpet three more, and then hands a Stone of Diminution to shrink one to be carried for free. Alzar turns into a Bat and flies back freeing up a carpet, and Forx gets the Cloak of the Bat to do the same.

About three hours, they arrive back a Alzar’s castle.

They are all healed and they split the 9400 XP

Each party member gets:


1880

Abe Sargent
10-20-2015, 11:21 PM
And that’s enough to level up:

Alzar (needed 1250, needs 2500 for level 3)
Rogren (needed 2000, got 10% bonus for having 16+Str, and got 2k - 4k for 3rd level)
Forx - (need 1250 too, needs 2500 for next level) Gains a spell of his choosing and selects Color Spray
Racala (needed 1500, needs 3k for next level, has a 17 WIS too)

Only the mage can’t level up (need 2500)




They spend a few days training and getting new stuff, and Alzar:

+5 in Evasion
+10 to Detect Traps
+5 Move/Hide
+5 Open


He also gets the Tracking Proficiency after spending some time with it. He still has 2 unspent points which he can spend for a 2 pointer, or a 3 pointer next level.


Alzar gives all of the money, gems, and such to the party and skips it. A few days later, they head back out after the fire giant in the hills.

(They took out three Lairs in the Book though, Bears, Snow Panthers, and Gnolls)

Abe Sargent
10-20-2015, 11:48 PM
They fly back out and try to alight on the gnoll camp again to check it out, and it’s been abandoned. Nothing else has moved in yet. They begin to explore the area some more, and a huge boulder flies form a nearby hill at them. The Hill Giant that Alzar’s group freed has returned, with two friends, and remembers that Alzar’s fireball slew one of his brothers.

Hill Giants:

HP - 55, 48, 42; 12 THACo - 2d8+4 with club or boulder.AC 3 with hides on.

Alzar hands a few items from the belt to his peers as they fly down.

Forx the bard uses Horn of Blasting. 2d10 damage sonic - 2+5 - 7 total damage. They are stunned this round and don’t do anything. The crossbow from Rogren fires and hits for 3 damage, and Alzar orders the magic users to stick with missiles only. Alzar uses the Scarab of Venom on two arrows and as they close, he fires at two Hill Giants

He misses the first with a 4 and then rolls a 9 and….that misses too. There AC is better and he need 13 to crack their armor. He’s going t drop down to melee, where he can use his gladius’s +6 vs giants ability to be more reliable hitting. As he does, he activates the Zoster of Zeal.

A boulder crashes into Alzar for 11 damage as he lands, Alzar’s two iuon stones, regen and AC are still spinning around his head.

69/80

6 vs 9

Alzar swings the +6 gladius at his wounded foe and….tosses a 14 and hits for 1d6+7 damage - 11. Meanwhile just one weapon, an arrow from Forz’s long bow, deals 2 more damage to it. Alzar is punished by a club (8 ,8, 13 rolled by them) for 14 damage

56/80

9 vs 2

They attack Alzar again and toss 14, 10 and 3. They hit Alzar once and he takes 8. Alzar follows with a hit (het gets + to hit with Zoster too) for 09 damage. Another 2 follows from a sling stone.

49/80

7 vs 8

Alzar slashes and hits the wounded giant for 10 and slays it. Two left. They toss 17 and 19 and Alzar rolls a 45 and misses his evade and he takes 3+7+4 - 14 and 2+6+4 - 12 - 26 total damage. Zarg! Two missiles scratch a giant for 4 damage total and Alzar is healed of 10 damage by Racala.

34/80

Alzar nods to her to stop healing, he’s fine right now. No sense wasting it.

4 vs 1

The giants attack Alzar 6 and 12 and miss. Alzar’s 9 hits (+6 for weapon, with bonuses to Zoster, he needs a 8 to tackle it). Alzar adds 10 damage. The others misses

7 vs 4

They retain init. Alzar is hit for 12 and 18 and….rolls a 22 and dodges the hit. He misses with a 2, and then they take just 4 damage on the wounded one.

2 vs 6

Alzar’s group wrest initialize back. They dela 14 damage total with a hit from Alzar leading the way. They miss him with a 7 and 11

2 vs 1

They grab init back and one hits Alzar for 10

28/80

Alzar hits for his max damage - 6+6+1 - 13 damage. RAR! A bolt from Rogren finish it. Dead giant

The next giant chooses to flee. Alzar drops his sword and grabs his bow and quiver. They fly over to chase it. It picks up a boulder and flings it at the carpet in desperation, without even aiming, just to force them away. The one left is the one that survived before

Alzar’s bow peppers it once for 3 damage. Four turns later, missile attacks finish it

9000 XP Gained

Abe Sargent
10-21-2015, 12:18 AM
They have some sacks, and among nasty smelling clothes and lumps of ruined and decaying meat, there’s a +1 hatchet that they are using to skin their kills and such. It’s balanced for throwing.

They gather themselves, do some resting, and regen has healed Alzar.

Alzar and company rise and head out. The area looks to be cleaned out, with giants, gnolls, bears, cats, all handled.

Alzar moves and takes the Carpet back to the southern pass, and they continue along the way/ After about an hour of ground travel…

The pass is getting narrower as they move out, and there is a 12 foot tall fire giant standing there who shouts that they must pay the toll of the mountains, with a pile of boulders collected and ready to toss.


Hmm….12 feet? Alzar has a lot of experience with Fire Giants, and that’s about half their real size. He slips the Star of Mi’Pilar off his belt and looks through it. It’s a polymorphed Ogre Mage.

There is a giant wall of thorns in front of the Ogre mage, it’s not easy to close to him. Good defenses. The giant is a chatty sort as Alzar begins to talk to it, and not altogether unpleasant. He mentions that he has to work and his chieftain makes him, and the toll is 10 gp per person or animal, and 25 gp for wagon or cart.

Alzar tells the giant to wait, and begins to reach out to is belt pouch and tosses it to Forz, and tells him to count out 50 gp for the giant. As he does, the not-giant but Ogre Mage looks at the cash to make sure the money is appropriate. Alzar then bends to his belt and the giant is too powerful for something like the Bands of Bilarro or the Rope, he’d likely break out and destroy them. But Alzar’s Warp Marble is on his belt too. He adds the Warp Marble to the coins, and a few gems as well to add some shining things to it and tells the giant that he wants to pay now to come back through in a few days. The giant agrees, and reaches down to take the money, gems, and marble. As he grabs them, Alzar calls out the activation password for the Marble ,but he makes his save, and looks oddly at Alzar’s weird word.

He checks and all of the gems and coins are real and as promised. He backs away and heads up the pass.

Abe Sargent
10-21-2015, 02:15 PM
Alzar grabs the Carpet and the group gets on. He tells them what he saw, and plans an attack against the Ogre Mage. Alzar’s Ring of Invisibility is used on himself, and the rest will follow on the Carpet. Alzar meanwhile will creep afterwards and get in position, and they each have a Scroll of Communication and can write back and forth to each other.

Alzar follows easily enough. The Ogre Mage heads to its lair, and from here there is a path to am ambush spot above the passage with boulders and javelins lined there. Alzar moves silently successful and moves into position invisibly. The Ogre Mage chuckles as he realizes the Marble is a magical item and what the word Alzar used was. He chuckles at the stupidity of humans.

Alzar positions for an ambush of his own, and writes a message to the others. He animates the Onyx Dog into Kithog to prepare to battle.

In a moment, he gets the message back, stores his things quietly, and then moves to backstab with his Gladius…

+4 to hit, +6 due to physical form of target matching giants, even if essence is not, Alzar gest +11 to hit with his strength and…tosses a 09 - that hits.

Alzar connects.

He deals -

1d6 (he rolled a 4) +6 for Gladius, +1 for Strength, and the n x 2 for backstab - 22 damage. Kithog is next to him and the giant roars. Suddenly as it spins around to face Alzar, the party breaks out from outside line of sight to fly over with the carpet silently to missile range:

“Hello giant! You took something of mine, and I want it back! I figured I’d come it to get from you, man to man!”

Alzar obviously implies that he is here by himself, but doesn’t come out and say it. The giant grins, and then grabs his great halberd and swings it at Alzar. He rolls a 14 and hits66 tossed for evasion, so Alzar takes 14 damage.

66/80

Alzar swings and misses intentionally. He wants to keep the giant from thinking he is a major threat Kithog bites for 2 damage. Ogre Magi can cast gaseous form when badly threatened, once/da. Alzar takes a hit of 9 and fails to evade

58/80

Alzar loses init. Ogre Magi regenerate as well. As Alzar “misses” he gains more and more confidence

Alzar misses and Kithog tries to hi and actually misses too.

3 vs 2.

The giant swings and hits Alzar for 11 Alzar dodges though.

It’s time. Alzar sees he message and swings for real and…tosses a 14 for 10 damage. It healed 4 from wounds, and took two from Kithog, so its -30 damage taken. Meanwhile, Magic Missile flash into his body, and Alzar loaned the Iuon Sphere that gives bonuses to caster level. It takes 6 damage from the missiles.

Since their cleric was without any magic that harms at first level, she has one of the Thunderpots Alzar made after capturing the equipment to do so. Alzar told he to toss it and she does. 15 damage to Alzar, Kithog, and the Giant. Normally, you wouldn’t expect to use fire here, but Alzar assured her hat it works. Alzar and Kithog survive, the “giant” doesn’t, and collapses under its own weight, without ever realizing its death.

Abe Sargent
10-21-2015, 02:35 PM
It converts to an Ogre Mage. They get all of their stuff back and:


222 pp
850 gp
1000 gp jeweled scroll tube (empty)
Potion - Non-Detection
Portable Hole
Set of Drums

Alzar takes the Hole and the Drums.


Drums of Blessing, when beat on by a proficient player, all allies in earshot get +2 ot attack and damage while played. Forx can’t use drums yet, but promises to learn!



3200 XP

Alzar and party see a cave back here, and then scout with the Ferret, but there are numerous winged bad guys down there. Harpies? Gargoyles? Maybe just Striges, but still, it’s time to head back for now.


12200 XP total

4320 XP for everyone total


Again, they spend a few days leveling up and such:

Rogren is now level 3. He needs 8000 for level 4

Racala the clerics got the needing 3k, and she is level 3 and gains new spells!


Adentium is level 2 and gets to level 3 at 5k.

Forx and Alzar are level 3, and get to level 4 at 5k.


Rogren, a level 3 fighter, from the local town guard, who recently distinguished himself in catching a criminal. Specialized in long sword. THACo - 17 STR, Expertise, +1 sword, +3/+4 damage. 18 THAC0 so 15 normally. He needs 8000 for level 4


Racala, a level 3 cleric and servant of the Sphere of Matter. With 17WIS. Gains level 4 at 6k.

Adentium, a level 2 apprentice and conjurer of a local leader, with Magic Missile and Armor.

Forx, a level 3 bard who was recently entertaining the local population, and no looks to explore. Has+10% XP and gained…..Color Spray.


Alzar gets:

+5 to evasion
+10 to Find,
+10 Move
+5 Hide

Forx spends a week learning how to use a drum.

Alzar gains…


Locksmithing - In addition to learning how ot make locks, he get s+10 Open Locks

Current Thieves Stuff:

Open Locks: 35
Find/Remove Traps: 55
Move Silently: 30
Hide in Shadows: 30
Climb Walls: 60
Read Languages:5
Evasion: 25

Remember he gets +10 to these with the Gauntlets of Dexterity.

Abe Sargent
10-21-2015, 02:59 PM
Alzar and company had back out and fly over to the spot where the Ogre Mage camped.

There is nothing else here, but again, a cave is off on a cliff. Balo investigates and the ferret returns with a similar scouting report


This time Alzar investigates and sneaks down to take a look and scout around.

He makes his move silently roll, fails the hide and can be made out if someone cares (they don’t)


A group of around 8 gargoyles are in a large chamber flying about. There is a small number of stalactites on the ceiling of a natural cavern, and several seem to be resting there, so the guess is not 100% confident, but 8-ish. Alzar waits and they are flitting about lazily, not much to fear. There is a hole open to the sky over on the east side of the chamber, so there are even two exits. Alzar slips back and they get a group with the carpet to run backup over there in case any try to flee. They’ll have the cleric and bard. The bard can use the Horn of Blasting to hit any wounded gargies that fly out. The others move to the cave.

Gargoyle - AC5, 32 hp each, 1d3, 1d3, 1d6, 1d4 damage, need +1 weapon o hit. Thanco 15

Alzar sends Balo back, I won’t be of any use here.

Alzar preps a few bigger one-hit stuff that he needs - Warp Marble, Iron Flask, and he hands a Thunderpot to Adentium in case he needs a mass damage dealing effect. Ideally he just relies on the Magic missiles he can cast with the Iuon Stone. They are immune to poison, no sense coating anything,

If he had his magic he’d leave for a day, memorize Control Gargoyle, and grab them. That ceased to be an option. Alzar grabs magic missiles. Alzar and party head in. Alzar uses the Zoster


Alzar leads with a bow that fires at the nearest Gargoyle. He has fired two +1 arrows and tosses 14 and 13. He hits twice for 3 and 5. 8 damage total. It cries out a warning and flies down to engage. Alzar drops his bow and gabs the Gladius as it flies really quickly. Magic Missiles stab out and light it up for 9 damage. 17 total taken.

Abe Sargent
10-21-2015, 04:00 PM
A short while later they head back out again

Unfortunately Alzar is no longer able to control undead, because rumors of undead attacks on people just outside of Saffir, in the northern pass. They are teleported there by the Magist and begin to meet with locals. There have been raids by skeletons, zombies, and shadows all separately.

Alzar heads out. He summons various figurines and drops Aleph, the golem in the trees from his Warp Marble. Aleph should be a strong anti-undead tool in case they need it.

It’s near night time. Alzar and company alight onto the flying carpet above, and look down and wait, watching the area. 4 hours later, at about 1 hours before midnight, there are a group of black bodies that are darker than the rest of the night moving out. Shadows likely, although perhaps Slow Shadows or another shadowy creatures. Alzar wishes he had his powers, he could reach out and sense their presence. It’s a bit….wonky feeling to be a rogue and not a wizard. Wizards are the epitome of power and rogues are the weakest of the four major classes. But the die is struck.


There are numerous creatures moving below them. After preparing some anti-undead stuff, they are ready.

Alzar orders Kithog, Zadaxx, and the Obsidian Steed hidden in the trees to move and get to the far side. They’ll help to fight anything that direction that gets turned.

For example, the mace +2, +4 was given to a certain cleric, Alzar prepared both the Potions of Undead Control and Scroll of Protection from Undead in case they are needed. But the most valuable item is the Amulet vs Undead Alzar found in Hamedh and is wearing. It gives him the ability to turn undead like a 5th level cleric.


After ensuring that Aleph is in their way as well, the Carpet is order to land. Both Alzar and Racal reach out to turn undead.

They are shadows. Alzar needs a 7 on a d2-0 and tosses a 19 - good job. He turns 5. Racal needs a 13 and tosses a 20 and turns 4. 9 turned. There are some large packs here. 20 shadows or so are below, and now they’v split them up.

Everyone but Alzar unloads here to take down the 11 or so left, and Alzar heads over to hit the fleeing shadows.

The party fights first. The shadows near, and they let them come in. Adentium uses Burning Hands to deal 10 damage to 5 of them., and they have 11 hp left in that group. A Horn of Blasting deals 2d10 to everyone as they near and they are not stunned though. 8 damage to everyone. Soon a Spiritual Hammer is out and smashing one, and Rogren is in the front line, carving with the sword.

Random.org

There were actually not 11 but 12 shadows ,10 are slain, 2 flee.


Party survives

Abe Sargent
10-21-2015, 04:49 PM
What about Alzar and 9 shadow?

They are fleeing from turning. Alzar fires his bow as some as he flies over. But then Aleph and the animals move in from the other flank, and the turning has ended, so they move over to attack. Alzar’s group hits them hard, and one shadow is punched out of existence by Aleph. Alzar will stay out of melee range, and away from their Strength drain. They attack and kill kithog and the steed, and deal 25 damage or so to the Golem, but then there are just 3 left, and then they flee as well. Zadaxx smashes into one for some damage and slays it, but the other two get away

4 shadows from both groups are running to their lair, and Alzar’s carpet meets the party and they gather together and move in

There’s an ancient and dilapidated ruins of some long-forgotten building with an even longer-forgotten purpose. They use it as their lair, and there are some shadows here returning from other hunts.

The 9 shadows are slain

28 shadow s total killed

Anything in these ruins? Nope. They were cleaned out long ago, and shadows have no need for, or use for, treasure.

10200 XP


As they explore the area to make sure there is nothing here, one of the party members enters the woods, and a giant bear launches an attack on him.

Brown Bear - AC4, 60 hp, 1d6, 1d6, 1d8 attacks, thaco 12 hugs for 2d6 free if first two attacks hit in same round

The Bear hopes to defeat it’s target quickly, or to tear away some flesh and flee with food. Forx takes 10 damage, and then casts Color Spray at it, which also alerts everyone.

The bear is confused by the Spray and begins to move off but its slow, and the party arrives and slays it in a few rounds with missiles and other attacks. It’s frothing t the mouth and appears diseased of some sort, normally a bear wouldn’t attack a human like that.

2000 Xp for diseased bear

Abe Sargent
10-21-2015, 07:27 PM
After loaning his regen Ioun stone to heal, they head back out. There are a number of skeletons raiding some giant badgers in the nearby area. 40? 50? The skeletons are definitely winning. It’s about 2 miles away, and Alzar heads down and over with the party in tow. They drop down behind the battle, with Aleph running at them, and missiles behind. A few skeletons fall, and then Alzar and Racala each turn 5 skeletons and 10 are now running away. Soon enough, they are slain by local weapons and they chase down those that were turned.


While the area is trampled pretty badly, Alzar’s tracking can tell the undead came from up hill, and and they follow. Up on the hill is a large shelf in the mountain that was once natural, but then expanded by artifice of some sort. There are a handful of skeletons her keeping watch and slain. It was opened up recently, and again, nothing else is found here other than ruined and rusty armor and such, even when scanned by the Star.


60 skeletons slain

3000 XP






S they head back up into the sky, a group of 9 wights nearby is coming back from raiding. They head over and stay up in the air, out of range of the energy draining undead. They begin to flee in multiple directions, but Alzar can’t allow that, Wights are too powerful to leave in these numbers this close to Saffir - about 9 miles away.

Alzar drops down in front of one of the undead groups, and they can’t get away. Smelling fresh meat, they begin to coalesce and circle him. Soon enough Alzar is surrounded by the pack. Then he unfurls the scroll and reads it. Protection against Undead. Wights begin to come his way, and Alzar’s weapons bite. At first, they don’t realize anything is wrong. One Wight dies.

They just think that their attacks aren’t working, or they are missing or what not. Aleph is coming in from one flank, and the party from others. Missiles fly in and Alzar stabs and kills Wight number 2.

One finally begins to figure it out, and then Alzar stabs it in order to keep it off balance. But it still says something in a dark necromantic tongue. Then Magic Missiles fly into it and it dies.

The golem is on one route away from this area. The wights roll a morale check and…20 - they flee. One is slain as they go. Alzar orders the Flying Carpet and flies up above then. They flee towards the humans instead of the golem, but a successful turn attempt sends 4 back, and just one continues. Suddenly denuded of his allies, he begins to retreat and follow, and they are heading towards the golem.

Alzar jumps down behind them and chases them with his sword. Aleph punches and slays a 4th Wight. They run around it, and while slowed, Alzar connects. Forx’s Magic Missiles him the one Alzar hits and take it out too. 5 down, 4 left.

They continue to do this for a few more minutes and all 9 Wights are killed, Alzar’s scroll is used up.

12600 XP

Abe Sargent
10-21-2015, 09:16 PM
Dawn getting close - around an hour or so, and they are no closer to understanding what is going on, so they head back to Saffir and rest, heal, and memorize a new slate of spells.

Alzar asks locals and the town sheriff what might be going on and where they might be holed up. One of the local guardsman mentions that there is an ancient graveyard around 15 or 20 miles away, and centuries old. It hasn’t been used to bury anyone in decades and it’s deep in the valley and miles from the road Its hard to get too, and most here haven’t been there in a long time, if ever.

That might be it.

They try to get some information on it. It used to be owned by a local wizard family, but the last scion of that family died some time ago. That was decades ago, right around when people stopped using that graveyard

They head out to scout around in daytime, which makes sense.

As they move out, there is no reason to hit now, when their forces are likely to be together. So they instead wait until night. The graveyard gets nearer and nearer. They spy a pack of 6 ghouls moving from the graveyard, and fly over them and slay them with missiles

Another rack of 6 are killed about 30 minutes later.

Both are coming straight from the graveyard though, so that was a good guess.

There is a glowing white field coming from the graveyard and crackling with energy, and it guards the entire graveyard and what is inside, but tree recently fell down across it, and Alzar spies some undead moving from the graveyard across the tree about to raid and attack locals.

A pack of ghouls is climbing out, and they see Alzar’s group flying in and move to attack 3 are killed, the rest flee back to the graveyard

15 ghouls dead

Abe Sargent
10-21-2015, 09:57 PM
They move to the tree, as the crackling energy goes up into the air, and seals off - the place cannot be landed into - was someone trying to keep the undead safely contained? They land and unload, and as they do, there are a pack of ghouls warned by the 3 that escaped

Actually, nope, Alzar makes his Necrology check. There are 3 ghouls and 6 ghasts.


Ghasts are more powerful, and Alzar turns them and 4 head back, and the others are early targets, and magical missiles from Forx slay one - have to take them out early.


18 Ghouls
2 Ghasts

This cemetery has a number of crypts and graves, but there is a large gate in the center, and some energy is coming though it from somewhere. There are hundreds of undead in this cemetery (exact count is 876.)

Now that they are in the cemetery proper, all attempts to turn undead will fail. Alzar immediately identifies this as a gate to the Negative Energy Plain and one with Necromantic designs. They have to destroy the gate to end the portal.

The physical gate is a magical archway, they don’t have the spells or firepower to take it down physically. There are gems in a sort of control panel of different types, with many missing. The undead in here begin to push them and tighten. Alzar recognizes the panel as being similar in concept to the various spaceships he saw.

He orders the party out of the graveyard in case he’s wrong. He has another Scroll on my belt if needed. He speeds over (Boots) and gets to the panel with a few rounds before others arrive. Soon a group of undead beings to form in the gate behind him - 6 specters. Alzar plays with the panel, and quickly realizes that all he needs to do is remove every one of the gems (they aren’t proper jewels actually, just glass.)

After the last one is pulled out, the Gate collapse, and the various undead who came through it are pulled back. None are left. The party heads back in and the undead left behind nothing since they weren’t from here. Nor were they slain here either. There are no special items here either, and nothing that suggests itself as a fun place to deal with issues.

30000 XP

Abe Sargent
10-21-2015, 10:46 PM
They have finished the undead invasion. (In the actual story, this graveyard is a random lair, that the tree just collapsed that day, and I connected it with all of those various undead lairs in the book. In other words, I created the campaign from the various bones.) I am being nice with the XP - 800 undead would average at least 100 XP per, and clock in at 80000 XP. But instead I gave them quest XP, ghouls and ghast kills to bring them to a round 30k.


Total XP Gained - 57800/5 11600 total + current 5000

16600 for each adventurer and more for those that had 10% bonuses.

Rogren gains two levels turning level 5 at 16k. 32k for level 6

At 13k, Racala gained level 5. 27.5 for level 6 for her.

Adentium is now level 4, and gets to 5 at 20k

Alzar/Forz hit level 5 at 10k, and ge to 6 at 20.

Alzar now deals x3 backstab damage

+5 evasion; +15 find/remove traps, +5 move/hide

End of Book of Lairs for Now

Abe Sargent
10-21-2015, 11:31 PM
Rogren, a level 5 fighter, from the local town guard, who recently distinguished himself in catching a criminal. Specialized in long sword. THACo - 17 STR, Expertise, +1 sword, +3/+4 damage. 16 THAC0 so 15 normally. He needs 32k for level 6. 18k XP right now


Racala, a level 5 cleric and servant of the Sphere of Matter. With 17WIS. Gains level 4 at 6k. Gets +2 1sts, +2 2nds, +1 3rd level spells. 27.5 for level 6 for her.

Adentium, a level 4 apprentice and conjurer of a local leader, with Magic Missile, Burning Hands, Melf’s Acid Arrow, etcc and Armor.

Forx, a level 4 bard who was recently entertaining the local population, and no looks to explore. Has+10% XP and gained…..Color Spray, Magic Missile, Glitterdust, Audible Glamer





Now if you’ll recall, starting at level 5, Alzar can begin to quest for an artifact. He has to quest and find it.Then it’s sent somewhere else and he has to do the same with a different place.

Alzar takes a break for a couple of weeks running his March while his sages begin to check to see if there are any missing artifacts nearby. Do the dwarves, elves, halflings, or barbarians know of any?

Nothing is coming in yet, but he sends out feelers.

So Alzar needs to get to level 10 with the artifact, and then he resets at level 1 again as a cleric - solo as well. Once Alzar gets to level 10as a cleric with the artifact, the he complete this task, and he has to further get to level 12 in all classes. Once that happens, Alzar finishes those takes in this path.

Abe Sargent
10-22-2015, 12:08 AM
Alzar has been spending some time ruling again, and is getting XP for leading the dominion. He levels to level 6 right now. I dropped the amount of XP Alzar was getting from ruling to 10% of what it should have been - you are supposed to get XP on a 1:1 Basis with the GP you make. So he should be making roughly7k a month from ruling, but that really pushes this dynasty and challenge in an very easy and odd space. But he is learning - especially what it’s like to rule without being a mage. That’s a different stayle and way of doing things.

I’m ruling that Alzar gets 10k from reigning this year, and that’s it.

Thief Skills at level 6:


Open Locks: 40
Find/Remove Traps: 95
Move Silently: 45
Hide in Shadows: 45
Climb Walls: 60
Read Languages: 5
Evasion: 40


Now that I have maxed out Traps, the next thing I want to work on is stealth stuff.




Because Alzar doesn’t have as many magical items or options available to him, he has few ways to investigate the unknown,

So he spends some time trying to figure out that Pendant he found months ago. Yes, it’s magical, but is that all?

Abe Sargent
10-23-2015, 06:27 PM
Begin AC10. Bestiary of Dragons and Giants





We’re going to head back here for a quick adventure

Thyralax and the Amulet


This dragon shaped amulet was found on a dead Airdrake in the Spindle of Heaven. Alzar was unable to figure it out and a lot of other major things happened, but now he has some time to dedicate - without time needed each day to study spells or cast them, Alzar finds he has a lot of time on his hands, particularly with the Greater Ring of Sustenance.

He spends some time trying to figure out what the Sapphire Amulet is and is for. It’s magical of some sort - it detected as such.


After working on the Amulet in his lab for a while, trying various ways to make it crack its secrets, he adds a drop of Universal Solvent to the Amulet, hoping that he can clear it up or open it up or whatever. Some hard-to-make-out dust and gunk was in the eyes, nose, and mouth of the Amulet, and now it’s clean. As Alzar finishes wiping it down, he receives a mental communication:


“Hold me next to your heart!”

There is no compulsion, and it’s not trying to dominate Alzar, it’s just a request. Alzar tries to communicate back via speech or mentally, but nothing works. So he does it. And after 100 heartbeats…

“I beg of you to help me! I need your help to break free of the curse that binds me and I can prevent the spreading of a great evil!”


The Amulet calls itself Thyralax, a Sapphire Dragon that was battling with an evil Brown dragon over in the Wyrmsteeth range, and the brown, Mardius, got the aid of a sorcerer to make the Amulet and then captured Thyralax to it, and that was centuries ago. Mardius is sure to be around, and Thyralax wants to be freed. His home is in the north of here, in the plains and forests there. It sends Alzar five places that Alzar has to go to dip the Amulet, and thereby weaken the bond it has. The places are emotional ties that can help to break the hold on the dragon.

They are:

Bubbling Pool of Molten Lava
Still pool of crystal water
Winding muddy river with shores lined with high reeds
Dark opening in the side of a stone mountain
Herd of animals in a meadow, by a geyser giving off a grey gas

Alzar needs to head to the north and find these five places and expose the Amulet to the lava/water/water/earth/geyser. And then afterwards take the Amulet to the Wyrmsteeth Range and destroy it there physically. And that’s it,

Abe Sargent
10-23-2015, 08:20 PM
Of course, Alzar is very suspicious. How does he know there’s really a Sapphire Dragon in there, and not an evil blue one. That have similar colorations, and a blue dragon made in gemstone would be sapphire and look like this. And it might not even be a dragon - it could be something pretending to be a dragon.

Although, if you are going to pretend, why pretend to be a gemstone dragon and not a good dragon, ike a Gold one?

If you’ll recall, a year and a half ago, Alzar helped a mated pair of gold dragons in the nearby Ljallenfels mountains, and so he flies over and checks in on them.

After renewing acquaintances, Alzar introduces the Amulet to them. They recognize it as anti-dragon magic, particularly good against gemstone species, and there was a Sapphire in this region called Thyralax some time ago. Finally, they also point out that a gemstone dragon would be fighting to end the spell from within to aid Alzar and free themselves, and that requires energy - but with a limited amount of energy - no food or drink or magic arrives, the imprisoned dragon would have a limited supply. Communicating with Alzar likely took some of a finite measure. Thus it has clammed up.


Since Alzar verified virtually every claim that the Amulet made, he heads back, and begins to fly over the area, looking for places that fit the visions and scenes that passes into his mind.


Alzar lands in a promising place about a mile from the target, and then heads to bed in OtherSpace as it is nearly twilight He eats some food and is away from everyone. Alzar awaken in the morning and takes a ride over the plain and meadow. There is everything as expected. Alzar grabs the Carpet and moves to fly over looking for the geyser. Now there are about 15-20 gorgons here that are angry at Alzar for criss-crossing around, but no geyser.

Hmmm…

Is the geyser no longer here? Was it underground now? Or is the picture an analogy, and the pendant need’s a Gorgon’;s breath as the “geyser”.

Alzar grabs his Ring of Antipetrifaction and then puts it on and lands, with the Amulet In his hand. The Gorgons breathe on it a few times. He doesn’t think they’ll work on him (Necklace makes him immune) but its better to be safe than sorry. After the 10th such breath, the Amulet shifts form and becomes a small handheld sapphire statuette.


The first of the tasks is complete

Abe Sargent
10-23-2015, 10:04 PM
The next he can make out from the sky out here is still pool of crystal water, that perfectly meets his expectations. There is a small shallow valley back here and about 200 feet across or so, and low hills around. There is a buzzing from the three circular pools at the bottom and Alzar makes out some dragonflies. The big monster kind .

Two of them are in a mating dance. They are red dragonflies, and that makes them work with fire. Alzar swaps on the Ring of Fire Resistance for Free Action for this encounter. He thinks he can solo these. Time to find out - he uses the Scarab of Venom to coat two arrows with poison and will go over by ground, because they are likely more maneuverable in air than he is, faster, and have a breath attack. So he is more familiar with ground.

After landing, he begins to sneak up to them with his skills. It’s very easy, there’s lots of cover, and they aren’t really looking around. He gets to range and launches an arrow at each.

He rolls a16 and a 7. They are very hard to hit -2 AC so the first hits, and the second misses. The Dragonfly takes 5 damage and…rolls a 3 and dies. One dead. The mate pauses, sees Alzar, and then breathes on him as he loads more arrows

Init - 1 vs 7

Alzar’s arrows fly out and he misses with both. The breath come out and the fire settles down, he takes 5d6 damage - 19 damage, brought down to -2 per die, so 14, and then fails his save.

66/80

He can’t regen fire damage either

1 vs 6

Alzar hits once for 1 damage. The dragonfly flies over to attack in melee, so Alzar drops the +4 short bow and grabs his Gladius from his leg-sheath

4 vs 3

The creature bites Alzar for 1d6+6 damage 9. Alzar’s THACO is 18, and he needs -5 forhis sword and STR, and then adds 2 back for AC, so 15 is needed, so his 11 misses.

Random.org this

Alzar is hit three times, dodges, once, and then slays the creature. He’ll regen these bites though.

1300 XP total

Alzar takes the small statuette and dips it in each of the three crystal pools. After the third, it grows again, and is now fully handed sized.

Abe Sargent
10-23-2015, 10:33 PM
Alzar flies up and spies a stream and follows it. After about 2 miles, the place looks like his vision. Some high reeds are around the stream, and the bank is very muddy as it bends here almost 90 degrees.

The stream is surrounded by low hills as well, and there are three scaly humanoids here with heads like crocs or gators, and they are fishing, putting a net into the water, checking a nearby snare for food, and they have two giant lizards with them, great creatures of considerable size that Alzar is unfamiliar with. They are yoked together to a wagon, and there are supplies and that’s where the food is going.

https://savagepedia.wikispaces.com/file/view/Gator_Men.JPG/31814615/Gator_Men.JPG




As Alzar moves over, they call out to him in a halting Pandius Prime dialect, “Greetings friend! A fine day for fishing, is it not? Come, the river has plenty for all!” They turn back and continue to scavenge and look for food. Alzar has heard about Gator Men here on Pandius, but very rare, and has never seen one before now. He drops from his Carpet and then heads over to them. From what he’s read, they can be extremely unpredictable and chaotic, not evil, not good, sort of in between (CN tendencies)

Alzar hails them, and asks about them. One heads over to talk ,they have a village about a half day’s journey from here, and this is one of the best fishing holes around. As she explains it, one of the Gator Men reels in a red worm from the river. It’s exactly the sort of red worm that Alzar encountered in Thunderdelve Mountain, about 2-3 feet long, and took around two hits to kll each. They kill it and toss it into the wagon. They are the larval form of the Fyrsnaca, the great lizard-worm-dragon thing he killed, and there are likely others here.

He asks her about the nearby Fyrsnaca and she grins, a very toothy grin. “We don’t know. We saw this red worm, and another dipped under the water. The stream is very deep here because of the bed, and ,muddy, so there are lots of places for it to hide. Red worms are a delicacy to us, so any chance we can get to find some we’ll take.”

She tells him about their lizard steeds as he asks. They are called tuatara


Giant Tuatara:
An 8-foot-long lizard that looks like a cross between an iguana and a toad is the giant tuatara. White spikes along its back protrude from olive-colored, pebbly bide. Tuataras have a temperature-sensitive membrane over their eyes which, when lowered, allows the lizards to “see” in darkness (90-foot infravision).

Tuataras love to hunt small animals at night and sleep during the day. They aggressively attack people who wander too close to their lairs. Although these lizards can be trained to attack, the spines along their backs make them poor mounts.

They are used as draft animals for working a plow by the Gator Folk.

Abe Sargent
10-23-2015, 10:48 PM
As they continue to talk, suddenly, a head rises from the water, and the Fyrsnaca attacks!

Fyrsnaca - AC5, HP 75, 2d8 from bite, Thaco 13, Have a breath attack and can emit a fiery gas for 3d6 damage.

http://i49.tinypic.com/2nsq2cj.png

As it attacks it breathes, and Alzar takes less damage, he is still hearing the Fire Resist ring. He takes 11 damage, the others take 16.
His bow fires at the worm-like creature and hit once for 4 damage. Then 2 red worms pop up from the river as well.
Alzar orders the Shark Men to pull away from the bank and they take a turn to do so. As they two, three more red worms pop up, and his Horn of Blasting catches all 6. It deals 2d10 sonic damage and they toss a 7 and 7. 14 damage. That bad damages the Red Worms and hits he Fyrsnaca for a few hits as well. Two red worms drop as they push forward mindlessly by the shark men.
55/80 Alzar
2 worms dead

3 more worms crawl out of the river the next round.
Alzar and company win init and kill two more wounded worms. 4 dead. Alzar rushes to intercept the creature, and it levels itself to bite him, but fails. Alzar smashes out with his Gladius and stabs the creature lightly, and then takes 8 from a red worm and 8 from the Fyrsnaca as well.

39/80
They chop a wounded red worm dead. 5 dead, all of the wounded ones are defeated. Alzar misses. The Fyrsnaca bites Alzar but misses. He takes 5 from a red worm

35/80

2 vs 1. They bite Alzar onces (he dodges) and then miss. The gators hit and wound a worm, and Alzar hits for 10 damage on the Fyrsnaca.

2 vs 6 Alzar chops again and misses. They kill the wounded worm 6 dead. Alzar takes 13 from two bites.

24/80

6 vs 7 Alzar clashes out and hits for 9. The others all miss this round. He takes a bite of 4.

21/80
6 vs 2

They bite Alzar once for 10 and then he is missed. Alzar’s sword cracks more scales for 11 damage and the Fyrsnaca roars loudly and begins to retreat. The gators focus and drop it and it dies.

2 red worms follow next turn
Dead 8 red worms, 1 Fyrsnaca

The gators take the 9 red worms bodies as food. There is nothing else here, so Alzar dips the statuette into the water and it grows again and is now almost arm length and getting pretty heavy. Alzar heads up

3600 XP

Abe Sargent
10-23-2015, 11:04 PM
Alzar spending some time recuperating and eating, Alzar then flies out and scouts, and he finds a quartet of caves on the leeward side of a nearby hill that all match the basic vision that he received. He heads over to investigate. A burning metallic odor is here, and Alzar finds the cave, and there are a few oozes and slimes in here. Alzar grabs from OtherSpace and lights some oil flasks and cleans the place out, and then waits an hour for it to be safe. He heads in and finds an odd crack in the ceiling here that lets in light, filtered, into the bottom. It’s the only feature in the cave that’s unusual or different. After being places in the light the statuette grow
One place left.

There’s a back entrance in the 3rd cave here that he investigates, and it heads down. After scouting with Balo first, Alzar sneaks around using his best thief skills until he finds a room with a set of blubbing pools of lava from deep below, and he’s deep underground as well. There are some fire creatures in here relaxing - lava lizards.

He can’t tell how many, but there have to be at least 3 or 4. Perhaps more. Instead of fighting, Alzar grabs the Ring of Invisibility and goes invisible. He’ll Move Silently (x2 chance of success with the Cloak, +10 with the Gauntlets 0 successful 90% of the time). It works and it’s over. He grabs the statuette from his Bag of Holding and dips the statuette (still invisible) into the lava, and it grows again and is now around the length of his leg. He can’t move silently with this big thing here, so he mediates and drops it off in OtherSpace, returns, and moves back out silently

The five seals on the enchantment are done. Now to head away

5000 XP for battles and quests

Abe Sargent
10-23-2015, 11:35 PM
Two days later Alzar arrives in the Wyrmsteeth Range at the designated location, with the party in tow, in case things go badly. Alzar begins to use a tool to crack the Amulet in the right location, and the sheering force of Thyralax from the inside, the weakened seals, and Alzar’s tool are enough, and the gemstone cracks and disintegrates and a gigantic Sapphire dragon breaks out of the shell. Exhausted by its efforts, the creature falls to the ground, unconscious.

Alzar orders the anti-dragon stuff they brought with them to be set up just in case Thyralax still doesn’t wind up as he seems. About twenty minutes later, the heavy wings of a ancient brown dragon are heard, and an old voice cracks the valley they are in. “And so you have returned. I felt the magic break Thyralax….? Your foolishness is my good fortune!”

Ignoring the humans, the dragon flies down to attack the unconscious dragon. Can his party handle, solo, a dragon?


Mardius, Brown Dragon - Venerable, -4 AC, 20d6+20 breathe weapon, 1d4, 1d4, 3d10 damage in attacks, knows spells, THACO 9, 120 hp

Alzar mentioned - they brought their anti-dragon stuff with them:

Scroll of Protection vs Dragon
Wyrmcleaver - +2 two handed sword, becomes +4 vorpal sword against dragons - handed to Rogren

Not a lot though. He was doing prep work for the Sapphire’s sonic attack, not the Brown’s acid one.

The main goal here is to not-die. Alzar just has the one Scroll, so it has to be the last one. But he has something else. He reaches into the Bag of Holding and grabs a Scroll of Proetction vs Acid and uses it.

Alzar’s goals are to do two things -

1). Give Rogren the best chance of hitting with his Sword
2). Survive as long as possible so Reogren can attack more with the sword
With no acid attacks on the table any more, everyone is in a good place

As Mardius moves in, they get ready

Racala casts Bless which gives them +1 to hit and +1 to saves against Fear stuff, including….say…dragonfear effects

Forx will cast a few spells, and then begin to play the drums, giving everyone a +2 to attack and damage.

Racala will follow with Prayer, a 3rd level spell that gives everyone +1 to hit, +1 to damage, and +1 to saves, and -1 to enemies, including the brown dragon

Abe Sargent
10-24-2015, 12:28 AM
The dragon breathes, and the Acid just rolls off them unharmed. It takes 6 damage from magic missiles, and then the Magic Resistance withdraws the other.

It lands and the bonuses for attacking begin to hit and Alzar and Rogren move in to melee range

1 vs 8

Alzar’s sword swings - he gets +4 for the sword +1 for strength, and +4 for to hit bonuses of spells and the Drums. Thaco - 18, 22 for AC and Thaco, and then -9 to 13 - so Alzar needs a 13 to hit. 8 ,misses. Rogren has the same bonuses, and specialization in swords to -10 instead of 9. Thaco is lower too17 - so he just needs a 7 to hit. Now if he rolls really well, a 19 or 20, Wyrmcleaver kills automatically. Alzar’s killed two dragons that way - so a 10% chance each attack of an auto kill….8 and hits for 1d12 for the sword and 5 +4 for sword, 2 for specialization, 1 for STR, and 3 for bonuses - 10 total 15 damage from Rogren.

The dragon reaches down to claw, claw, and bite Rogren, with the nasty pointy sword thing. Rolls 3,m 6 and 19 for 9 damage

Rogren has 33/42 hp left

2 v 9

Alzar tosses a 6 and misses. Rogren….16 and hits for 17 damage. A Chromatic Orb is launched from Adentium who misses. 15, 8, 5. Rogren takes 2

31/42

7 vs 5
The dragon 3, 16, 12, bites Rogren for 16and claws for 2. A heal spell from Racala, Cure Light Wounds heals 10. Alzar finally connects for 13 damage. Rogren….13 for 19 damage

23/42

55 damage to the wyrm. It flies up. This is not working. It casts magic Missile at Rogren instead. Max - 5d4+5 damage fires at him. 18 damage. Alzar hands Rogren his Extra Healing potion from his belt and Rogren drinks it and heals 30. Alzar tosses the Dart of Death and Horn of Blasting to Adentium as well.

35/42
9 vs 5

The dragon breathes again to see if their protection is up, knowing that it would likely kill everyone but nope. He’s flying above the group, immune to melee attacks right now, and Alzar’s Short Bow bites two arrows at him for. One hit for 7 damage. The Dart of Death is used and hits automatically one creature, but stays at that creature for 1d4. 3. 65 damage total

2 vs 4

A dragon can outfly someone all day long, but Alzar want to push this lizard in the sky a bit. Him and Rogren begin to fly up to where he is hovering to sort of push him. He turns and casts Mirror Image and creates 10 illusionary images of himself. Alzar skips his turn to drop his weapon, grab the Star, and tell Rogren which imagine is actually not an image to aim for.

1 vs 4

Rogren swings and….gets an 19….dead dragon. The vorpal sword goes snicker snack, they leave it dead and with its head, they come galumphing back

20000 XP for the group

After slaying Mardius, about an hour later, Thyralax raises back from unconsciousness. He asks what happened and Alzar grabs Mardius’s head. He was spending an hour caving up the skin, teeth, etc of the dragon. Thyralax thanks them and flies them up to Mardius lair to show them it. They can have anything in it.

18000 gp
2 Star Sapphires 10k each
12 blue pearls, 500 gp each
Bag of Turquoise Pieces - 2500 gp
Potions of Blending, Climbing
Staff of Dispelling
Chime of Time
Rod of Health
Ring of Safety
Wheel of Fortune

Thyralax agrees to aid Alzar if he needs it as help for freeing him. He lives back in north-eastern most parts of the Ljallenfals. It’ll work out.

The whole group gets 4000 XP and Adentium and Forx both level up. Alzar gets 4k +14900 - 18900


End of Bestiary of Dragons and Giants. Again

Abe Sargent
10-24-2015, 01:24 AM
I suspect we’ll keep hitting this one up, it’s pretty solid

So let’s talk about how Alzar is about to break the Rogue class

Alzar levels up:

Open Locks: 40
Find/Remove Traps: 95
Move Silently: 60
Hide in Shadows: 55
Climb Walls: 70
Read Languages: 5
Evasion: 45
And he got one more in Thaco.

Alzar just collected his second weapon proficiency and he has not used the first. He is about to use them both. The first, is going to be Expertise on his Short Bow.

Weapon Expertise is available for any class that does not have the ability to specialize with a weapon (and Mages can take it either). They can take Expertise precisely once. Now, Expertise is a poor-man’s specialization, which has just one benefit. Not any more bonuses to hit, and none to damage either. And Alzar won’t gain Point Blank range with the bow like a fighter would. Nope. He gets one thing. The number of attacks of a specialist.

Now if you’ll recall from way back when, Alzar’s axe had a lot more attacks once Alzar got to level 7 as a warriors, as a mage when he got to level 8 and gained that specialization and multiple attacks, he became a lethal tank-mage, rather than a little squishy-mage. And what level did Alzar just reach?

At level 1-6, someone firing a Short Bow with Expertise or Specialization gets 2 attacks a round. Pretty good, right? At level 7, that person now gets 3 attacks per round. So Alzar will be able to naturally fire his Short Bow thrice.

But don’t forget….

Alzar has the Hasp of Reloading. When he fires a bow with it, another arrow appears from the quiver and he gets one extra attack with each shot. So the Hasp doubles your fire rate.

And Alzar has 3 shots a rate.

So I don’t have to win the Math Field Day competition to tell you that Alzar now gets to fire SIX arrows a round.

Rogues can also specialize in fighting styles, like Alzar did with one-handed weapon fighting as a warrior. And that’s great. Alzar is looking at two possibilities, Missile and Weapon and Shield. Alzar likes what both can do, but for now, the 6 extra shots are enough of an upgrade, so he’s going Shield and 1 Handed Weapon He gets an extra -1 AC for skills in melee, and can also use the Shield Punch with any shield, not just Bright Barrier. The Barrier is fighter only, but he has a +5 shield he equips. In melee only, he drops from -2 AC with the Ioun Stone to -8.

This increases his survivability even more.

For non weapons, Alzar takes: Fine Balance - +2 to rolls for tumbling and tightrope walking, no penalties to fighting on an unsure surface, and gets +10% to Climb Walls - I already included ht bonus above

Abe Sargent
10-24-2015, 01:51 AM
Anyways, let’s take a looksee at those magic items, yeah?

Staff of Dispelling - 13 charges. Casts Dispel Magic at 15th level. Usable by any character.
Chime of Time - Keeps time of whatever increment you want
Rod of Health - Only usable by clerics, can be used like a Staff of Healing, but without using charges. Each target can only be healed once/day. (Cure Disease, Blindness, Poison, or Serious Wounds)
Ring of Safety - 4 charges. If the wearer fails a saving throw, can burn a charge and succeed.
Wheel of Fortune - An infamous magical item that has random effects for the spinner, and some great ones, but the bad ones are worse than the good ones are good. Each person may spin the Wheel once







Alzar swaps +3 weapons for the party as they continue to adventure for any they don’t have in order to make sure they can hit creatures like constructs or higher level undead or elementals and such.

Abe Sargent
10-24-2015, 09:53 AM
Begin of AC10 Bestiary ….

Ravellia and the Dragon Eggs


You know what? Let’s just do another one right now


Three days later, Alzar is holding court, and had entered the time where anybody in his March can come to him and talk something over. As he does, a middle age woman dressed in a green blouse with grey eyes and black hair walks in.

She introduces herself as a sage Ravellia, and she specializes in all things draconic. As Alzar’s realm is next to the Wyrmsteeth Range with a lot of dragons there, she thought she would come and ask him for aid in a project. There are three black dragon eggs that have been abandoned by their mother. Ravellia was watching them, but urgent business calls her away, and she wants Alzar or some of his people to head and watch over the eggs, and record anything that happens, It’s a rare opportunity to study their habits and nature without any parents. She has stuff that’s needed, including some black dragon oil that the eggs need to keep moist, and a magical cube that tells the temperature of the place, and answers all questions about black dragons or their eggs. Earlier, Ravellia went to Claranensa the Seer’s place, but she directed Ravellia to Alzar instead for someone to watch and study and record. The goal is to make sure the eggs get to hatch. If all three eggs do so, then things would be excellent. Alzar agrees.

They are teleported to the eggs in the mountains by the court Magist, and then Alzar has her send a summons to Vala, over in Thorasia, his own apprentice. Alzar is shown the items, and the three black dragons eggs into the sands of a cave. He begins to ask the Cube questions and it’s quite detailed Perfect!

After the Magist teleports Ravellia and herself back, Alzar begins His old apprentice Vala arrives about an hour late,, and Alzar puts in a request to borrow a minor magical item, and she agrees to do so if he shares the results. She heads back and teleports over some scrolls. Alzar used to have a magical quill that would write down anything that was said. While here, Alzar will spend his time asking a bunch of of highly detailed questions, and he will bind them into a book he titles:

Everything You Need to Know About Black Dragons and their Eggs, As penned by Alzar

Vala will get a copy too!

Abe Sargent
10-24-2015, 10:08 AM
Alzar spends the first part of his time here turning and oiling the eggs. All dragon eggs are different, and these are leathery and purple colored. The thermometer begins to change hue and its too cold. Alzar has grabbed the Lamp of Long Burning to keep the area around the eggs lit, and he sets it up. They will stay warm and comfortable until they hatch.

Alzar spends a lot of time asking questions and investigating black dragons. He is learning a considerable amount of detail about their species. His quill is filing it away as well. He restocks the ink as well.

After a while Alzar returns to another oil and turn, and then heads out to do a little exploring, with a rear exit of this cave to the next one. Behind this one is a passage and more. There is a huge room with a lot of junk - broken swords, armor, wooden splintered items, dishes, cups, and more all broken. He grabs the Star of Mo’Pilar to do some investigation, and he finds a magical rod in here that he secures and uses the Slate of Identification to ID:

Rod of the Black Wyrm

Alzar head back to the eggs and watches them for the rest of the day. That night, there is a setting of the sun, and in twilight, a group of four elves approach the cave with bows drawn and order Alzar to surrender.

Alzar is puzzled. Are they here to kill the black dragon eggs? He asks why, and then they tell him that he is one of three chaotic mages that they have been hunting that are causing problems here. What? Does Alzar look like a chaotic mage? He is Marquis Alzar. The leader narrows her eyes at Alzar for a moment, and then recognizes him, and nods to the others, and they lower their bows. She apologizes. She tells him about these three lawless mages out here on the back of the Llallenfels, and they have been trying take care of them permanently. She leaves him with a great horn make from elk antler‘s and tells Alzar to blow it to summon the elves if he makes out the magi.

They head out and the next day passes uneventfully. Alzar doesn’t need to sleep or eat or drink with the Greater Ring of Sustenance. So he’s fine to take care of the eggs all day long. He’s asked all of the questions that he can think of. So he spends the time reading, or doing long-distance correspondence back home, writing letters which are dispatched to folks via his Magist, and more.

Abe Sargent
10-24-2015, 11:01 AM
The next day, Alzar is relaxing by the cave when he sees a presence. There are a trio of mages behind an Invisibly 10’ Radius spell, moving cautiously in. He can see through invisibility as part of his super-high intelligence.

Alzar pretends not to notice them and walks up, stretches lazily, and then moves towards the cave mouth, which would block them, and then they slow down. He heads inside and sits back down by the fire, with his back to them, and they see this as a good sign. He reaches over to the horn and blows it quite loudly for the elves. The wizards aren’t sure what just happened, so they ready spell components. Alzar opens a book and begins to write. After waiting a couple of minutes, one inches closer and closer, not wanting to disturb the sand.

Alzar reaches into his belt and pulls a closed box from his belt pouch. He opens it, and reveals a shining magically enchanting gem that pulls their attention. He places the gem on the ground and then backs away and turns around to look directly at them.

“So what do you want with the eggs anyway?”

Shocked by his question from nowhere they pause. After a moment, the one in the back furtherest away speaks up. They have a recipe for an Acid Breath potion, and it requires the shell of a black dragon egg. Thus, they are here to secure the eggs.

“I can’t blame you. I’ve raided places for components for potions, spells, magic items, scroll ink, and just general interest for an eternity. I get it. Normally I’d let you do it. But I promised a lady that I would guard and protect these eggs. And after finding out all of the different forms that black dragons take when they turn human, I think she was a polymorphed dragon. Perhaps even the mother. I cannot tell her when she comes back that I gave away her eggs.”

The magic user offers Alzar money.

“Let me ask you one question. What could you possibly offer me that’s more valuable than this gem I already have?”

All of the mages impulsively look at the gem, and Alzar intones it’s trigger word…

The Gem of Delusion fires


Gem of Delusion – Command word forces everyone other than user in 20’ radius to save vs spells as Gem flashes. If they make it, they are stunned for 1d4 rounds and then Feebleminded for 1d6 after. If they fail, then deluded.

They roll 19, 2, and 16. So the leader and the defensive specialist made it, and the aggressive one failed. He is deluded. He is massively paranoid. The other two are stunned for 2 rounds, and then feebleminded for 4 more.

Alzar’s bow is at his side, and he grabs it, load,s his Has pof Reloading and spend this round getting ready. Meanwhile, his foe casts Melf’s Acid Arrow at Alzar. He takes 8 damage this round

72/80

4 vs 5

Alzar’s six arrows head up and fly at the mage. Alzar tosses 17, 15, 9, 7, 13, and 2. Four hit for 2+4+4+2 12 damage. Very symmetrical. Wendell the Mage runs away, and Alzar takes 7

9 vs 6

Wendell flees and Alzar takes 8 again. Alzar’s arrows slay the stunned leader. The other one is now feebleminded and is +4 to hit and can’t cast anything.

6vs 3

Alzar hits the enfeebled mage for 21 damage. The other one is found by the elves coming from the horn blast, Wendell, and slain this round.

The next round Alzar kills the feebled one.

All three dead

The elves arrive and identify all three. These are the chaotic mages they were hunting. Alzar strips off anything good and uses the Star to help, and then the elves take the bodies for proof of death and Alzar gives them his trumpet

Alzar finds:

Book - How to Make an Acid Breath Potion in 12 Easy Steps

Everything other than the eggshells is in a backpack. They have enough here for 10 potions.


Nothing else of value other than stuff like water, weapons, and such. No magical items, and no spellbooks are here.

Abe Sargent
10-24-2015, 11:59 AM
That night, one of the eggs hatches. Alzar got instructions a while ago. He cleans off the wings, which start of sort, and smashed together. Then he has to begin feeding it. He heads into OtherSpace for a moment and comes out with some of the items that make magical food -

Metal Platter (Beef, Lamb, Turkey, Pheasant) for four people once/day; Mug (Beer, Ale, Mead) six/day; Pitcher (Water, Tea, Wine), three/day.;

He uses the Decanter of Endless Water to clean off the dragon without leaving the area, and then feeds the hatchling some beef, lamb, turkey, and pheasant in turn, They can eat any meat, and magically created meat is fine. They need about 25 pounds of meat a day, but this will work for now.

All next day, Alzar spends getting some meat delivered from the Magist, and then stores it in his Bag of Holding for later.

That night, a second egg hatches, and he cares for the next youngling.

Abe Sargent
10-24-2015, 12:25 PM
The following day, a rumbling can be heard a little before noon, and a creature that finds black dragon younglings and eggs a delicacy emerges from the ground. A purple worm!

Alzar’s Warp Marble flies out and he tries to catch it. Then he grabs his bow, Hasp, and arrows as it flies in. 17 tossed, nope, no good. Alzar;s arrows fly in and hit it for 7 damage. The Worm stops and turns towards him, and moves at Alzar, rather than towards the dragons and egg.

Alzar has one round of arrows before it arrives. It has an AC of 6, so Alzar fires six shots - he needs 17-6-4 7 to hit. He gets it four times for 14 damage. 21 total to it.

It moves it and tries to chomp him. If it rolls a 20, it eats him. And that won’t be good. It tosses a….20

Alzar takes 12 damage from the bit and he is swallowed whole!

68/80

Uh oh! Alzar spends a round concentrating. He takes 10 damage from the digestive processes, and then leaves to go to OtherSpace

58/80

With his meal suddenly disappearing from his stomach, the worm pauses. Not sure where Alzar is….

Alzar swallows a healing potion, and switches to a weapon that should prove useful

The next round, the Worm decides to give up hunting down Alzar and moves back to hit the dragons.

70/80

Alzar pops out of OtherSpace loaded and ready for bear. Or worm.

Alzar intones the word to active the Stoneskin Spellcahe Ring he had, and 10 skins protect him. With his +5 shield and Gladius he wades into battle with a -8 AC, 10 hits from the worm that need o be done before and 40% of dodging the one attack the Worm can do with Evasion, and if he dodges, the Skin won’t be used.


I’m not even rolling the dice on that one. Alzar wins.

Dead worm.

Abe Sargent
10-24-2015, 02:04 PM
After making sure the b. dragons and egg are fine, he moves to begin using Poison Use skill to collect the poison glands, and such from the Worm, and he also collects acid, and some teeth.

After a few hours, baby #3 hatches.

Nothing else happens that day.

As the sun passes on the next day, Ravellia returns from her conference, flying in. She sees her dragon babies and spends some time with them making sure that they are okay. She then flies to her lair to make sure everything is there (not here) and when she returns, she has a bag in her mouth and she polymorphs back to human form. She gives Alzar some of her treasure as a reward, and in particular a magic item that she can’t really use much of.

There are 2500 platinum pieces, and a crystal.

She shows him the crystal, and then Alzar takes off. She is very cordial and effsuie about him.

Results -

1). Alzar has gained an ally in Revellia, a powerful chaotic evil dragon in Ljallenfels.
2). Alzar has gained lesser allies in the three black dragon younglings
3). After spreading the news about him, Alzar will get +1 to all encounters with black dragons from here on out. That means Blacks are more likely to talk than attack, and more likely to listen than fight.

Crystal of Deep Healing - When someone holds the Crystal, and touches someone who is wounded, their wounds, diseases, and such heal over time, much like a really quick regeneration. However, once the Crystal is used by someone, it can never be let go of, physically. Should physical contact end, or the Gem be destroyed, the last person to use it takes 1 hp for each hp healed from all healings that were done.


Alzar gains XP for the dragon as if he killed it, and a bonus 10k for all three surviving, according to the module. So he gets:

49,000 XP

Welcome to level 8

Open Locks: 40
Find/Remove Traps: 95
Move Silently: 75
Hide in Shadows: 65
Climb Walls: 70
Read Languages: 5
Evasion: 50


End of Bestiary of Dragons and Giants. Againx2

Abe Sargent
10-24-2015, 03:15 PM
Alzar reads the Manual of Bodily Health; Manual of Gainful Exercise; and he gains 1 point in STR and CON each

He won’t be able to benefit from either ever again, and they are now gone

Alzar’s STR rises to 18 and we will roll % dice, because he has been a fighter in the past - 23. But his STR just counts as 18 for his Thief right now. And when he gets back to Fighter, he can increase his str with magical items, but still, why turn down a stats gain like that?

Abe Sargent
10-24-2015, 04:58 PM
Begin the Dancing Hut of Baba Yaga

http://ecx.images-amazon.com/images/I/51MbVDsFjAL._SX258_BO1,204,203,200_.jpg

Let’s finish the Thief part of the quest for now thing

This one actually subs right into what we’re already doing.

Let me give you some lines from the intro

“Although Baba Yaga is one of the most powerful wizards in existence, she has not yet succeeded in her most ambitious goal - immortality. While she has perfected a number of spells and magical devices that can either prolong her life or snatch her back from Death’s icy grip, she still fears that one day one of these methods might fail.”


Baba Yaga has been planning a way to gather the powers to give herself immortality. First, she began to stalk and follow these Minor Deaths - avatars of various gods of death on various planes. After following them and seeing how they would sometimes kill and absorb the soul, she captured a few and forced them to show her how to do so. Giving her the ability to extend her life more, and yet not true immortality.


So you can imagine how intoxicating it must have been for her when she began to do research on the plane of Pandius and found that people here could take a very rough and difficult path to immortality, and then she could be guaranteed to never die. But early research suggested that other planar people were not welcome to move to Pandius and become a part of their little Immorality club.

And that changed a few months ago when Alzar, an extra-planar candidate officially began his journey. Yes, it was harder, but it had begun. Baba Yaga has left some of the other experiments and places she was working on and arrived here on Pandius, to begin researching immortality and Alzar here.

Abe Sargent
10-24-2015, 05:38 PM
“And when did this happen? Five days ago?”

“It was probably more like 6 days ago now, Marquis.”

“And every animal fled from the area, in a ten mile diameter - a pure circle.”

“Me and my fellow elves witnessed it personally. Why?”

“Its nothing, but a five mile radius around a certain traveler is the first sign of her arrival, I believe, that’s a very specific number. Let me do some research.”

Alzar heads to the library and has Draconis help him find what he is looking for. A few hours later they locate it. A reference to arguably the single most powerful magic user of all time, Baba Yaga. She spent decades of her life creating a singular artifact, a Hut, that she uses to transverse the planes. She has lived longer than any other living human recorded, and extended her life by thousands of years.

There are numerous books and stories on Baba Yaga and the people who have visited her. Her hut is regularly open for people to visit, and sometimes he can be helpful to those who seek it, although with a price. And she’s always looking out for herself. She is probably the most dangerous of evil - neutral evil, not lawful and trustworthy, and not chaotic and reliably attacking each other to spite their face. She plays both off, and is horrible to predict.

That makes her a problem, and her presence in Alzar’s realm, in the woods nearby is even worse. And she’s been there for almost a week. Alzar begins to summon the party.


A few hours later, a representative from the Sphere of Entropy has arrived. A cleric of one of their immortals tells give, and him alone, some bad news. Thanatos is missing.

Abe Sargent
10-24-2015, 06:10 PM
Each of the five Spheres has a nominal leader, the original founder of that sphere. Thanatos is not only the first Entropic Immortal, but one of the first generally, and he’s considered one of the two or three most powerful immortals of them all. His area of power contains death. Thanatos has been missing for about a day now, and his clerics, and there’s aren’t many that want to follow him, have not been given any of their spells or powers, like turning undead.

The missing Thanatos and the appearance of Baba Yaga are probably not a coincidence. They have to be related. And that’s not good news. Alzar at his most powerful wouldn’t be able to take out Baba Yaga, certainly not in her own turf. And the power level he would require to hit the most powerful Immortal would be unbelievable. If Baba Yaga did that, then he can’t really believe that he has a shot at doing anything.

Time to investigate.



Alzar does some research prior to heading n. According to people that entered and survived, the stories have some similarities.

There are a ton of magical spells and items that won’t work in the Hut for anyone other than Baba Yaga -

1). Any spell which moves something from one place to another like teleport or blink
2). Any magic that detects anything
3). Any magic that opens a portal or conjures something
4). Any magic that tries to contact someone
5). Any magic which has an extra-dimensional component
6). Any magic that uses a wall, Stone Tell, Dig, Passwall; or interacts in a similar way
7). Any item which duplicates these restrictions


The hut is impervious to magical, physical and elemental attacks, and the feet can be destroyed though. Sometimes the hut is open for a visitor, but that can be more dangerous - it means Baba Yaga is watching and expects you


Alzar and party move in and head out to the Hut

http://whisperingdark.files.wordpress.com/2013/06/baba.jpg


After flying over for about 4 and a half hours in the Carpet, they near the area. Alzar lands about two miles from ground zero. They head in and unload. After reaching the hut, there is a huge fence with each post a Necrophidus construct. Inside is a garden and a gate of golems. The hut is before them…


The gate is open, and the door ajar.

Abe Sargent
10-24-2015, 06:33 PM
They pause for a moment to assess everything that is happening, and Alzar tries to use some of his items like the Star of Mo’Pilar, but none are working. He doubts they aable able to sneak in, and they don’t have the power to deal with Baba Yaga, so they might as well head in, and act cordial.

The Necrophidus turn as Alzar moves, they are looking directly at him, not the rest of the party. That’s a bit on the creepy side of life. He doesn’t want to door to potentially close behind him, so he has the rest of the party head through first and then he follows. The door does close behind him.

They are in a hexagonal room, much like that of a hut. Small and dark, with wood planks, a 10 foot high ceiling, and a ladder leading up to a trap door in the ceiling. There are bed and brazier, dried herbs and rugs, and a frayed carpet.

Alzar tries to use various items and none of them work. He can’t even use his OtherSpace or Bags of Holding here. He prepared a backpack for everyone in case that was the case with various items - potions in hard metal vials, for example.

So Alzar is going to scout the area with his thief skills instead. Moving Silently, Hiding in Shadows, stuff like that. They spend some time investigating, and there is a trapdoor under the carpet. They head up and the trap door opens. The attic here is also hexagonal, smaller, and bare of anything but some dirty straw. They search, but there’s nothing there.


The trapdoor down opens, and they head down.

Abe Sargent
10-24-2015, 07:07 PM
This rough stone cavern contains a jumble of boxes and barrels that smell like stale food. Alzar moves into stealth mode, heading to the shadows along the walls. Alzar’s Gladius slips into a crate and lifts the lid after searching and failing to find any traps, and there’s nothing here. Alzar doesn’t have the time or the ability to search all of these crates and barrels, so they slip past them.

There’s heavy metal plate on the floor just past them. It’s very hot. There is a door at the end of the hallway. Alzar heads to the door first and checks it and it’s trap free. There are some rats down here, normal rats, and they are missing one eye each and have a glass eye in them. It’s unlocked and they head through….


They teleport to a storage room magically cool, with sheep carcasses hanging on great metal hooks from the ceiling. Alzar, first one in, seems an image of himself on a hook too, and immediately notices it’s an illusion.

There is a door to their left (directions now make no sense) and through it is a kitchen. There are two large tables, wooden stools, and a huge stove, with cabbage soup cooking on the pot on a stove. There are various cooking implements here

The stove is cast iron and has a front shaped like a dragon’s face, with eyes of beads. The warmth spreads around the room. There is a metal door behind the mouth of the stove, and could be reached. It’s pretty hot there. There are also doors forward and to the right. There is a dumbwaiter in that door in front after it is opened ,but none are small enough for that. The door to the right opens into a long twisting hallway with walls of a soft, red material and a floor that is knee deep in putrid sludge.

Alzar grabs a kitchen tool and tosses it in, but it’s like the acid of a snake or something. He grabs a heavy pot and tosses it into the corridor and then falls to the ground himself. There is a serious pain in his lower intestine. Could this corridor actually be his own body? That’s a vile trap. He shuts the door

There aren’t any other ways to go but into the stove. Alzar searches and finds no traps or anything. The stove is massively hot. So Alzar has a different idea. He can use the Stone of Diminution for the Dumbwaiter. He grabs it after heading into it, and gets winched up, and then leaves, places the stone on the plate and it heads back down and they repeat that four more times until everyone is up.

The dumbwaiter arrives in a room with a table bedecked with elegant crystal glasses, and a decanter, and well as a variety of serving stays and such. They are enraged with various signs, and there is a door on the far side of the small chamber. The Decanter appears similar to the Decanters of Endless Water Alzar has used before and he takes a mental note in case they need to come back.

They find a parchment on a table that reads:

“The recipe for black pudding is seven measures of oatmeal, two pounds of meat, and three onions. Questrix”

Abe Sargent
10-24-2015, 07:28 PM
Well that’s a bit odd. But Alzar notes it down and leaves it. The door opens into a large reception hall. There is a curtain on the far side, and it is pulled aside. Four clay golems are in the four corners of the hall. There are emblazoned on the curtains two knights sparring, ad a gem studded throne that defies description. The floor is studded with alternating silver and gold tiles, and there are two braziers that flank the throne.

There is a door to the open side. A stair case winds upwards to a balcony and wraps around a seemingly bottomless pit that radiates cold. There is a huge amount of cold in here, and Alzar heads up, and then grabs a door here and they teleport again…


They arrive is a huge round chamber dominated by a circular raised dais On it is a reclining easy chair with black leather upholstery. Over it is a domed ceiling. The ceiling shows the stars above, twinkling and in real detail, although it is not a open window. This observatory has some twinkling lights on the far sides of the rooms, some balloons on one side and the other a globe, The globe is a relief of Pandius.

There are no doors here

Alzar inspects the area, and then finds a button in the globe and presses it and a secret door opens and then head through it to a newly teleported room…


This is an odd looking chamber, There is a circular room with a variety of mouse holes at floor level, and mice are scurrying about underfoot. There are some red leaved bushes no one in the party recognizes, and there is an odd odor in here, like a cat.

In a moment, a elvish cat appears and then disappears again, just as quickly After it does it a few more times, Alzar decides that it wants to be chased, so they chase it around the area and into four rooms in the mouse holes. At the end, Alzar gives the cat some food from his backpack and the elven cat thanks them for playing, and as a reward will answer three questions about Baba Yaga. Alzar asks them and finds out:

1). Baba Yaga recently gained the cooperation of the powers of Night, Twilight, and Day
2). You can choose your next place of arrival by giving a door a special knock in code if you want
3). There are exits here to the Baths or the Conservatory - Alzar chooses one

Abe Sargent
10-24-2015, 07:57 PM
This flower shaped greenhouse is made up of a large domed room that opens into 8 smaller rooms. The walls are made of leaded glass, and there are tons of alien and unusual planets in here. In fact, there are two species that Alzar has not seen since his tour of the first crashed spaceship he explored.

There are a bunch of large ants, around 6-9 inches long each in the area, quietly doing their job. And some bumblebees and dragonflies and well. There are some special black flowers in the center of the garden, and like before, Alzar chose to not take anything - they don’t have time to stop and pause.

There are three doors from here. Alzar takes one and….arrives back at the Playroom o the cat. Instead of trying another door, he just decides to head to the baths instead


This is the baths. The floor and walls here are finished in ceramic tiles and depict sea monsters, some of whom Alzar has not encountered. There is a pool of water and at either end are five steams of water that feed it and there is a cluster of glowing spheres with Continual Light spells on them for luminance. Lounging around the pool are a hug number of frogs, and like other animals are missing an eye and have it replaced with a glass one. There is a room in the back filled with shelves and that are crammed with things like towels and bed sheets.

After a quick look around, Alzar finds a secret door, and heads through it other than the regular door in here and arrives…

This area is filled with clanking machinery and the noise is so loud that evens shouts are barely heard. There are no natural light sources in here, but Alzar’s black Ioun stone is out and the continual light stones of the others come out. Like other places Alzar slips into the shadows. There walls floor and ceiling are made of bronze and the ceiling has great pistons crashing down from them, and eject huge clouds of steam that is quite hot.

Heading into that steam would likely cause serious damage

There are two doors on the far side of this chamber. Alzar has the others stay and he stealths over dodging steam blasts and climbing the walls in places to get over machinery. This first door opens into a small control roo, Alzar makes an INT rolls, succeeds, and hits the right button and the pistons stop. The other room stops the steam, There is a stair case on the far side now that it is safe to get to, and they head up


They arrive in a large wizard’s laboratory stocked with every possible bit of equipment, supply, potions, and more. There are numerous tables and shelves in her, and a huge samovar in the center of the room. There is a lot of writing here and Alzar can read it - its :

“Some sugar for your sweet tooth? Questrix”

Is that a clue?

Alzar goes forward and moves to a new chamber…

Abe Sargent
10-24-2015, 08:15 PM
This area is oddly shaped and in a corridor., There are some locked double doors in front, and Alzar….picks them successfully. Inside is a walkway that has a metal railing, and it encircles four hexagonal chambers that are 20 feet below the level of the walkway. At the center of each of the chambers is a figure of black robes and death’s face. Each of the figures has a great scythe and appears to be using it.

Alzar passes his Spellcraft prof and these are temporally en-stasis. Set into the railing is a card that reads:

“To learn more about the tableau below, please open” There is a small box. Alzar searches one of the boxes for traps, or locks, or anything else and finds nothing and opens it.

Alzar is teleported to the tableau below in the first of the hexagons and the figure animates and moves to face him. This is a Minor Death

Alzar is facing it alone


Alzar’s bow is out and he fires some arrows at it, but they are nonmagical and can’t hit it. Even when fired by the +4 bow and the Hasp, they don’t count as magical. Alzar switches over to the shield and Gladius as the minor death arrives for melee.

9 vs 5

The minor death always wins initiative, and never misses. Alzar takes 2d8 damage from the scythe. 1+7 - 8 damage. Alzar needs a 17+4-4-1. 16, he gest a 9. He also tries to shield punch too and needs a 19. 3 - nope.

72/80

Alzar takes 7 and then gets a 19 and this with the gladius for 1d6 (2) +4+2 - 8 damage

65/80

5 and 8 rolled. Lzar took 10

55/80

Alzar takes 10 again and tosses a 16 and 4. 11 damage back

45/80

(Since it never misses I’m not giving Alzar a chance to evade)

Alzar takes 11 - 20 and 19 rolls for 9 and 7. Dead Minor Death

40/80

Alzar gains 3500 XP and is teleported back.

He chooses not to head to the next tableau, and they head out….

Back to the laboratory. This time Alzar goes…

Abe Sargent
10-24-2015, 09:28 PM
Cobweb filled stairways lead down on either side of the area to a darkened room with a ceiling height of just 3 feet. There is a grate below them and underneath the grate a Living Wall. Hands from the wall reach out to grab and attack the party. They miss mostly, and Alzar cuts off the hand that hits Adentium, They rush off and head up the stairs to a door…


They arrive in a small diamond shaped room with four doors. Alzar checks and opens the first one with a weaving room with a spinning wheel sacks of clothing and such, and there are a bunch of rats in here weaving magical clothing., They ignore Alzar. A dog is helping with laundry in another, cats are helping with sorting in another, and in the final one, birds are sorting food. And an all cases they are ignoring Alzar and have the glass eye. Alzar searches and finds a secret door in the laundry and the…..



They arrive in a great hallway and there are with eight doors off this one. They are solidified and strong, built more durably than any other doors here. Alzar steps up to one after checking to make sure it’s free and it was guarded with a magical spell he did not detect and out from one of the rooms spells a Green Abishai devil

It greets Alzar as the Marked One, who earned the ire of Jubilex and Zuggtmoy. But it has been charged ot guard this prison ,and cannot let Alzar in. It attacks


1 vs 7

They win init and Alzar’s Gladius and shield are up and in front and he stabs and misses. He does not use his shield - wants to keep the AC bonus from it. Rogren stabs the guy for 9 damage with a sword, and two sets of Magic Missiles fly in and slip past the small Magic Resistance for 18 damage total. It stabs at Alzar and miss.es

7 vs 8

They stab out and hit it for 9 from Alzar and 6 from Rogren and slay it. It is banished back to its own plane.

8000 XP for the party.

Abe Sargent
10-24-2015, 09:37 PM
They search the various jail cells and in the 5th one they check, is

Questrix
Neutral
Gnome/Illusionist (Skygnome Tinkerer)
10th Level

Str 10, Dec 16, Con 15, Int 17, WIs 12, Cha 15.
33 hp
Thaco 17
No spellbook or anything else

None of the other cells have anyone in them

Questrix the gnome introduces himself and explains what happened. He came into the Hut just a few hours after it arrived, he heard that Baba Yaga had a very rare black flower that would seriously increase his spell use. He was able to work out the various parts about the first floor, and the explored it all until he was captured by Baba Yaga in battle with her in the reception room. That was a few days ago. There is at least one upper level but it has a cache they can’t find out, and cannot get too.

There are apparently two rooms they never reached, a servants quarters, and a large room that a Cyclops is held prisoner. He is too big to fit through the doors. Hmm…

Alzar, his group and Questrix leave, in order to regroup and plan a future mission here.


They knock on the exit here to head directly to the first room, and then knock again to give the way out and head out.

They leave the grounds and head back homes and arrive there round 5 hours later.

End of The Dancing Hut of Baba Yaga for now..

Abe Sargent
10-24-2015, 10:11 PM
Everyone gains a level for penetrating the Hut





Rogren, a level 6 fighter, from the local town guard, who recently distinguished himself in catching a criminal. Specialized in long sword. THACo - 17 STR, Expertise, +1 sword, +3/+4 damage. 15THAC0 so 14 normally. He needs 42k for level 6. 42k XP right now


Racala, a level 6 cleric and servant of the Sphere of Matter. With 17WIS. Gains level 4 at 6k. Gets +2 1sts, +2 2nds, +1 3rd level spells. 27.5 for level 6 for her.

Adentium, a level 6apprentice and conjurer of a local leader, with Magic Missile, Burning Hands, Melf’s Acid Arrow, Chromatic Orb, etc and Armor. Lightning Bolt and Monster Summoning I at 3rd.

Forx, a level 7 bard who was recently entertaining the local population, and no looks to explore. Has+10% XP and gained…..Color Spray, Magic Missile, Glitterdust, Audible Glamer



Alzar levels up too and:

Backstab - x4 damage from level 9-12: +4 to attack

Open Locks: 45
Find/Remove Traps: 95
Move Silently: 80
Hide in Shadows: 80
Climb Walls: 70
Read Languages: 5
Evasion: 55


He also gains this proficiency

Camouflage - 12

He makes a roll to hide himself when he has time and adds 40% to hide in shadows. Wins surprise on attacks and evades being seen.

Abe Sargent
10-24-2015, 10:22 PM
After a few hours of rest, Morena appears. Alzar has now gained 9th level.

She explains that the upper levels of the Hut cannot be reached except by mortals of a certain level. It would take Alzar a long time to level up to the right level, so she is ready to move him to the final class. Yes, technically Alzar needs to quest and find an artifact and turn it in, but the Hut is certainly an artifact, and it’s within his realm. And they need him to get in and get Thanatos out - assuming that’s where he is, and the Hut only opens for him and his party, not for anyone else.

Morena also agrees to accelerate Alzar’s development. Whatever cleric and skills he chooses will be gained immediately, due to the severity of what is going on. “And don’t worry about choosing me to be a cleric. Each immortal has their own spheres of mage that they give you, so just choose someone that gives you the magical access that you want. Welcome back to casting spells…”

Abe Sargent
10-24-2015, 10:37 PM
Alzar is now a level 1 cleric, he is taking the Scholar Priest kit. Alzar may spend weapon points on non-weapon skills with this kit. He also gets huge positive reactions from scholars, sages, and such


125 character points:
+15 points for no armor at all

Major Access to these Spheres: All, Healing, Astral, Law, War, Combat, Charm, Divination, Guardian, Necromantic, Protection, Summoning, Wards, 95 points

Numbers? Elemental? Thought? 35 for those three at major if we want to later

45 points right now.


Alzar wants to focus on magic that either is something new (Healing) or supplements his stuff he already likes (Summoning). One of the major struggles with priests is that they have some good summoning spells in the Elemental schools, and thus cannot be acquired. But they have spells Alzar typically doesn’t like. Alzar downright detests illusions and disdains a quick evocation spell that does immediate damage versus a spell like Conjure Earth Elemental, which blows through a lot of people a lot more powerfully than a Cone of Cold spell does. Because I really want to give Alzar all of the summoning spells, let’s give him major Elemental access as well - 15 points.

110 - 30 left

Fire Immunity - Alzar is immune to fire. Any non-magical fire, flame, lava, or heat won’t affect him. He always makes his saves against fire spells and effects. And if a fire spell doesn’t have a save, he gets one.

So he’ll always save for half damage against an effect like Fireball.

10 points left

Protection from Energy Drain - +2 on saves vs energy drain effects, and grants a save when there is none
Cold Resistance - +2 on all saves vs ice-based and cold attacks. Effects without a saving throw are not given one


New Proficiencies:

Alzar gets two free with his kit

Scribe - 12
Religion - 10

Investigation - 11
Healing - 14
Hypnotism - 9
Administration - 16



Alzar also uses one of the Wishes from his Ring to gain one in Wisdom to 17. 16 is pretty good, but he can be an even better Cleric with 17 WIS because that lets him cast 6th level magic. He can’t do 7th though. You can raise each stat with s Wish just once, and he’s only done it with INT up until now.

Weapon Prof:

Alzar is considering the Mace so he can use Typhus until he levels to a decent place. But he could ggrab Flail instead so Ptah’s Royal Flail - +3 Flail, acts as Mace of Disruption would be an option. But nah,Typhus it is:


Typhus - INT 11, EGO 16, CN, can only be handled by clerics without bad stuff happening, +3 mace, immune to disease, every hit causes disease per the spell unless a save is made. Can cast cloudkill and wither once/day, and gives +1 to level for turning or commanding undead. -1 STR and CON to any non cleric who tries to wield it. Each time uses a spell, moves more towards CN. When removed, turns to normal Align, or regains lost STR/CON after one week.


And using that.

Mace

He holds on to one free weapon proficiency for now

Priests can use shields, so he’s using the +5 one.

With the shield and Bracers, he has a really low AC.

He has a few items that are going to intrigue:





Bonus Spells - 2 1sts, 2 2nds, 1 3rd

Alzar also has three Pearls of Power for 2nd, 3rd, and 43th level spells, and these can be used by a Priest to get an additional spell of that level.

Abe Sargent
10-24-2015, 10:57 PM
Let’s take a looksee at the March of the Mighty after a few months have passed


Month 7, Year 7 -

After a few months, we had a breakout of disease that was healed, we finished the defenses in Havendrop, there was a minor attack of orcs in the south that was ended, and the unead assault around Saffir that Alzar personally ended. One of his lyncantrhope servants found a pair of spies and killed them. Here’s the current finances of the March

63,396 Income

EXPENSES – 33,330 + Tithe, Taxes

Military – 17,590
Navy – 2750
March Staff - 3,420
Specialist Staff – 8050
Stronghold Staff - 7160
Taxes to Ericall – 20% (12800)
Tithe to Matter Temple – 10% (6400)

Treasury - 301,522

Abe Sargent
10-24-2015, 11:33 PM
Begin PC2. Top Ballista


http://ecx.images-amazon.com/images/I/51V-aevD-rL._SX373_BO1,204,203,200_.jpg



Welcome to the next campaign. Top Ballista is a supplement for D&D and adds a new and fun place to the campaign world, and then gives you a small group of adventures. I am taking a character from one supplement in one campaign world (the Baba Yaga Hut) and turning him into a different character to fit the campaign here at the city of Serraine

Abe Sargent
10-24-2015, 11:57 PM
What is Serraine?



http://wiki.roldez.com/glantri/code/images/thumb/a/a3/Serraine.jpg/800px-Serraine.jpg


“Serraine... To begin, it is best to look at the birth of the city itself. Serraine began as an idea over a thousand years ago by some of the more imaginative gnomes: a flying city powered by both magic and technology. That dream is now a reality and a haven for all manner of beings.

As well as being a merchant's and librarian's dream, by it's very nature Serraine is cosmopolitan, not just as a meeting place for traders and scholars, but a home to those who want a place where they belong.

Serraine has always been open and relaxed about who enters its gates, (not that it has any, merely railings to prevent falling to one's death). It has perhaps, the greatest variety of races known as both visitors and inhabitants.

Nowhere else can one find pegataur paladin, a cloud giant laborer, technically-minded sky gnomes, faenare, ambitious humans and a floating skull as the city's librarian?

Among the city's delights are the requisite flying ships (sometimes powered by elementals), a vast library, the Tumbling Fields (a zero-gravity area), pegataur jousts, and the ability to readily order what you can't buy on the spot, thanks to the city's mobility.”

In 251 BC legendary gnome craftsman named Glimreen Gemeye discovers a jet engine artifact of the destroyed Blackmoor civilization. (The places Alzar saw including the City of the Gods). He begins to reverse engineer it, and more than 200 years later, the City is completed by numerous gnomes and a variety of other species and takes its maiden flight.

Abe Sargent
10-25-2015, 12:23 AM
Alzar and Questrix sit down to plan the next expedition into the Dancing Hut, and for now Alzar loans Questrix an empty spellbook and some of his own spellbook (not his personal ones, but the ones captured and traded for). Questrix soon enough builds a random but respectable spellbook.

While Questrix begins to rebuild, Alzar’s bound tabi, Ak’Kabar, which was captured in Hamedh, but bound here in Mystara.

Ak’Kabar, Tabi

HD – 5; HP 26
THAC0 – 15; 2 Attacks, 1d4 each;
Intelligence – 9
Speaks – Own Language, Common Tongues
AL – Chaotic Neutral

Each hit by a claw must save vs poison or be deluded for 2d6 turns. Tabis can pick pockets, hide silently, and move in shadows with a 40% chance of success, and they can backstab when doing do. A tabi looks like a cross between a monkey, a bat, and a cat. They are about 15 pounds, and roughly 2 feet tall. After being bound I is extremely loyal, will do anything commanded, will be loyal for life, can go far outside the boundary normally had, and most importantly, the tabi is not a familiar. He can have a familiar, and if it dies nothing bad happens


As you can see, a tabi is a bit like a winged monkey with some feline features. Ak’kabar, although bound, is still free-willed if that makes sense. He’s extremely loyal to Alzar, certainly. But he is not a homunculus or something. He is his own creature, if that makes sense.

Alzar is summoned to the woods in the northwest of his domain for some work-stuff, and while there, his tabi tells him that another group of tabi have recently moved into the area, he can sense them. Since tabi are pretty rare, this intrigues Alzar, and he sets up to head out and try to find the tabi.

Abe Sargent
10-25-2015, 12:42 AM
Begin First Adventure - “Tabi Hunt?”


Alzar sets out to find the group of tabi the next day after getting some directions. Ak’kabar can sort of sense his people, but he’s not like the bat’s ability to hone in on them, just their general presence. Alzar heads into the forest and after a few hours, finds a pair of local elves here.

They greet Alzar and tell him that they are having a clanmeet and to head west from to take a detour. He agrees, and asks if they have seen any tabi about, and shows them Ak’Kabar to let them know what he’s discussing. One of their rangers did, to the south and a bit west of here. About a day’s march from here. Alzar thanks them and heads out in the direction indicated

A few more hours melt away and there is a very hungry black bear that is moving in Alzar’s direction. Alzar can see it’s very hungry, and heads to OtherSpace for a round, comes back with a tray and makes some food and drops it and they continue on the bear heads over and begins to eat

A black dragon flies overhead a few minutes later and spies Alzar and lands. It’s Rosellia, the black dragon that hunts here. She greets Alzar warmly for a bit. He tells her about the nearby bear, and she grunts, heads up, and grabs the bear for food and flies out.


Noon has melted away and an odd form comes flying out of the air at Alzar. He lands and then hails Alzar. This is a Pegataur, a flying Centaur:


http://www.lomion.de/cmm/img/pegataur.gif

Abe Sargent
10-25-2015, 01:18 AM
He gallops in with a sheathed sword, and a black hair and mane, looks around 25 years old, well muscled, has some magical ingredients and can clearly cast a few spells if needed, and a longbow with a quiver on the side, and an oddly shaped sack. Sort of a cross between a saddle bag and a backpack. He has chain barding on as well.

He introduces himself as Rolane


Rolane
Neutral, Pegataur
AC2, THACo 14
27 HP,
STR 15, Int 13, Wis, 9, Dex 13, Con 12, Char 12.
5000 XP, level 2 Fighter/Mage
200 gp
+1 Two Handed Sword; 6 +1 arrows;
Knows Magic Missile, Shocking Grasp; has Read Magic, Shield, Protection from Magic, Magic Missile, Shocking Grasp in spellbook.


Rolane arrives and after introductions, points to Ak’Kabar and asks Alzar about the tabi in an oddly accusing tone. Alzar explains that the creature is bound to him, and was captured on another plane of existence, and it sensed others of its kind here. Rolane relaxes a bit.

Rolane tells Alzar that he flew down here from Serraine, it took about 30-40 minutes, and was chasing a tabi thief. One of the tabi stole a clan-hilt weapon from him. He saw a tabi disappear as the theft occurred, and likely flew off with it. And since all tabi are thieves, he flew down here to find the one that stole his stuff.

After spending some time with introductions, they agree to travel together, since they both are seeking the tabi home. Alzar doesn’t tell Rolane that he’s the leader of these woods and lands, it seems a bit like bragging.

They head out for a few hours and talk about things. Rolane is only the 2nd person from Serraine that Alzar has met, Questrix the first. They talk of various things that come to mind. This is a great opportunity to learn more, but Rolane is pretty gruff and stern. He doesn’t talk a lot. Nor does he want too.

Abe Sargent
10-25-2015, 01:33 AM
Dinner rolls around and they light a fire and begin to eat. After a half hour or so, a odd and definitely recognizable odor can be smelled. Zombies.

There is a grey feathered creatures, humanoid, with vulture-esque features. Alzar has met them before. Chaotic and evil to the bone. Highly manipulative and highly untrustworthy. This one has gray eyes, and a gray cloak. He is escorted by two zombies who carry his things.

This is a nagpa. Extremely intelligent, and extremely magical

http://41.media.tumblr.com/994ae9958fcf47e3d2ddb3cb49d792ab/tumblr_mtuel74Crm1ro2bqto1_400.jpg


He walks and flies pompously, like the whole world should belong to him. He announces that he is called D’ath, and that he has arrived, so prepare!

D’ath has the zombies grab hit items and he sits down by the fire to warm himself. He wants the warmth of the fire, and he seeks a single lost item, one that the tabi supposedly have. So he is searching for them too, and since he overheard Alzar and Rolane talk about the tabi, he knew he should sit down and help them find it, or else they might die without his aid.

Rolane protests at the presence of the zombies, but D’ath points out that they are durable, useful, tireless guards, un-charm-able creatures, and generally strong aids. They will come in handy. After all, mark his words, but they’ll come across harpies sooner or later. Rolane seems a little off-put, but accepts it. He really seems to take things at face-value. He accepted Alzar’s claim, and now D’ath’s.

Alzar agrees to have D’ath accompany them on one single condition. That D’ath allows Alzar to cast a spell on him, and will willingly fail it. A simple Detect Lie. “Why would I lie to you, that’s an insult!” “Then prove it’s an insult and accept the spell.” After pausing for a moment, D’ath nods, and Alzar casts the spell.


Alzar asks a few questions:

D’ath is after a rare book. He seeks an old book of Traladrian History with the tabi possess. He was from Serraine, and then damaged a valuable book. Rather than face the wrath of the terrible undead Chief Librarian Matazumi, he chose to flee and fly down to find the tabi have, and then take it back to Matazumi to make up for the damaged book and to be let back into the city. Alzar agrees to let D’ath accompany them.

They take shifts and the zombies are on the whole night. At night a quartet of wolves can be seen tracking the campsite, but the odor of the zombies sends them away and there’s no attack

Abe Sargent
10-25-2015, 02:03 AM
D’ath tells Rolane that all tabi are born evil and vile creatures who steal recklessly, and Rolane is eating it up. Alzar chooses not to get involved.

About an hour after lunch, they can make out something odd in their pathway - a pair of stone creatures - one a tabi and the other a goblin. Typical petrifaction. There’s nothing to be seen here but that’s a clear and good warning.



Two more hours roll pass. Alzar notices something. In the trees above the ground, about 20-30 feet are 3 young tabi, smaller than normal. Alzar has Ak’Kabar fly up to talk to them. The youth initially are scared of the new Ak’Kaba,r but after a few moments, they have finished a conversation. The youth head off and Ak’Kabar lets Alzar know what they spoke of. They gave the group directions to the tabi camp.

After moving towards the camp for 40-ish minutes, there is an old and ancient tabi that appears in front of them on the path. Alzar can tell it’s an illusion but doesn’t tell the others. Rolane’s long bow is up and D’ath has slipped back behind his zombies.

Alzar moves ahead and begins to talk to the image of the creature. He notices around 10-15 tabi surrounding them, but deep in the foliage. He makes no move nor does he inform the pegataur and nagpa.

Alzar address the tabi, who introduces himself at Quenstin, the leader of the tabi here. He welcomes the Marquis of the area, and both D’ath and Rolane look at Alzar oddly. One with suspicion and the other admiration.

Quenstin tells Alzar that his group settled here a little over two years ago. They wanted to find a place away from the nagpa who often enslave them. They felt they would be okay in Alzar’s realm since he has a tabi servant whom he treats well. Alzar found out and has arrived to see their village and such.

The leader then turns ot Rolane and tells his that they do know where the item is that he was stolen. “Do not be so presumptuous, pegataur. One thief does not make us all thieves. Learn some common sense!”

Then he turns to D’ath, who perceptibly shrinks back a bit. “We do have what you want., but you don’t seem to be thinking of what to offers us for it.” D’ath asks what they wants, groveling and sniveling. “The ring. The one that animates your zombies.” D’ath whines wordlessly and doesn’t move. “It will be really hard to go home without the book. Matazumi can be so harsh when it comes to his books. The ring please.”

Abe Sargent
10-25-2015, 08:42 AM
The napga looks stunned, takes, off, and hands the ring over. Quenstin points back down the path of the en-stoned creatures a few miles back. There is a large gray lizard in a nearby shallow ravine, with some ruins there. This basilisk turns people to stone, and is a threat to the tabi. He doesn’t want to risk his own people. That is also where the sword is as well as the book. If the three can head over and take it out, they can get their stuff.

Rolane is gung-ho, all bows locked on target and ready to go. D’ath is predictably cowardish. He suggests ways to cheat the tabi and steal what they want. Alzar refuses. They agree and head on out.

A few miles away, they come to the ravine. Alzar pauses and inspects the area from above quietly with the Carpet. The ravine is small here, and there is an old ruin of a shrine or temple of some sort, in front of a cave. In the ruins is the lair of the basilisk.

Alzar will wait up here as the others move down, and then cast Light at the eyes of the lizard. Hopefully they’ll blind it, which prevents it from gazing at people (it can’t get the eyes to connect with people if the spell keeps it from doing so)

They move in, Alzar casts the spell as the lizard hears them…

9 - it fails. The Light is on after it failed the save. It is blinded! Longbow arrows snap into the creature from Rolan, and Sling Stones from D’ath. Alzar’s Trombash of Returning flies out and hits it a few times too. It can’t move around, and they all fly, so they are safe from melee and can’t be petrified. They win - it dies.


After killing it, they land and begin to check it out. They find the book, weapon, and a few other things as well:

85 pp, 580 gpo, 275 sp, etc. Alzar lets Rolane and D’ath split it, if Alzar can borrow the book for one day, and he has his Magist use Alzar’s Bookcopy on it.

Rare Book - Traladarin History: King Halav’s Early Life and Battles - 750 gp


Alzar spends some time cutting and hacking off pieces of the Basilisk. Skin, blood, teeth, and eyes. Alzar checks out the cave, and it goes in pretty far.

They return and deliver good news. Because he didn’t need anything, Alzar is offered his choice of items from a dead adventurer that the Basilisk killed -

Plate Mail +1
Shield +1
Long Bow +2

Rolane’s recovered sword is a +2 one.


They rest up, and then Alzar wants to head back to the cave and check it out real quick while he’s here….


End of Tabi Hunt?

Abe Sargent
10-25-2015, 09:03 AM
Alzar is now level 2.He can cast a 4th 1st level spell now



We pause this campaign to go off track a bit. But just a bit.

Begin Book of Lairs II

http://ecx.images-amazon.com/images/I/51WJLdGx85L._SX381_BO1,204,203,200_.jpg

Alzar heads in and things are a bit stuffy. The Necklace of Adaptation keeps him from breathing the local air, but it’s a bad smell to it.


He heads in further, and uses the Ioun stone to see in darkness, and he does. As Alzar winds into the cave system, he turns a corner and some yellow mold on the ceiling puffs some spores at him. He lights a torch and burns it keeping the flame lit. There are two more yellow mold growths here he kills.

The cave soon ends at a large cavern. At the entrance to that cavern are some purple fungus, which Alzar kills. Again, he Necklace is making him immune since it creates a pocket of air around him magically from which he breathes, and thus he is not breathing the air around him. It’s a nice way to delve and explore, and it works against all gaseous attacks as well as most ways to deny him oxygen.

There are a few more fungal dangers in her,e but Alzar cleans them out and finds a few old skeletons back here as well. All of the non-magical stuff is rusted, but there is:

+1 Trident
450 gp of assorted gems


Alzar returns and gains 1125 XP and levels up - level 3

He can now cast level 2 spells, and three of them.

Here are the spells he can cast:

2nd Level - Chant, Mystic Transfer, Sanctify, Astral Awareness, Ethereal Barrier, Enthrall, Charm Person/Mammal, Hold Person, Snake Charm, Music of the Spheres, Aid, Spiritual Hammer, Augury, Detect Charm, Find Traps, Dust Devil, Soften Earth and Stone, Fire Trap, Flame Blade, Heat Metal, Produce Flame, Watery Fist, Cure Moderate Wounds, Slow Poison, Calm Chaos, Restore Strength, Resist Acid, Resist Fire/Cold, Withdraw, Draw Upon Holy Might, Messenger, Emotion Perception, Rally, Frisky Chest, Zone of Truth, Silence, 15’ Radius, Continual Light.




End Book of Lairs II

Abe Sargent
10-25-2015, 09:42 AM
The first module said you can toss anything into that area you want, so I tossed in a quick little fungal reaches. Alright, let’s hit up the next module in this Serraine campaign book…

Screams of Terror


Alzar heads back to the tabi camp. D’ath has always flown up to Serraine to return, with the book in hand, after Alzar’s Magist copied it while he was out. The tabi tell Alzar of another problem, in the area.

The tabi haven been here for about 2 years. Roughly 4 months ago, a group of Harpies (referred to as a scream) arrived around 12.5 miles to the west. Ever since then, trade and travelling that way has become dangerous, and there have been some locals that that gone killed or missing.

Alzar agrees to check it out while he’s here. Rolane wants to come as well, he’s happy to head into a new challenge. The two of them stay the night and rest up. Alzar grabs some spell components for spells that he learned that he’d likely cast, such as a small lead bead or ball for Hold Person.


The next morning, after grabbing breakfast, Alzar and Rolane head out. The morning is calm and quiet. There is a path that leads dead west from where they are, and they have reached the foothills of the Ljallenvals. The ground is moving up and down quickly. A few miles have past, when a form slips down from the hills above and flies down to them. A Wyvern!


Alzar doesn’t have a lot of magic spells that’ll help here. He grabs a clerical Wand from his belt and readies it. Rolane flies out from him, and casts Magic Missile at the Wyvern and it takes 8 damage. Alzar’s Wand of Paralyzation fires a charge at it but it makes its save. The Wyvern swoops at them and melee range is reached.

5 vs 3.

It attacks Alzar, seeing the man on the ground as an easier target than the dancing and flying pegataur. It misses (Cloak). Alzar’s Mace toss a 14 and…+3 for Mace, +1 for STR, +3 for AC so you need a 13 to hit and he connects for 1d6+5 - 8 damage. The great two handed sword from Rolane misses.

3 vs 7

Alzar misses, Rolane hits for 8+2 - 10 damage. The wyvern attacks, rolls a 19 and….hits Alzar for 9 damage and a poison roll. Alzar gets a bunch of bonuses (periapt and other stuff) and he tosses a 12 and he’s fine

8 vs 7

The wyvern attacks and toses a 3 and misses. Alzar’s 2 isn’t any better, and Rolanes 8 isn’t either.

9 vs 4

It’s 9 misses. Alzar tosses a 20 and connects for 6 damage. Rolane gets a 16 and hits for 7 and it dies.

Dead Wyvern

1400 XP

Alzar grabs the scales, poison glands, etc

Abe Sargent
10-25-2015, 10:31 AM
“Better you than me!”

A man on a horse shouts out to Alzar and Rolane as Alzar readies. The man is pale, ill-looking, in his late 20s, wearing chain mail, with a ripped away right sleeve and an ugly injury on his arm. To his right is a younger man in his late teens, with leather armor, a shield and a crossbow on his back.

The man stops them near the dead wyvern, and dismounts with some difficulty. The younger man helping him the entire time. He introduces himself as Rachlann…


Rachlann
Human Fighter, Myrmidon Kit
Neutral
6th level, 42 hp (34 currently)
AC2, THACO 15
STR 16, Int 10, Wis 11, Dex 16, Con 14, Cha 13
+1 chain mail, +1 longsword, Potion of Healing, 25 pp ,55gp,

And his squire…

Sarion
Human Fighter
Lawful Neutral
1st level, 10 hp
AC 6, THACo 19
STr 17, Int 7, Wis 14, Dex 8, Con 12, Cha 12
Crossbow, bolts, leather armor, bastard sword, shield


Rachlann tells their story while Alzar uses his Healing proficiency to diagnose the wound. It’s badly infected and needs a Neutralize Poison spell to cure it.

Rachlann and Sarion were heading to the March of the Mighty to sign up with the growing military there. They were mercenaries and fought in a few skirmishes on the edge of civilization to the north, and decided to head south to the March for a more steady income. At that, Rolane smiles and tells them that they have just met the Marquis of the March

Alzar glances up and nods, and turns back.

Rachlann and Sarion stammer for a moment, and then continue the story.

Last night there was a harpy that attack them, and Rachlann slew it, but not before it clawed him badly on the arm. Alzar offers to heal it, but Rachlann knows it needs more than a gentle cure spell and tells him so.

“You are right. Luckily I have just such a thing.”

Alzar grabs the Rod of Healing and uses it to Neutralize the Poison of Rachlann. Alzar then casts Cure Light Wounds and heals the wounds. Rachlann is fully healed.

Alzar offers to have the two of them to go harpy hunting if they want, or they can continue on if they’ve had it. Rachlann is up for it. He’s looking for some payback

Abe Sargent
10-25-2015, 10:45 AM
After a few moments, everyone is mounted. Alzar on the Flying Carpet, Rachlann and Sarion on their horses, and Rolane on, well, himself…


About three hours later they are roughly a mile from the location of the harpy camp. Alzar calls them to a stop to begin to prepare. He explains the basic harpy strategy. He has an Amulet he gets out and puts on. It will make him immune to charm magic, but there’s nothing he can do to protect them. But he has magic. He can cast Charm Person spell. When that spell works on someone already under a charm, the charm is broken. Both cancel each other out. He also has some Hold Person magic as well that can freeze someone.

Alzar’s tabi, Ak’Kabar has finished spying on them and reports. He also had Balo, his ferret, scouting the bottom. Both report the same. Alzar pulls out and turns Kithog and Zadaxx out for battle. They are un-charmable, and could be a good front.

The harpies have two people charmed - one elf and one cleric from a local village. Alzar wants to un-charm them first and the others will hit the harpies. But because there is a cleric here, and one of the harpies looks like it might be a spellcastr, Alzar will lead with Silence.


Alzar loans some magic items for this battle, like Sarion getting a real crossbow with the Hasp of Reloading, for example.

They count 5 harpies total.

Abe Sargent
10-25-2015, 11:29 AM
Here we go.


They arrive at the harpy’s home, and four harpies emerge from the woods to protest their presence, led by a charmed cleric.

Battle begins!

4 vs 8

Alzar leads with Silence 15’ Radius on the cleric and the harpy next to it. The harpy can’t charm and he cleric can’t cast spells. The Crossbow of Speed fires and hits once on a harpy in the middle for 6 damage. Everyone else is closing this round. A charm goes out and…..

Rachlann fails his charm and is now a friend of the harpies!

1 vs 5

Alzar charms Rachlann and….Rachlann fails and is back. Rolane reaches the damage harpy and casts Shocking Grasp and hits it for 9 damage. Another bolt flies into it and slays in. One harpy casts Dispel Magic on the Silence to dispel it. That harpy charmed and missed, and the cleric casts Bless on their party

8 vs 6

A harpy and elf flanked the group and come out on the left-rear flank. They are on Alzar’s side and move to attack him. They’ll be able to attack next turn. Their leader casts Cause Light Wounds on Rolane and he takes 10 damage. Their cleric rushes in and attacks for a big ol’ miss. Alzar casts Charm person on their cleric. He tosses a 2 and fails. Zadaxx rams their leader for 3 damage. No one else hits this turn.

1 vs 6

Alzar recalls his 2nd level magic with the Pearl of Power and casts Charm Person on their elf. He tosses a 9 which….fails. He is freed as well. Rolane stabs their magic user for 5 damage. Bolts hit it for 9 damage and the Kithog bites for 2. He casts Cure Moderate Wounds and is virtually healed and Alzar is missed by a harpy

5 vs 4

The harpy misses Alzar, and Rolane takes 6 from a harpy bite by their non-leader. Rachlann carves their spellcaster/leader for 8, and then Alzar follows with Cause Light Wounds for 10. Bolt and Rolane badly damage it and it begins to fly away. Rolane takes 4 more from the other harpy. The cleric casts Cure Light Wounds on Rolane.

2 vs 8

Bolts finish out and kill the leader. Rachlan hits again on the other harpy. Alzar casts Command on the harpy that is by him to sleep for a turn and it falls to the ground for one turn. The elf hits it for 7 damage on the ground. The harpy begins to float off. Kithog, Ak’Kabar and Zadaxx move to Alzar.


2 vs 3

Alzar casts Command again to drop the harpy. The elf and Alzar’s various folks kill the sleeping harpy. Rolane flies along the fleeing harpy and drops it.

Dead - 5 harpies

1 harpy cleric/leader

3050 XP total

Abe Sargent
10-25-2015, 12:29 PM
A quick search turns up a few nests of harpies in the trees. No eggs or babies, but they do find:

A bunch of gems and coins, given to everyone

Alzar casts Detect Magic and finds:

Pots - Invis, Healing

The elf is healed up with the Rod and returns to her local clan. The cleric is also healed, and they begin to escort both back home by the party. The elf’s clan would come up first.


End of Scream of Terror


Alzar is now level 4

Sarion is level 2

Alzar’s THACO drops from 20 to 18.

Alzar gains a new nonweapon prof - Diplomacy

He could get another weapon prof, but he’s holding off still. He can cast a new 1st and 2nd level spell.

Sure, he’s just level 4, but Alzar has a massive quantity of spell casting. Due to his wisdom, he can cast 5 1st level spells and 4 2nds. Then use the Pearl and he’s essentially a 5/5 magic user this early. That’s a lot of spells this early.

Abe Sargent
10-25-2015, 12:44 PM
Begin Adventure-lite 3 Crash Landing


A few hours later, while heading back to tabi town, they notice something in the far distance. An object of some size is coming to the ground. Faint sounds of humming and sputtering can be faintly heard even this far away,

Rolane flies up in the sky above the trees for a better look and then returns. “As I thought! It’s a cloud clipper, an airplane from Serraine. It’s crashed to the north and a bit east of here, in the deep woods.”

Alzar uses a Spellcache Ring to Teleport to his HQ and grab the mages here. The Magist Teleports everyone, including Questrix over to the crash landing, and Alzar gets there about ten minutes after landing, with his Rod of Healing in hand. He begins to heal some of the badly wounded gnomes. Rolane and the others get here around 2 hours later.

Abe Sargent
10-25-2015, 02:03 PM
A group of skygnomes like Questrix are here and scampering about. They are trying to keep any parts of the airplane from exploding or catching on fire. Alzar is able to heal three skygnomes that were on death’s door. 7 gnomes are here.

The leader and pilot of this group is Dunbar Stormkinder. After helping Dubar secure the crash site and nearby, Dunbar introduces himself properly….

Dunbar Stormkinder
Neutral Good
Gnome Cleric, Tinker Kit
Level 3, 16 hp, AC5, ThACO 17
STR 10, Int 14, Wis 13, Dex 16, Con 9, Cha 10
Potion of Human Control, x4 doses; Wand of Fireballs 17 charges; Leather Armor, crossbow, Gladius

The gnomes here are very proud, they are members of the 2nd Top Ballista Squadron, a highly respected quadroon of the defenses in Serraine. No idea what happens but hammering and such have already begun.

Questrix and Dunbar don’t know each other, but they know of each other. Dunbar is a highly decorated pilot and Questrix a popular entertainer with his illusion magic.

Dunbar needs a few things in order to get back to Serraine:

1). Time. They can make repairs. But they need time to get them complete - probably around a week or so.
2). A runway. Someone needs to cut down the trees and make a runway. Alzar doesn’t think the elves are going to like that though.
3). Defenses. The gnomes aren’t exactly powerful warriors, and they are needed for repairing and such. They need some defenses to keep them safe
4). Provisions. They need some food and water. They have enough supplies for two days. If they spend time foraging and getting supplies that cuts into repair time and getting ready.


Now Alzar has a lot of people here right now:

Alzar
Ak’Kabar his tabi
Rolane
Sarion
Rachlann
Rescued Elf
Rescued Cleric
Questrix
Rogren
Forx
Adentium
Racala

And he can get more from all over his March.

For tonight, they’ll build defensive formations like palisades and such. Alzar gets things moving. He speaks with the elf and cleric, and both agree to advocate on his behalf with the local people to let him build a runway strip for the gnomes. It’s within the borders of his land, but he likes to be neighborly. Can’t hurt to ask, instead of telling.

The next day, the permission is granted by the elves. They can begin work

Abe Sargent
10-25-2015, 02:44 PM
Alzar’s magical items provide food and water to supplement the provisions. Alzar is teleported back to the castle for five hours the first day to run the March, and then is sent back afterwards.


As he comes back, there has been some sabotage to the work!

A full day’s work is undone when the nut and bolt assembly fails apart and a jury-rigged repair crashes. It’s very deliberate, but bizarre and unable to be tracked. No one observed anything. As Alzar begins to investigate the damage, one of the dwarves is shaking his head and saying, “one of them again…”

Alzar asks and the gnome tells him that it’s likely a gremlin. There are a few dens up in Serraine that they haven’t been able to get rid of, so they are used to this. Alzar gets a description of them and their powers, but it doesn’t match those of gremlins on his world and out in the outer planes, so it could be anything really. They have a chaos aura and some different spell ike powers here on Pandius.


After setting up defenses for the evening, Alzar can make out an invisible gremlin at the limit of his sight, creeping up to the camp and the airplane. Alzar can see him with his high INT. Alzar turns away and pretends not to notice and talks to Rolane and tells what he sees. Rolane begins to gently fly up, preparing his spells. Alzar tells Adentium as well, and he preps a Magic Missile spell. Racala casts a Dispel Magic spell at the place Alzar indicates, and the gremlin turns visible! Suddenly darts of magical energy fly in from the flank and from the mage and gremlin takes 15 damage total. Forx readies a spell and then the gremlin screams in anger and pain, and Dimension Doors away.

Well at least they scared it off.

Nothing happens that night

The next day the magi memorize a anti-gremlin set of spells. Shortly after noon a large pack of blink dogs come by to check out the noise, and they blink around, and then leave

The gremlin though does not show face, which is good. Night time is mostly quiet, although a group of large vampire bats fly in and around the area and land, but a few spells and missiles that kill two or three quickly cause the rest of the pack to up and fly away.

Abe Sargent
10-25-2015, 03:02 PM
The next day, Alzar recommends to retain the anti-gremlin stuff, so they do. The next day, is clean and quiet ad that night there’s nothing major., Work continues nicely

On the 3rd day, shortly after breakfast, the gremlin is back, scouting very cautiously. Alzar and the party agree on their plan. Alzar summons all of his figurines. Zadaxx, Zandran. Kithog, Balo except for the Obsidian Steed one. They fan out quietly, and Ak’Kabar flies up gently above the area, to get a good view, and even Rolane gets the signal and slips quietly back.

After a few seconds, Alzar leaves the area completely to “get some more tools”. The gremlin sees Alzar leave, who the one who located him earlier. Alzar grabs his flying carpet, ad flies off, making a big show of heading to the capital to get some supplies.

After waiting about 10-12 minutes to make sure that Alzar is actually gone, the gremlin moves in

And suddenly Alzar appears from the inside of the airplane. Dispel Illusion fires from Questrix and the rest follow with three sets of Magic Missiles from Forx, Adentium, and Rolane, an Alzar casts Cause Light Wounds for 10 damage. The gremlin takes 29 damage total. It shrieks again and casts Dimension Door. The various flyers begin to track it. The Illusionary Dispel will keep it from going invisible for a while. Zadaxx has it in sight and flies up for a second to tell everyone. Alzar is flying on the Carpoet and heads over, leading others

The chase takes around 20 minutes, but with all of their flyers, they eventually corner it, and kill it with some more spells from rage (so it’s chaos charm/aura thing won’t work).

1500 XP total, divided a lot

Alzar made 300

The gremlin has died. It was confused by an illusion that Questrix created. Alzar was hiding the entire time, and had never left. Questrix point sout that illusions aren’t as bad as Alzar thinks they are!

Abe Sargent
10-25-2015, 04:27 PM
That night shortly after twilight a large owlbear and its mate come through the area, and are very hungry, so they attack the camp.


They have various pickets and so forth for defense, so Alzar heads off defenses. Arrows, bolts, and spells pepper the big one. Alzar flies behind them to cut them off from landing with his +5 shield the mace Typhus, and his Cloak of Displacement keeping him from being mostly hurt.

At the end of battle, Alzar took a handful of damage from a lucky attack that the regen Ioun stone works on easily enough and heals him.

900 XP

Alzar gets 150

The day is done.

Two more days ebb past, and the only attack that arrived were a bunch of bugs that came in from a heatwave and flew through the area. That was it though and the runway is finished by Azalr’s crew, and the repairs will be done tomorrow on the airplane.

That night there is nothing too major, just a large nocturnal snake slipping through the area, and slips into a branch above the camp and scares a gnome on guard. It’s not dangerous, just a big plant-eater.

Repairs are complete!

They have to wait a day until tomorrow when Serraine will be closest. There’s a glowing orb on the panel of the airplane that is used to detect and steer back to Serraine. The plane is tight, but there is some space on board to take folks back up to Serraine. Alzar asks for passage since he helped them out, and Dunbar is willing, but tries to talk him out of it. Alzar doesn’t have the proper paperwork and can’t stay, but he could come a few days as the tourists. There’s some intrigue and annoying ness going on up there right now though.

Alzar pushes and there are three seats from three gnomes who died in the crash.

Who is coming with Alzar?

Rolane decides to fly up to Serraine tomorrow himself and may run into Alzar later, maybe not, it’s a real city. Alzar wants someone who knows the area to show him around, so Questrix makes sense. He can’t bring both Sarion and Rachlann. He decides to leave the 4 people of the party behind, so they leave the final spot open and blank, and Alzar and Questrix will head up tomorrow.

Alzar meets with the Magist in the morning as the gnomes are doing final checks of their airplane. He grabs a few official March items to take up with him, and they coordinate some work plans and such.

They launch from the quickly-made runway and head up into the air. Alzar says goodbye, maybe, to Rolane, and then they fly up to Serraine, and land on an external landing strip, and then exit.


End of Crash Landing

Abe Sargent
10-25-2015, 04:42 PM
Alzar is now level 5.

He can now use 2 level 3 spells.

He can cast:


Level 3 - Continual Light, Dispel Magic, Remove Curse, Astral Window, Etherealness, Dictate, Emotion Control, Prayer, Unearthly Choir, Detect Spirits, Locate Object, Extradimensional Detection, Speak with Dead, Wind Servant, Zone of Sweet Air, Meld into Stone, Stone Shape, Flame Walk, Protection from Fire, Pyrotechnics, Water Breathing, Water Walk, Glyph of Warding, Cure Blindness/Deafness, Cure Disease, Hold Poison, Repair Injury, Rigid Thinking, Strength of One, Feign Death, Negative Plane Protection, Remove Paralysis, Line of Protection, Magical Vestment, Protection from Evil 10’s Radius, Summon Animal Spirit, Caltrops, Fortify, Efficacious Monster Ward, Invisibility Purge, Squeaking Floor, Thief’s Lament, Water Window, and……ANIMATE DEAD baby.

That’s right, daddy’s back


He gains the Court Intrigue proficiency




Key spells I suspect he’ll use:


Dictate - Lasts for 1 turn/level, 6 creatures, save, will follow simple instructions
Repair Injury - Repairs one critical strike from combat or serious injury (broken ankle, broken ribs, bruised nerves, etc)
Rigid Thinking - One target, save, 1 rnd/level - character focuses on task at hand and won’t change
Prayer - +1 to attack, damage, saves, AC of allies; -1 to those of enemies.1 rnd/level
Wind Servant - Creates angry wind Zeephyr - auto-hits one person with base damage AC -2d6, lasts 1 rnd/levl, requires concentration
Summon Animal Spirit - Free-willed elemental sprit summoned - AC4, Thaco15, 2d4 bite, 10+level hp, can only be hit by magical weapons, 1 rnd/level. Caster can communicate with it mentally.


Examples for Rigid thinking include a thief picking a lock, won’t change to deal with guards or a fighter fighting a kobold, won’t switch over to giants. But this is not Ray of Ondovir. Dictate examples include, “Drop your weapons,” or “Wait here until I return” or “Capture that elf!”

Abe Sargent
10-25-2015, 07:10 PM
Welcome to Serraine. Here are the various races that inhabit Serraine.



Nagpa -

http://33.media.tumblr.com/05279137dfaeafc91674db2fdfb73003/tumblr_inline_njmbc4JQmg1r0zz7o.png

These ugly vulture folks are ugly inside too. Maybe it’s genetic.


Aarakocra

http://4.bp.blogspot.com/-fB64Lv0loHU/VDiiVW312KI/AAAAAAAAJRI/nRuSnrZy_sw/s1600/monster_manual_aarakocra_by_christopherburdett-d7yff5f.jpg


These flying bird people have large aeries and there are even a few of them in the far Ljallenvals and elsewhere. They have a small presence on board Serraine as well.


Skygnomes -

https://s-media-cache-ak0.pinimg.com/originals/c5/1d/78/c51d789377bbc9e0eebbcf925c44975d.jpg

They founded this as a place for their own, since all of the other nations and spaces were taken. They run it, they repair it, and they fight for it. Skygnomes live and breathe here.


Sphinxes

https://graphicpolicy.files.wordpress.com/2014/09/androsphinx.jpg


A variety of different sphinxes also call this place home, and they even helped the gnomes build it more than 1000 years ago.


Tabi:

http://www.lomion.de/cmm/img/tabi.gif

There are a few packs of tabi here, and they are mostly used as familiars and slaves to the Nagpa. They make good spies and thieves. They are intelligent and can take classes as well


Pegataur:

http://vignette3.wikia.nocookie.net/bloodofheroes/images/e/ea/Winged_Centaur_male.jpg/revision/latest?cb=20110510230312


There is a clan of pegataur here in Serraine as well. They are like Centaur, but part pegasus rather than horse.


Cloud Giants:

http://www.plasticrypt.com/bestiary/images/thumb/8/81/Cloud_giant.jpg/320px-Cloud_giant.jpg

While there are not a lot, often preferring their skycastles in the clouds, Cloud Giants also live here in Serraine, as merchants or aides.

Faenare:

http://36.media.tumblr.com/771bf4a54f5257ef42de031bb17e8621/tumblr_inline_nmf8v1YFWj1s4a7aa_500.jpg

There are a group of very rare fairy creatures that rare bigger than normal, and thus can fly to Serraine. They have a bit of an selfish, borderline evil streak.


Harpy:


http://vignette1.wikia.nocookie.net/eberron/images/0/00/Harpy_by_DaveAllsop.jpg/revision/latest/scale-to-width-down/300?cb=20130715200546


There are some harpies that initially joined the city when they needed defenders early on. Today there are still three screams of harpies that live here, most helping to protect the city

Abe Sargent
10-25-2015, 07:19 PM
http://i.ebayimg.com/00/s/MTIwMFgxNjAw/z/OD8AAOSwQPlV-u3g/$_1.JPG

Current Populations:

Gnomes - 1520
Nagpa - 125
Tabi - 250
Sphinxes - 22
Faenare - 80
Aaracokra - 100
Pegataurs - 120
Harpies - 35
Cloud Giants - 12
Gremlins -40
Kobolds, Orcs, Ogres - 40, 20, 6
Humans - 100
Elves - 70
Tourists - 150

The kobolds, orcs and ogres are slaves, stowaways, and such that were found, charmed and indentured, and do labor.

Abe Sargent
10-25-2015, 07:27 PM
The place they land is the landing strip, outside of the structure proper. There are numerous fling vessels here including military ones and civilian transports. Magical cannons that fire Fireballs, Lightning Bolts, Ball Lightnings and Magic Missiles are arrayed in defenses around the city, with the ability to turn every way (save at the city).


Dunbar shows Alzar and Questrix where the exit is. There is a large Cloud Giant on the platform, with a number of boulders for defense.

There is one exit from the landing strip and it goes to immigration control. They head in. Dunbar and his crew are waived in, and Questrix is next.

This is a large wooden hut with 2 elderly and irritable gnomes with a sprawl of cabinets, scroll cases, tables, ledgers, and more. They have multiple magical devices, and abacus for counting. Questrix is looked up in a giant book for skygnomes, and found. After being verified, they heck to make sure that there are no pending warrants or anything for him and there are not.


“You’ve been gone for almost a year Questrix. Are you still clanless or have you been adopted by one of the five clans?”

Questrix is still clanless, and they make a notation. They make some minor inquiries, and then grab a Wand and use a charge. All of Questrix’s magical items glow, and they assess a “Reentry Fee” for him which he pays.

Next is Alzar.

Alzar steps up and introduces himself. They grab a Book of Undesirable Persons for humans to look him up to see if he has been banned. After verifying, Alzar acts for an official document to be granted. He tells them that he is the Marquis of the Mighty, from the Kingdom of Norwold, and wants to spear with the Mayor of the City on official business. That raises a few eyes, and one of the gnomes looks over at a crystal questioningly. It does not respond as expected.

“Can you say again?”

“ I am a Marquis of the Kingdom of Norwold.”

Nothing happens.

“Can you lie to us about something please.”

“I am really a Baron, not Marquis rank.”

The crystal glows a bright red. Alzar continues, “And my name is really Hetman the Portly.” It glows again.

It’s a magical device that detects lies

Questrix confirms that he has been to Alzar’s castle in the March and that he is, indeed, the Marquis. They begin to create some paperwork for him. They have a sash for him to wear too to denote diplomatic relevance. They begin to assess a fee for these, but Alzar successfully uses his Hypnotism ability and convinces them to let him through, as a gesture of diplomatic benevolence prior to him meeting with the mayor. They agree and his fee is waived.

Alzar has entered Serraine.