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


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Abe Sargent
04-29-2016, 09:17 AM
Month 4, Year 9 –

Alzar has found a small village at where the Landsplit River near the northern border of the Duchy hits the deep inland lake called the Lake Isojarvi. The village, called Lovajarvi, will be expanded into the major northern capital on the region. It’s in a good, defensive location, has a lot of resources, centrally located, and more.

His architects and such begin to expand, build walls, a keep, and more. The cost is 432000 gp for everything due to the distance of the materials . But Alzar shaves off 80k by opening up Worldwalk gates to rich locations once/day for 2 weeks to bring through all of the needed materials to ferry through all of the needed and essential high quality stone, wood, and more.



North of his holdings directly is a loose confederation of folks called Kaarjala, around the two rivers, the lakes, and going east/west. It’s not a state in a traditional sense, but more like a loose confederation of villages, towns, cities, and a few tribes of barbarians, demihumans, outside of the 5 tribes he’s allied with. This is on the border with them. So it gives him a rallying point, defensive position, and more,


Month 5, Year 9 –

Alzar has arrived at a large library in one of the law planes, and looks up the Rod of Seven Parts. He finds the best sigils and glyphs possible, and crafts the next Glyph


Later in the month, Vix has cleaned out three more lairs.

Alzar finishes another Silver Golem prepared by the Foundry.

Abe Sargent
04-29-2016, 11:34 AM
Below is a list of the current allies, pets, and undead he has, outside of the usual, like one Invisible Stalker on patrol and stuff like that.


Allies, Pets, and Constructs in Pandius

9 Slow Shadows
4 Death Tyrants
50 Lichlings
12 Juju Zombies
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
2 Giant 2 Headed Troll Skeletons
150 zombies
625 skeletons
10 Crypt Things

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,” “Shield,” –


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. 30 more made

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”, “Trident”, “Spear” Silver Golems –

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.

2 Iron Living Statues, 25 HP, Thaco 17, Deals 2d8 damage from punch, non magical slash/pierce weapons stick to it after hitting it. AC 2.


10 Spectators – Summoned and used as guardians through Alzar’s home.



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.

Glass Griffon:

AC 3, HD7, HP40, 3 attacks – 1d4x2, 2d6, THACo 13, N;

Command words to shrink, grow, give rider infra/ultra vision, turn to griffon, and return. Can be used 1/day to make a Griffon, with max hp, 4 hours/day, until slain, and then turns back to glass for a week, can be used to ride.



The Skyfish Skyship:

It’s a magical vehicle shaped like a huge, silvery manta ray which can fly above and below water, and in the sky. It has a magical shield that uses Airy Water, Water Breathing, Resist Cold, and Resist Electricity. Its 50 feet long, and 60 wide. It can fit up to 15 people on the oak paneled cockpit on the back. There is a bench in the cockpit and it features two magical gem eyes that can fire lightning bolts from them. A wizard can also spend a round mentally attacking with the great, 20 foot tail for THACo 12 and 2d6 damage with a save vs Para or be stunned for 1d4 rounds if struck. It’s immune to magical fire, cold, water, electricity, but takes normal damage from acid. There is a magical Lightning Rod on it that absorbed any electrical attack that is directed at the way of a user.



Tazneer
Efreet
LE, 54 hp ,AC2, THACo 11; 3d8 damage;

Can use Invisible, gaseous form, enlarge, detect magic, wall of fire, polymorph self, create illusion, pyrotechnics, and produce flame all once/day and give wishes 3/day.

Tazneer is the youngest of the 80 efreet captured and imprisoned on the Doomgrinder for thousands of years. As part of agreeing to free the genies, Alzar gained the service of the weakest of them, with a Genie Contract spell. Tazeer is a powerful ally of Alzar’s, and can great wishes. Once he grants three wishes to Alzar, his contract will be over. Until then, Tazneer is one of the allies Alzar has available to him.












Vix, Alzar’s Wife
Neutral, Human-ish, Female
Level 27

On the path of Entropy following her mother Nyx

STR 18/96
DEX 18
CON 17
WIS 13
INT 11
CHA 17

AC: -5
HP – 144
THACO – 2
Age – Appears 26, unknown actual age (Born fully adult)

+4 Spear, returns when thrown, can be used 3/day to blind the target hit
+4 Banded Armor

Abilities – As a half-immortal –

Immune to:

Normal weapons, normal elements (fire, cold, poison, lightning, etc)

+2 saves vs magical throws

Skills:

Spear Weapon Mastery
Throwing Expertise
One Handed Weapon Expertise
Polearm mastery - +1 to hit and damage with polearms
Dagger

Non-Weapon –

Charioteering
Reading/Writing
Riding
Swimming
Blind-Fighting
Riding, Air
Survival
Hunting
Tracking
Endurance
Running

Speaks 6 languages


Chariot of Vix – Any animal tethered to it obeys all commands, levitates, flies, carries 3 human-sized passengers, animal tethered to it gets the benefit of a haste spell at all times, has 120 hp, AC of 0, and takes no damage from area attacks or spells – must be actually attacked to damage it. Can be magically restored only. Vix has no magic to restore (only priests of Nyx could) but Alzar’s spell, Repair Machine, will heal it a bit.





Dactyl Magnon

Lawful Neutral
AC 7,
HD 3+3
THACo - 17
# of Attacks - 1
Damage: 2d4 with beak or by weapon

The Dactyl Magnon is a humanoid take on a pterodactyl His has the head and beak, wings, and basic body outline of a Dactyl, but with elongated arms, hands, and articulated legs and feet. It tends to have yellow eyes. Dactyls can fly, and are intelligent. They tend to be lawful neutral, live around 45-50 years. A Dactyl Magnon gets +2 DEX, -2 CON, +1 WIS, -1 INT if created as a character.

This race of intelligent humanoids was created by Alzar and lives around the central areas of the early Barony, as well as the Ljallenvals Mountains.


Nasnas –
LE
AC 6, THACO 17; HD 2 + 2
1 attack for weapons +5.

Half humanoids, fly, cause fear with whoops, only be hit by iron or magic, extremely loyal to master.

Alzar brought these over from Hamedh, and has around 30 or so in a cave system a few hundred miles away, growing and developing


Alzar’s Lycanthrope Secret Network –

Once a month of the full moon, Alzar casts Summon Lycanthrope. Whichever creature summons will orient his response. If it’s something he can work with (wererats, werebears, etc) they are recruited to his secret police. Otherwise, they are slain as an enemy of the state. Good ones like werebears and wereravens are good for wilderness patrols in the local forests, and neutral ones like wereboars are fine too. And the lawful evil ones that can be set up like wererat are fine too. Others, like the chaotic evil werewolves and werefoxes are just too unpredictable to work with. They are taken out. Around 40 are currently in Alzar’s network, 6 Wereravens, 7 werebears, 13 wereboar, 12 wererats, 3 werebats currently. They are secret enforcers, spies, and police – patrolling outside of the normal networks and reporting to Alzar alone.


20 Spectral Guard –

In his throne room, unknown to any, are 20 Spectral Guard spells. If Alzar says a passcode, all 20 come to life and will fight under his command.


Simulacrum –

Alzar has a few Simulacrum of key people in his administration to play the role of a moving target and potential fake assassination and such.


Hordling –

31, 39, 45, 57 Hp
THACO 12
AC 2, 2, 1, and -1 respectively
2d6 per attack, 2 attacks

These lower planar creatures follow Alzar’s commands and are a powerful strike force of creatures. Only magic can harm them, sees at night, are not considered any of the main hitters either (demons, devils, daemons) so they can’t be harmed by magic that hits them. Alzar keeps them as an emergency strike force in a central room in Ith Khin’ax

Bearded Devil –

45 HP
THACo 13
2d6 +2 – 1 attack
AC 3

Bearded Devils are one of the shock troops of the devils, sometimes called the Ba’atezu. 30% magic resistance, they can go a little battle frenzy and get +2 attack and damage and -3 AC for a battle. They can command, affect normal fires, fear by touch, and produce flame. They can gate in others once/day with a 50% chance of success. Alzar has 10 of these shocks troops also in the same room as the Hordlings, and can open up a Worldwalk spell and bring them over. Otherwise they patrol the streets, and are an intelligent force.

Abe Sargent
04-29-2016, 02:50 PM
The City of Ilth K'Hinax:

Underground, currently closed in, this former city of teh Beholders is fully under Alzar's control

http://2.bp.blogspot.com/-VMGhY917ukk/VbsFPIhAS3I/AAAAAAAAE5E/kdNFSYd06Yc/s1600/245eyetoeye.jpg

Abe Sargent
04-29-2016, 05:27 PM
Return of The Rod fo Seven Parts



A few days later, Alzar and Vix receive wedding invitations for some giant clans in the Ljallenvals. As the lord of that area, as well as friends with a few of them, it makes sense to head out and check them to ensure that everything works as pledged

It’s set up for the last day of the month

Alzar and Vix and a small delegation from his officials arrive two days earlier

A group of cloud giants are hosting a wedding, with a castle on top of a giant mountain in the chain. This will unite two cloud giant families, and as one is the chief, it’s a major event. There are representatives from the local dwarves, halflings from Leeha ,and others, including a large number of other giants from various tribes and families. From a Storm giant from a castle off the coast of Alzar’s realm to a triad of tree fire giants, there are many. Not all, obviously. Frosts and Hills are too angry. Mountain Giants and Stones are here though. There’s even a mated pair of rare Fog Giants here.

It’s a good day to be a giant!

While here, Alzar is getting a bit of a tug from his rod. He unfurls it, as it’s pointing to a great female fire giant. He is introduced to the various giantkin and others here. As he does, he pushes to the fire giant lady – Siiri Dragosdottir. The tug is coming from around her head, and Alzar sees a stick of wood around the expected length as a hairpin.

She’s a solid host for the Rod. Like him, fire giants are lawful evil, and therefore meet the qualifications of law. In fact, they are one of only a handful of lawful giant kin at all. Of the 17 major known races and kin of giants, from Cyclops to Wood Giants to Verbeeg, only Fire Giants are lawful none else. If you want a giant ally for the Rod, only Fires would work. You can trust them, they have an ordered society, and more.

So this is an appropriate home.

Abe Sargent
04-29-2016, 07:20 PM
After spending some time investigating, Alzar asks to speak with Siiri and her husband alone. Alzar secretly casts ESP. He want to buy her hairpin. She knows that it’s magical and uses it to haste herself occasionally. She doesn’t know it’s an artifact, or what, but she does know it’s pretty valuable.

Alzar asks if there have been any attacks by spyder-fiends or demons ,and there have been. About four. Ever since she found the stick, but she’s never put them together. Alzar is an enemy of the demons, so he;s prepared to take on the consequences of the attacks. And he’s willing to pay her.

The giants aren’t interested in coin. Or trade benefits. They want better magic.

Trade is made:

+3 Halberd – can be used as a axe by them
Decanter of Endless Water (Alzar has two)

For the Rod

Alzar slips it into a Bag of Holding for now.

They finish their meals.

And then afterwards, there;s a problem. Two of the Stone Giants here have been acting odd and distant. Alzar suspects something a little odd is going odd. The Star detects that they are polymprhed forms of two dragons. They are a pair of white dragons, polymorphed,

His dragon lore can’t make out their age or anything, since he can’t see their true form. But this is an unexpected appearance.

He slips away and prepares some anti-cold and anti-dragon items and stuff.

Then he quietly informed Vix, and their hosts after sliding on a Helm of Telepathy.

They slowly, quietly, clear the chamber of non-combatants.

Abe Sargent
04-29-2016, 08:55 PM
Alzar slides to the polymorphed dragons as stone giants. He hails them and starts talking to them. And then, he takes down his axe to show them it’s dwarven craftsmanship. Alzar gives them a reason to be interested. “Your kind always loves high craftsmanship. The best of the giants! Here take a look at the axe the dwarves made.”

After showing them the ax, he orders the attack mentally, and he spins the axe and attacks!


The foes are:

Adult White Dragon – AC -2 6d76+6 breathe; 89 hp, 5% MR; Knows 1 1st level – 3 attacks, 1d6, 1d6, and 2d6 each – 7 THACO – 12k XP

Mature White Dragon – AC -3 7d6+7 breathe; 96 hp; 10% MR; Know 1 1st level – same attacks, 6 THACO – 13k XP


Alzar wins init. His axe can easily hit, needing just a 2 to hit. He smashes the one in front, the adult one,
for 49 with axe and Barrier connecting. Vix’s spear smashes for 18. The dragons polymorph back into their main form,

Battle begins

6 v 8

Alzar and Vix slay the wounded dragon. The other one breathes and deals 29 damage, save for half. Alzar gets bonuses to cold, as does Vix. They both make their saves

4 vs 1

Another breathe drops them by 26, save for half succeeds for both. Alzar and Vix hit the dragon for 51 damage (Alzar misses with his shield).

1 vs 2

Alzar and VIx slay the dragon

They spend some time hacking it up.

Why were they here?

The cloud giant tells of a secret. They captured a hatching white dragon a few days ago, and planned to kill it and serve it as part of the wedding feast. So these are probably the parents who were trying to infiltrate the party, find the hatchling and free it.

Anyway, the cooks use the meat from these whites to harvest for food, and Alzar heads down to an oubliette at the bottom, and there’s a small white hatchling. Much like Hill and Frost giants, whites are unpredictable and evil. Nasty things. Can’t trust them. It appears to be a few months old. The body is a little bigger than Alzar lengthwise, and skinny narrow, with about two feet of tail, and strong wing span.

They can kill the white later, at their leisure.

Alzar and Vix split 12.5k

Abe Sargent
04-29-2016, 09:39 PM
There are no more surprises and the giants have a wedding, with the feast to follow, including spiced white dragon meat, among others.

Alzar has the third rod.

Now it appears he needs to secure a new glyph for each rod piece. The glyphs that enable them to get closed together are different for each set. So Alzar needs to find instructions for another glyph, make it, and then he can hunt for the 4th section of the Rod of Seven Parts. In the meantime, he has connected the three parts.

(In the actual adventure, you have evil cloud giants connecting their family to Siiri’s daughter, and bringing fire and cloud giants together. The dragons are a pair of silver dragons, chasing their child, and they slay the only non-evil people invited to the party to infiltrate it. Why do that instead of taking out evil invitees? I increased the party and guest list considerably, and then gave a peaceful resolution. In the major line, you are probably going to kill the evil giants.)

Rod – 3 pieces together, resonant:

Fly at will when holding the rod
Influence creatures from Elemental Plane of Air – they won’t approach, and get +2 saes vs them
20% Magic Resistance
Activate to get Cure Light Wounds/Slow/Haste

After finishing the Alzar has tried and failed to detect the location of the next piece.

One of the local elves visiting the wedding comes over to him and shifts to his real form . This is Arquestan, a lawful good Wind Duke of Aaqa He is one of the youngest of his kind, still locks in over 1200 years old. He’s the one sending the Hounds of Law, and letting the ghost Draconus know about the Rod and Alzar’s role.

Law has chosen Alzar as its champion. The Wind Duke tells Alzar more about the Rod and himself and the role to come. The two demon lords, the Wolf Spider who is imprisoned on Pandemonium and the Queen of Chaos who control an entire layer of The Abyss.

Arquestan won’t join Alzar, or anything, but he will provide the right push here and there to help Alzar find the next piece, right after he secures a glyph. The glyphs aren’t hard to figure out or make. He heads away after the conversation

Alzar is going to start using the Rod, he wants to call attention to certain forces later.

End of Rod of Seven Parts for Now

Abe Sargent
05-06-2016, 01:46 PM
Month 6, Year 9

Begin WGR1. Greyhawk Ruins

http://i.ebayimg.com/images/g/gr0AAOSwiylXAEqM/s-l300.jpg


One of the major places of interest in the newly expanded Grand Duchy of Alzar’s new control is a large set of ruins in the central hills to the far west. It’s about 150 miles north of the Dwarven fortress that Alzar cleared out of Tairdo and found in the Axe of the Dwarvish Lords. There used to be a large fortress and city and settlement, created and run by the great ancient mage Zagthrane and it was destroyed some time ago by local goblinoids and other evil races in a siege.

Abe Sargent
05-06-2016, 02:20 PM
Alzar has spent some time doing a bit of investigation with scrying magic and more. This is a sprawling complex, and one that would likely take multiple trips to head into and through. There are three major structures and areas left.

The first one that has parts of it left is the old military area. The ground level of the area used to have a storage building with war machines and chariots and then barracks and storage. The other building are dead, but the underground complex survived, around 8 or 9 levels deep.

The next is the Magists’ Tower. Due to the magic of the place, the entire 6 floor building raises up. The final one is the dungeon’s sprawling under the underground in libraries, experiment chambers, and storage.

Alzar is going to start with the barracks, military, and more


Now due to the ruined nature of the entire area, many rooms have long since lost any special identifying aspects. There are a lot of new folks moved in, and the whole area is dilapidated. Therefore, other than the required information, any given room secured or investigated will always have the minimum amount of description. There are hundreds of rooms here, perhaps more than 1000. So we’ll just do quick swings through of some in the complex. (The adventure itself often just has a couple of lines as description, save for major rooms and complexes)

Abe Sargent
05-06-2016, 05:46 PM
To get into the military complex, you need to pass a gate held by a group of dwarves, who require you to give up 1/3rd of the gold secured in the complex. So Alzar flies over and lands by the storage building for the war machines.

He feels the unnatural, necrotic tug of undead coming from a few places. There are 21 areas, rooms, and such in the storage area. The first few are openings off the main entrance, long since shattered and broken. A stone table is here with some old casks, cups, and bowls, destroyed. A few local closest and such open up.

There are a bunch of undead in here, Alzar reaches out to control them all. Swordwraiths of dead fighters, a few phantoms, wraiths, and other incorporeal undead. The entire area is full of these undead. He uses them t scout, and then uses Mass Teleport to send them all to Ith Khin’ax and clean out the building.

Many of these undead were here since the fall, protecting a handful of treasures. He explores the building, and finds some very unusual things.

8 war chariots are here, all still in adequate condition. The top quality war chariot have been magicked to make them survive battle conditions, and that worked for their age as well. Next we have destroyed weapons, armor, and such, all done for. A handful of long-since spoiled potions he’s not using either. The undead told him of some traps and such, and he disarms them, those that didn’t decay. There’s a posion dart trap with no poison and traps that were trigged long ago.

But the major acquisition here is:


The War Wagon – A three axle, magically enhanced and strengthened, adamantine and hornwood. The war wagon is worth around 30000 gp in value, and is powerfully armored, has potent weapons to smash stuff, and is extremely powerful as a armored, tank of a piece of equipment, with some ballista on the back on swivels, and other things. 100% MR.


The swordwraiths ran this, and still know how. Alzar may connect them together. Alzar has folks load up the war chariots and war wagon. He’ll use a variety of stuff to get things moved. The only other things of value here are minor. Gold belt buckle worth 150 gp, silver ring worth 75, etc. All minor

Abe Sargent
05-07-2016, 11:00 AM
Alzar heads out, and then to the open door that heads down from a group of storage shacks next door.

The top floor is similar to the war machine storage area. There are a number of undead here. Alzar reaches out. There are 23 rooms here. Alzar uses the Scroll of Mapping.

The undead here are weaker physical ones, like zombies, skeletons, a few wights and such. He pulls them towards himself, clearing out some trogdilytes on the floor. But there’s an issue. After doing so, there is a area of the floor that a giant ant complex, sprawling in size, opens into the floor, where they tunneled in. There hundreds of giant ants in here, and that’s too many to deal with. Alzar heads over to their section of the dungeon, slays a few (they are about 1 hd each for the workers) and then casts Dig and moves earth around the entrance and closes it up. The undead say about 15 or so still in the area, and he has around 10 undead left, and the wights were never touched.

After clearing it out, Alzar does some more inspecting post-cleansing. Here is what he finds in the various storage rooms, kitchens, smithies, and other military oriented stuff. Broken weapons, crushed armor, broken furniture and more abound. He disarms traps and such. This underground complex and floor was more recently inhabited, not just by giant ants and trogs and undead. There is a staircase down to the east.

+1 Bone Knife
+3 2 Handed Sword

Locked, trapped stone chest, with Crystal Dining set like glasses and Decanter worth 7500 gp total.


As the undead head down the stairs, they trigger a flame and acid traps. These slay them – they are not immune to elements or fire.

Abe Sargent
05-07-2016, 12:02 PM
Let me give you a sample room description from the 2nd floor to show what I mean. These are all full description, not excerpts.


“ A few bones and a dried up giant any body lie in the corner”

“Nine long-sword armed skeletons stand in wait in these two rooms. They will trap any group that wanders between the two portcullises. If the trapped group escapes, they will ambush from the rear once they pass the secret door.” - No room, just the foe and the basic tactics

“All of these corridors and rooms are at such a stage of stone work in which the walls only need to be smoothed. The construction stopped many years ago.”

With abbreviated descriptors for many of these, it’s hard to flesh them out here.

Descriptions usually merit traps, enemies, treasures, and anything unusual very old school D&D. And as you can see, very few, “this is what the room used to be” notations. It’s more like HeroQuest than D&D!

Abe Sargent
05-07-2016, 01:56 PM
The 3rd floor has 35 rooms. Using his Map he made, the key features here are practice rooms now used for combat, kitchens, dining rooms, a large feast hall, temples and barracks. There’s also a set of defenses set up. No undead here, they were just near the surface. Here’s it’s mostly all humanoids. Some quick Scrying shows more trogs in a section of the floor, and then ogrillions, orogs and ogres in another. There is a running battle for worship and which immortal is to be venerated, and each of three temples is dedicated to a different monstrous immortal. These are all new signs of life, decorating the shrines, homes, food, and such.

It’s truly lived in

Alzar summons aid for this floor. He summons a Greater Earth Elemental a a normal one. He sends them out and about.

The stairs open in courtyards, battlements, and defenses in the hallway, that liter the area. His elementals crash into the defenses and scatter defenders. One orog is a priest and casts a sell to Banish the normal earth elemental and it heads home. The greater is fine. More reinforcements arrive

Alzar is behind, visible.

All of the various evil humanoids have gathered in te hallway (I’m making this a little harder than, kill a few orogs or ogres in each room).

7 vs 8

Alzar leads with Wail and slays 22 bad guys. They smash the elemental for 13 damage with some burning flasks and a Magic Missile spell from a low level mage.

3 vs 7

Alzar’s Death Spell finishes the group

Alzar spends some time heading to and slaying 17 trogs, 3 owlbears, and a few guardians as well. This floor is mostly clean of monsters. He also found 21 duegar slaves that are chained to their work stations or in a jail. Duergar are pretty rare here in Pandius. There isn’t the sprawling Underdeep or Underdark. SO there aren’t a lot of the deep and dark dwarves. In fact, there are no Dark Elves here at all. Although there are some Shadow Elves, a society of Elves that lives under the ground after being antagonized and ostracized. They aren’t evil, although they are extremely xenophobic. They have a different society as well, and few know of them. But not a lot of te classic Underdeep stuff.

But there are some duergar here and there. The 21 slaves here are freed, and tell Alzar of more slave pits and such lower down.

What about other stuff?

Alzar finds the following:


2400 gp worth of various implements and jewelry


Phylactery of Long Years

1 Book written in Infra Ink – Maps and Battle Plans for Armies Long Ago
6 Books Described War Machines, War Wagons, and unusual siege equipment
3 Very Rare Holy Books Describing Secret Rituals of Entropic Immortal Practices.
39 Books on Various Religions.

4 Bottles of Infra Ink

Infra Ink is a non magical ink made by alchemist that has a little heat, but does not show in the visible spectrum. Only those with infravision can read it

Abe Sargent
05-08-2016, 09:46 AM
The Deurgar told him that the next level down has a ton of bad guys, more powerful that here, so Alzar changes gears and he’s going to drink a potion of invisibility, grab his stealth gear from his thief time, and sneak around. Leading with things like the Cloak of Shadows and such.

The 4th floor rocks 36 rooms. Alzar keeps the greater earth elemental above, and has no summoned folks coming down just yet, and uses the Star of Mo-Pilar to scan.

Using his Invisibility Potion, and Move Silently with the Cloak, (Which doubles his chance of success, and he’s so good already, it’s guaranteed unless something weird happens).

He starts in a chamber with 10 ogrillion and 12 orog corpses littering the floor. There are a few doors here, and everyone was killed recently. Alzar considers switching to a necromancer role and animating the corpses and moving on. For now, he slips through one of two doors to storage room, and then to a empty room on the far side. There is a cave in the next room, covering up a passageway, and another passage on the far side. Alzar slips through

He finds a chapel in here dedicated to the NE immortal of Entropy worshipped here named Atzanteotl. He is one of the most powerful of the Entropy immortals, and is ruler of humanoids, corruption among others. He is waging a war right now against the CE immortal of Entropy Ranivorous, a weaker but no less capable immortal. He is over racism, hatred, madness, and humanoids as well. They are both vying for the worship of the folks here, with various temples, shrines, statues, and more, usually makeshift ro converted from older shrines and temples here.

Atzantoetl is here, and his power lays over, with claw marks and such, and a rust colored altar. There is a Malachite Altar Set here worth 500 gp and Alzar skips it. He’s past that in need. There is a dining hall off the temple , and there is an altar here as well, with a permanent Create Food and Water spell on it, and with the right intonation, it will work 12x a day.

There’s an emaciated owlbear in the corner of the room as well. It senses Alzar but doesn’t have the strength to do anything. It’s almost dead. Alzar passes a proficiency check, and heads to OtherSpace, grabs some food, and feeds the owlbear. He then uses the Rod of Healing on it to heal it fully. Then after it is healed, he casts the Speak spell priest that he has and communicates with it. She tells him of
The various things she’s seen here and gives him a full understanding of most of the area, and the password for the altar as well, so he can make food/water. (She doesn’t realize the magic behind it, but mentally knows the word commonly said – owlbears have a low intelligent, she’s 6, but that’s a lot better than animals).

She agrees to come with Alzar:

Forshar, Owlbear, female
Neutral
AC 5, INT 6, THAC0 – 15,
HP - 29, HD 5+2
3 attacks, deals 1d6, 1d6, 2d6

Forshar was on death’s door in the Ruins of a lost fortress (Greyhawk Ruins module) when restored by Alzar to full health and fed. She can communicate with Alzar via the use of one of his priest spells. She has agreed to be a guard and ally for him.

Abe Sargent
05-08-2016, 12:18 PM
Alzar passes through and finds a few empty rooms, and them an area fully guarded. He has Forshar wait for him while he explores. There is a small area here that the priests to Atzantoetl lived and worked, but Alzar senses something necromantic here now. He reaches out and controls three wights, former priests. They tell him that a dark and powerful creature sent by Ranivorous from deeper down arrived and attacked them. It killed the various corpses Alzar saw earlier. Alzar takes from this area:

+2 Mace
7500 gp in gems/coins/jewels

Library of a small group of Atzantoetl Priests – 122 tomes
Diary of the High Priest of Atzantoetl

The Diary tells of the various things that happened to them and around their areas. He secures the books, and then sends the wights forward, while leaving behind the owlbear.

Alzar finds some traps, finds a few dead corpses, and a prison with a dead dwarf in it. Next is a large torture chamber sprawling with devices of various sorts. Alzar takes some poison and other alchemical ingredients from the area. Alzar its some stairs down and the tunnel on. According to the wights and owlbear, this tunnel heads to an area of the floor controlled by troglodytes.

Leading with the wights, and still sneaking around, Alzar explores the area. The wights slay some scouts on the edge, and they call out for aid. Soon the whole tribe of around 26 combatants arrives. Due to their immunity to anything but magic, the wights make short work of many trogs, and their Shaman kills some with a fireball, and then Alzar takes out the Shaman with a simple Polymorph Other spell. He clears out the section. In the many rooms and chambers back here he secures:

Potion of Fire Resistance
+2 Scimitar

He also frees 6 duergar slaves

Abe Sargent
05-08-2016, 02:32 PM
After cleaning it out, Alzar finds a large chamber on the far side, with 33 Hook Horrors! They are moving to attack him as well.

Alzar heads in crying for attention, and then drops Wail of the Banshee and….20 die. 13 left.

6 vs 7

Alzar casts Skulltrap and cleans them out and took 31 damage himself. He’ll regenerate it.

He checks the cavern for anything else. There’s 320 pp.

As he does, suddenly out of the wall pops a Bulette!

Alzar casts Power Word Sleep at the creature as it drives at him and it falls asleep. He grabs his axe, aims, and carefully kills it. This way he can keep it prepared. Bulette shell properly worked creates Dwarven smiths can make 3 shields of +1-+3 power from the

Alzar checks the born through wall and sees the Bulette made a short cut from another section of the level here past the chamber on the far side. He heads through and finds a large, guarded section here, that’s controlled by the Cult of Ranivorous.

Alzar heads in, and scouts. He sees around 25 humanoids, a high priest, and his concubine, a female ranger with a bow. The group was chasing and fighting the fleeing Bulette, and they are fully armed ready, and right in front of him.


No one is surprised, init:

4 vs 2

They hit Alzar with some spells (fail due to 95% MR) and with a Silence 15’ Radius for the area, non targeted. Alzar casts the 2nd level spell Vocalize, and that will let him cast spells without needing a verbal component, so he can cast them under a Silence (that answer is better than a normal Dispel, since another Silence can’t hit him)

3 vs 5

Alzar casts Death Spell and 14 drops. He takes 5 damage from an arrow. The Priest has ordered a shift in tactics and spells come over to the area for a conjured Earth Elemental.

On Thorasia, Alzar would control it, and send it back at the spawner. But he can’t here, he’s considered other-planar, so he can’t sue the power of his home plane.

8 vs 6

Alzar is missed by everyone. The Priest has raised some dead to keep fighting. Alzar decides to cast the Banish spell and sends the Elemental back to its home plane.

5 vs 6

Alzar casts Evard’s Black Tentacles….11 dead, and all survivors are held by Tentacles and can’t move. 5 left, including concubine and high priest. The High Priests Dispels the Magic. The group retreats.

Alzar can cast one spell, or do one thing as an attack of opportunity.

He casts Confusion, begins to get focus stumbling around or attacking, and then finishes the group.

Abe Sargent
05-08-2016, 03:20 PM
Alzar finds in the final section of the level:


+1 Warhammer
Potion of Free Action
Scroll of Word of Recall


Large Badger Fur – 750 gp
Silk Gown – 2500 gp
Gold Brush – 250 gp
Gold Ring – 450 gp


Locked Chest with:

650 gp
400 pp
2500 sp


5 unhatched and uncooked Hook Horror Eggs


In addition to eating the eggs, the folks here had a variety of giant frog meat. On the far side of this section is a large pond with 19 giant frogs. Alzar slides into OtherSpace, grabs the Ring of Frog Control he took from the Temple of the Frog and slips it on (normally, Alzar wears the Ring of Wizardy and Ring of G. Sustenance, when adventuring, he usually wears the Ring of Spell Turning or Free Action for the GS one. But with his MR so high, that’s not needed, and the Frog Control one slides on instead. He controls the 19 giant frogs, and can order them around while he wears the Ring,

Abe Sargent
05-08-2016, 06:19 PM
Alzar heads down to the 5th level. (I made the 4th one harder in multiple areas, and combined encounters). 6 more floors here to go.

This area is the first one marked with Zagthrane’s mark, and he was involved in it somehow.

Alzar casts Animate Dead and brings 27 zombies with him downstairs ,and the 19 giant frogs as well. He has the G Earth Elemental head to the 4th floor to hold up with the owlbear, while he heads down.

There are 40 rooms on the 5th floor.

According to the duergar slaves he’s freed, there is a lace on the 5th floor that’s the central of their home and resistance against the powers that be here.

Alzar finds the duergar home, with 15 of the rooms on the floor here, and is brought in to meet the powers that be. Having freed duergar on the two floors above, he is allowed to hold up here, use it as a base of operations if he wants, and more. Duergar on their Steeder Spiders that act as sort of knights and hard cavalry guard the entrances and head out or return from patrol

The old military complex dungeons have a few things going for them, boxes and crates of coal and ingots, and some mining shafts created by the evil dark dwarves. The rest of the level here is past a bridge that crosses a cavern, and there are a pair of staircases that wind down. The duergar tell Alzar of the basic layout for the rest of the level, as well as the one lower after he pays them 25 pp.

Forewarned, Alzar heads out, avoids some sessile and antagonistic monsters here (like a bunch of tentamorts and some deadly fungus and plants, and even some piercers.

There is one section that has more than 25 trolls, and they guard one way down. Another area of the level features an outpost of humans and humanoids of various persuasions’. The other way down is in their control. Past that area are some unknown rooms or chambers as well.

Alzar heads out, exploring, with Slippers of Spider Climbing helping him take odd angles. And again, leading with the Gem of Seeing/Star of Mo-Pilar that he has. The Troll controlled section of the tunnel opens up. Alzar slides into a large cavern with the whole tribe milling around and a variety of off chambers with privies and such. This used to be a large dining room for the military, now turned into a home for the trolls.

Alzar’s controlled giant frogs and zombies head in as fodder. But he’ll need acid or fire to finish a troll. He casts Searing Serpent and has that behind the fodder. They clash and as they do, the frogs/zombies bring down the occasional troll, and the serpent hits and finishes off dead trolls before they can regenerate.

Alzar casts Melf’s Acid Arrow to slay a troll slowly, and then the 5th level priest spell Wall of Fire. He has the zombies pull and toss in pieces of trolls as they die into the Wall to finish them. He then finishes with a Blastbones for 21 damage to a bunch (undead take half, and then save for nothing)

After taking out the 25 trolls, Alzar has left….random rolls here…7 giant frogs, and 6 zombies

They search the troll held area, and find:

7250 gp in gems

3 duergar slaves are found and freed

Alzar finds a few rancid foods, foul beddings, and more. A female troll recently gave birth and the foul issue is slain. It’s pretty messy back here.

Abe Sargent
05-08-2016, 07:27 PM
He heads to a side passage, that heads to a new direction, to the human/humanoid section of the area

Again Alzar slips and sneaks about, he makes both the move silently and hide in shadows stuff, keeping his fodder behind him until he has searched a room He disarms a trap on the way in, made of poisoned spikes.

Using Scrying, Alzar sees 10 ogres, about 15 humans, and a variety of less powerful humanoids like goblins and bugbears. They have a small section of the level under their control, with beds, defenders, guards stationed, and more, and there appears to be a hill giant here leading them. Again, they have one central mess area they use, with other living rooms off it, and thus can easily fight with everything (I am making some changes here to make smaller numbers of battles with more opponents)


This time, Alzar is going to use the enchantment spells in his repertoire.

His fodder heads in to distract some guards, and then as they move about, he slides in from another angle and casts Mass Domination and …11 humans, and 3 ogres, and most of the other humanoids fail their saves and are now his. He uses them to kill the ones that aren’t his. They fall afoul o f theogres hard, and many of them die. Alzar then uses the remainder to grab their stuff an show him where their goods are.

Alzar procures:

2 potions of Sweet Water

6000 gp in coins and gems combined

He casts the Priest Aniamte Dead spell, animates another slate of zombies. Then they head to the far side of this area (in here is a well room, storae rooms made into bedrooms, stuff like that)

There is just one room past their section of note:

As Alzar and his retinue enter this large room, a beautiful gold statue of a naked woman is before. She holds a flower of silver in her hand, as if offering it to Alzar. It detects as magical. Alzar has a zombie head in. As he does, the statue animates, and there was an illusion here (Alzar is immune to lower level illusion, but this was the 7th level spell programmed illusion) and the statue is revealed in its full form as the avatar of Atzantoetl. It strikes with the power of its weapon and slays the zombie

The statue is not moving, it’s just there attacking. It flings it’s sword at an ogre, the only one left, and slays it in one hit. It’s immune to hits from the nonmagical creatures Alzar has. Alzar is using his short bow.

6 vs 4

It slays a bugbear. Alzar hits for 18 damage from his many missiles. (Hasp of reloading, and natural skill with short bow).

6 vs 7

Alzar doles out 14, and it hits for a dead bugbear.

3 vs 1

It slays a human. Alzar hits for 22.

6 vs 2

It slays another human. Alzar kills it

Dead statue.

It leaves behind a statue here worth 10000 gp and is deanimated and demagicaked.

Alzar will shrink and take it



In here is a secret cache that Alzar finds, disarms, picks, and opens.


Alzar finds:

Cursed Gem – Black Opal, 3000 gp, Anyone who owns this will lose XP instead of gaining it.

Blessed Gem Pouch – 700 gp spinel, 100 gp rhodochrosite, 95 gp jet, 2000 gp emerald, 500 gp ruby, 4x 20 gp hematite, 2000 gp alexandrite – 300 g Amber – total gp value of gems – 5745 gp. For each day Alzar has the Gem Pouch and these specific gems, gains an equal amount of XP equal to their value – 5745 XP. However, after being separated for a day, the owner loses 2x that amount daily.


He casts Remove Curse on the Cursed Gem and secures it for later usage, but that Blessed Gem Pouch is amazingly good. You can’t add gems to it, or take them out, to add to its magic, but that’s a guaranteed 2,096,925 million XP a year. 40215 XP a week. I have no idea why that item was made. But I’m not making that up – room W529, Greyhawk Ruins supplement. I did reduce the XP/GP amount in the bag a bit. How about instead I make it a weekly XP gain? That way it’s just 298,740 a year.

Abe Sargent
05-08-2016, 09:15 PM
He heads down to the 6th floor – 24 rooms. The 6th floor is mostly Damaged rubble, and closed passages and such, damaged over the ages. There are going to be some monsters here, not the expected humanoids as much.

The first chamber is a huge room with a waterfall, underground stream, and large stones across it that were created when a central column fell and broke into pieces. Alzar notices a lot of movement in the room.

On one side is a large Roper, on the other a quick metallic blue Behir, a lizard-like lightning creature, and then some filament handing across the bottom of the stairs suggesting 4 Cave Fishers. Large insectlike creatures that reel in bait that is stuck to their tethers.

Alzar swaps some equipment, and heads to OtherSpace, grabs the longsword that invokes Flying once/day, and uses it to Fly. He flies up to a neutral space, above the fishers, and drops arrows on the 4 and slays them. While he does, the Behir slides over, and zaps him for 14 damage of lightning that actually managed to crack the 95% MR. He rains arrows down,kills the Behir, flies over and slays the Roper as well. All dead.

He takes the 2 Behir horns, and some talons, blood ad such. They are good for electric and lightning magical items due tto its affinity to lightning. He also takes the cave fisher filimets, cuts up the roper to find some gems in the stomach and takes stomach acid and such. (Ropers make a fine gem much like oysters make a pearl)

Roper Gem – 1500 gp

One road off the chamber leads to a dead end a grell uses as its lair. Alzar slays it in one turn (it just has 24 hp). A few more empty rooms pass. Alzar finds and avoids a patch of pollen that would puff up badly when entered. Some of his fodder needs to breathe. The find a odd temple to the local gods. An old statues is here, to Azantoetl, but it’s slowly transforming to Ravinvorous. In here, as Alzar’s folks explore, the altar animates, and bites and slays a giant frog, it’s a mimic. As it attacks, a pair of summoned Invisible Stalkers come from an exit on the far side to help out the battle.

Missiles rai down on the Stalker I front as Alzar’s minions hit the mimic

6 vs 5

Alzar loses two minions – zombie and human. He damages the first Stalker for 29 damage. As he can see invisible, he has an easy AC to hit.

4 vs 9

Alzar slasy the Stalker. He loses a frog and zombie.

5 vs 2

They slay a zombie. He damage a stalker for 22, and the mimic dies

6 vs 9

Alzar finishes the wounded invisible stalker.

In the room are:

Nothing.

That’s not nice.

Damaged wall tiles, and a dead altar, and a shrine on the far side as well. These were once to older immortals, and then rededicated long ago.

Abe Sargent
05-08-2016, 10:14 PM
They find a side passage, and out from it pops a flail snail – a giant, immune to magic, requires magic to hit, snail like creature. Alzar grabs his axe Senyr, and orders his fodder back.

Two rounds later it’s dead. Alzar took 11 damage from 3 hits across two turns and 6 attacks each turn.

Alzar takes a highly prized shell, and can use it for making +2 magical shields that give 40% MR (Fades by 10% MR each month until just the +2 shield is left) or other many varied uses. (makes Robe of Scintillating Colors, potions of various sources, etc).

They find some various molds and fungus in a few rooms and take them out with undead. In a back room is something very unusual:

Many runes are scribed all around this chamber, with numerous religious articles hanging from pegs on the wall. At the far end is a wooden case some four feet long that is mounted on the wall. There is a horned, apelike creature that squats defensively in the corner of the room and suddenly all of the runes light up in a depe blue hue.

Alzar passes his Netherworld Knowledge Check (And if he failed, I’d give him a Sage Knowledge one for Outer Planes, it’s a pretty common creature). This is a Guardian Daemon. It was summoned here for guarding the room and the case on the wall. The runes are not a part of the summoning or holding and have another purpose. Spellcraft proficiency reveals they are a protective measure, and prevent any 7th level magic, or lower, from working in the room, or from crossing into it.

Again, this is a problem for Alzar’s axe. He hefts it, crosses, and enters. But the axe’s magic is dead here, and his first hit on the guardian daemon fails. He takes no hits back though, it can’t land on him. So he needs to use 8th or 9th level magic to harm the daemon only. That’s a pretty potent pair of defenses with the daemon’s

Alzar cast’s Strip Resistance at the Daemon and takes 14 damage. The Strip…….works and its MR drops to just 4%. Alzar’s regen doesn’t work in this room.

73/87

5 vs 6

Alzar casts the 9th level spell Power Word, Banishment. The Guardian Daemon is banished back to its home plane, and the room is free. Alzar picks the lock and finds:

Golden Scepter – 4000 gp
Rod of Resurrection – 41 charges

A few more rooms are inspected, and they finds some broken statues, rooms, and such

Alzar passes two shambling mounds that are sleeping and not stirring in a large canopy of underground moss and such. There are some dead ogres here, and a pool that has an angry trio of water weirds. They are slain almost immediately and Alzar lost only his final human from them via missile weapons

As they close to the pool, the pool itself morphs and strikes and slays zombies. It’s a greater mimic. Alzar casts Power Word Stun, stuns it, and they slay it dead.

They clear out some rubble and eventually find the path down. They pass some rooms on the far side, and they are heavily trapped, and Alzar picks them, and finds a chest that has in it:

2 gold dwarf statuettes, 1500 gp each
3 gold elf statuettes, 1500 gp each
2 human gold statuette, 3000 gp each

Diamond, 2000 gp

After taking out some more molds, they head downstairs…

Abe Sargent
05-09-2016, 08:19 AM
Level 7 – 39 rooms – this area used to be the training area of the military stronghold, with training rooms, archery ranges, and more. There will also be some medical bays that were used to heal and rest folks, and storage of weapons, medicine, and such needed for the level. This level has been taken over by followers of Ravinorous.

Alzar uses his Scrying devices to search, and takes a quick tally of thelevel, given no aid from a bugbear, duergars, or anything else:

Total number of creatures on this level

49 ogres
Fire lizard
86 derro
9 trolls
18 urd
9 verbeeg giants
Verbeeg priest

That’s a lot of derro. They have an arena and battle pits made from fighting areas, with spectators.

So let’s do this the fast, but hard way. (remember when Alzar had to fight in the Rift of the Frost Giant Jarl and I combined a bunch of enemies from different areas to increase the difficultly? We’re doing that)

Apparently these folks have been forward about Alzar from above, and they have all rallied a huge defense, with flipped over tables, crates, and such creating fire lanes, they have closed off side passages and escapes with furnitures, rocks, and such. And they created one kill zone.

So Alzar sees them ready for him. He brings down is greater earth elemental, still summoned from above, and then takes a look over his current army:

18 zombies
Greater Earth Elemental
4 giant frogs
2 goblins

That’s not a lot. And he;s used up much of his conjuring magic, so he turns to he magical items.

The first place he digs is his summoning devices. He summons 2 Earths from the Stones, he turns his figurines into fighters, and blows the Horn of Valhalla, to summon 5 berserkers and then casts Summon Shadow and has some undead shadows. He summons a Fetish Spirit, and a Dust Devil from priest magic, and then an Aerial Servant. And that’s about the limit he can do right now.

He leads with the elementals first, they are immune to non-magical weapons, and thus make a powerful smashing force.

Battle begins.


5 vs 2

Alzar’s forces are hit, and magic missiles and other spells from Derro drop an Earth Elemental and damage another. Alzar loses zombies next in his line a lot. And then his forces smash some. Alzar casts Dimension Door and teleports to the center of their forces.

2 vs 7

This was a good initiative win. Alzar casts Time Stop. On the first turn, he casts Mass Charm. Does he get another? Yes one more. He casts Prismatic Spray at the group…

Time Stop Ends.

Alzar has charmed 13 derro. He slays a bunch offolks with the Spray. Here’s the details on how it works:

70 feet by 15 feet spray. Everyone in the range with 8 hd or fewer rolls and is saved or blinded for 2d4 rounds

Then…

Each creature is hit by one of these seven rays:

Red – 20 points o f damage, save vs half
Orange – 40 points, save vs half
Yellow – 80 points, save vs half
Green – Save vs poison or die, if you make it, take 20
Blue – Save vs petrification or turn to stone
Indigo – Save or go insane
Violet – Save or be banished to a random plane

So as you can see, it’s a great way to clear out a bunch of baddies in rom, and Alzar has a bunch in front on him on the Spray;s range. SO unless you roll a 1, you are taking at least 20 damage from 3 of these rays, and saving vs death, petrifaction, or banishment for 3. Insane act like they are confused and tend to attack the nearest target.

Alzar kills ,in a variety of ways, a bunch of folks in the room, and the 11 derro that are his friends (2 dies in the edge of the Spray) move off to the side into a vacant room.

Next round.

9 vs 7

Derro still alive kills the wounded Elemental, and slay a bunch of Shadows. More fodder falls. Alzar’s minions kill a handful of ogres, and then Alzar is out of is good crowd control spells. He’s used spells like Death Spell, Wail of the Banshee, Skulltrap, Prismatic Spray, and Evard’s Black Tentacles already. SO he has grabbed the Wand from his bandolier and and fires a small 6d6 fireball into the room with a Wand of Fire, clearing out a bunch of already damaged folks. He dealt 19, save for half.


6 vs 8

Alzar uses some more charges, and cleans out much of the room with another fireball. They spread out, and slay the rest of his shadows, and most of his minions have been killed. A Flame Strike from the Verbeeg priest finishes off his greater earth elemental.

2 vs 4

Alzar takes out 8 ogres and most of the remaining derro with a third fireball, but everyone has spread out now. Verbeegs are hitting him with boulders now and he’s hit twice for 22 damage.

66/87

2 vs 7

Alzar heads to a wounded Verbeegs, casts Vampiric Touch and deals 25 damage and smalys hit, healing himself One boulder for 11 follows.

78/87

8 vs 6

They hit Alzar for 8, and by now all of his fodder is dead. Alzar casts Power Word Kill and drops a giant. That’s his last level 9 spell.

71/87

1 vs 8

Alzar casts Chromatic Sphere, tosses the death sphere and…giant rolls a 4 and dies. Alzar is missed

72/87

8 vs 5

Alzar takes 12 from a boulder, 7 from an ogre’s war club, and the Verbeeg priest heals another verbeeg. Alzar casts Protection from Normal Missiles.

53/87

1 vs 5

Alzar casts Cure Serious Wounds. The verbeeg priest casts Dispel Magic and drops his protection, and hit takes no misiles, but another ogre hit for 9

75/87

4 vs 3

Alzar takes 20. He casts Protection again (priest spell)


56/87

6 vs 5

Alzar takes no damage. He hoists his axe, and carves and slays an ogre.

57/87

5 vs 3

Alzar takes 8. He slays two wounded ogres, the verbeeg have moved to melee range

The ogres left flee

Only Alzar and the Verbeeg are left,

7 vs 8

Alzar drops a verbeeg with his axe. He takes 11 from one hit.

46/87

6 vs 8

Alzar kills another giant. Very few left. They flee. He casts Phase Door, pops in front of them and slays one. The rest are killed.

Abe Sargent
05-09-2016, 09:55 AM
He magics over and finishes the ogres. He learns from the 11 friendly derro about the rest of the level and gets them to bring all of the various level’s stuff to him.


Alzar gains:

Platinum Battering Ram Head – 5000 gp
Gold Collar and Chain – 4500 gp

Fire Lizard Egg – Alive
600 golden caltrops (each one worth 20 gp)
2 Rare wood picture frames, 650 gp each
Gold Sheath 0 600 gp
2 Golden and Gemmed Troll statuettes, 5000 gp each
Gold couch, 15000 gp
Rare pottery vase – 4500 gp
Gold Hairpin – 100 gp
6 casks of fine wine, 200 gp each
Jeweled Dagger – 1250 gp
10 Malachite Religious Tokens – 150 gp each

+1 Scythe
+2 Mining Pick
+2 Knife
Ring of Water Walking
+2 giant sized plate mail

122 Books of Derro lore
6 books - Rare Teachings of Ravinourous, 6500 gp value


With a dead and unreliable amount of magic left, and with just a handful of allies left to call on, Alzar sets up the Wondrous Fortress in front of the stairs down to prevent anyone from coming up, and then teleports himself and bus new bugbear friend home and unloads stuff from his Bags fo Holding. He has a ton of books he needs to move over and such. Then he’ll spend the night preparing for the next day, and teleport back over.

He drops the Instant Fortress, and heads down.

Abe Sargent
05-09-2016, 07:43 PM
Level 8 –

There are 49 rooms on this level – this floor has a bridge over a river, and was formerly a barracks, with a bunch of rooms for sleeping and such.

Alzar scouted it last night during prep, and they have:

17 trolls
27 derro
26 ogres
4 half-orc priests

And then some cells with female advenures, and a graveyard with a vampire

The floor is full of traps, not combat, and seems to have twisted, traps, and weird rooms and such. Alzar heads back and believes that stealth is the order of the day here. The keep back in Evenarrow is keeping the owlbear fed

He slides back into stealth mode and slips and sneaks around

He skips past some tar pits, and some trapped and empty rooms, and then a station of 8 trolls and 5 derro that guard the entrance to their section of the tunnels. Alzar heads through above them, using Slippers, and the finds some storage, like wire and ingots, and kegs and such. Nothing major.

Past that are some sleeping rooms and water/food areas. They harvest underground plants for food and part of the level is converted to a pseudo-farm. Alzar slips into the area and is immune to spores and such that fire due to Necklace of Adaptation.

More derro and ogres are passes

He disarms trip wires and other things in the way. He secretly cuts the lines to large cisterns of oil that can be turned and lit or used for defense so they can’t be turned.

One large fungus here burns and makes a choking but feasible torch, and they use it as light, because infravision doesn’t work down here for some reason

He passes a kitchen and storage, and some mushroom winery. He finds a place with 4 sick derro being treated.

There is a fire resistant quality to the water here, and folks drink it, and are sort of immune to basic non-magical firse, and they are using this property to use things like making things in heat without needing gloves or metal tools or anything else. (He doesn’t, but if he cared to explore and break the walls, he’d find a Ring of Fire Resistance at the top of the spring here).

Alzar disarms more traps including an exploding gas one. He heads to the temple and finds a few items here of value that area used and slips them away in between folks coming in and out:

5000 gp Jacinth

Serpent Staff

Then Alzar hits something new – magical defenses, like Glyphs and Symbols, not something he can disarm as a thief. He waits for folks to leave, and then uses the Scroll of Passing to use Passwall spell and move through a newly made opening into the next room, avoiding the magical defenses.

He arrived in the central area of the temple. From here are stairs down. He gathers his forces, and then as two guards move into the room, he casts Summon Shadow, and brings out a bunch of shadows. They kill the ogres quickly, and the ogre’s shouts bring the various defenders here to the station. They can’t take the other entrance to the room – the trapped one, so they are heading to the other way here, a corner corridor that enters at the far ends of the room. Alzar has his shadows there, and hopes for some priestly intervention.

As expected, the half orcs arrive and begin to try and command the shadows. While busy and moving them, Alzar casts Time Stop. Then he drops Silence, 15, Radius and Skulltrap and…get’s one more spell off – Invisible Stalker. The Stalker heads over and fights, two priest are dead, and the others are silenced. The shadows took no damage from the Skulltrap, the damage is necrotic in nature

Next round.

Alzar fires and bows and hits a priests for 24 damage and she drops. The Stalker reengages the other and misses. The priest can’t control the shadows from Alzar and do anything else, so the shadows are freed and the priest flees.

The stalker tracks him down and slays him.

Four ogres were moving to his area to support them, but the shadows take them down quickly and efficiently.

Back here Alzar feels the pull of the vampire, and heads over t ocontrol it, succeeds, and brings it under his control. It shows him all of the various things and quirks of this level. Alzar then teleports the vampire to Ilth K’hinax, with the teleport dead spell.

Back here is:

14000 gp value in misc coins

12000 gp random gems

650 go Gold Sash

Shelf of Rust-Red books on Entropy

Potion of Dexterity

Alzar frees two captives, both LG adventurers who were taken from local areas. He will teleport them back later, but for now they’ll guard the level.

Abe Sargent
05-10-2016, 09:19 AM
Level 9 –

Alzar grabs the Crystal Ball and spends about 30 minutes checking out the next level.

There are active mines here by a few folks, found in earthquakes and collapse, and now worked. A lot of the stuff here has been given over to this process – mine, crush, smelt, forge. Large and powerful creatures rest here.


20 giant 2-headed trolls
1 efreet runs a major forge
23 giant trolls
26 formorian giants
144 derro
2 earth elementals
4 umber hulks
5 half orc priests
32 fire salamanders
12 hell hounds
8 fire snakes
1 Fire Elemental
4 lava mephitis
Human wizard
29 derro skeletons

36 total rooms

That’s a lot of bad guys

Forges, metal rods, ingots, even some gem mining, cutting, is going on here as well – although not much of it. The gold, gems, and other stuff is being used to bribe surface folk or to purchase magical items. The most powerful here are bristling with magic 0 the expected lava, fir pits and more are all here.

Alzar has a few advantages his axe, Selnyr is a extinguishing weapon, and that’s useful. He’s immune to nonmagical fires as a cleric. He can walk into and through fire, lava, whatever. He always makes any save vs a fire based attack or magic, and if there isn’t one, he’ll get a save for half damage from it


The people here were recently put on notice, and they are in in triple the groups for patrols, guard stations, and no one is resting or away from one of the central rooms of the area unless working. They are not stopping, but they are concerned.

As you can see, the next level includes elementals, 79 different types of giants, and efreet, a score of derro, and a bunch of other threats.

Alzar is trying to figure out the best way to hit them.

He would not be able to take these folks easily. He’d have to fight in basically three major areas, the great forge run by the Efreet, the derro home, and the central transportation and work hub. He’d probably get folks from one section to pop over to others. But that’s the major stuff in his way right now.

What would work? What makes sense? Anti-fire stuff does – earth and water come to mind. Alzar could teleport out, animate some water elementals, and then teleport them all back. If you’ll recall, on his best day, Alzar could take out fewer than 100 frost giants in those attacks, and he’s used up some tricks already, like the horn of valalla and stones of summoning elementals

Alar can summon – 3 waters as a priest, one as a wizard, use the Face of Xenous for another, and then conjure a greater water with 7th level priest magic, use the censor for an air, conjure air with magic, and then conjure greater and normal para-ice elemental. Then layer in earth and greater earth and earth with Face. That’s a shock force of 5 waters, 1 greater water, 1 greater ice, 1 ice, 1 greater earth and 2 earth, and 3 Airs. Layer in Invisible Stalker too. That’s a strong shock force of 11 normal elementals, many at full 16 hd, and 3 greaters. And a Stalker, and perhaps junk like shadows, fetish spirits, and a Griffon and such. That’s pretty powerful. But it takes a teleport on that end and either Worldwalk or Mass Teleport on the far end. It would use up a lot of magic too.

So let’s do it right.

Alzar teleports to an icy island to the north, by the sea. The island has snow, ice, water, and wind. Everything needed. About 20 minutes later, the force is assembled. He scrys, and they’ll hit the great efreet’s forge, where a lot of the firebased creatures are, and a shock force of 12 giants – 4 of each, and 30 derro working the force.


Mass Teleport cast. Battle begins

I don’t want to spend 2 horus running this epic thing. I’ma fast sim it.

Our foes:

1 efreet
12 hell hounds
1 fire elemental
4 formorian giants
4 giant troll
4 2 headed giant troll
30 derro
4 lava mephitis
28 salamanders

Us:

11 Elementals
3 Greaters (Earth, Ice,Water)
1 Stalker
11 shadows
1 griffon

We’ll win this battle. Our Elementals are immune to non-magic attacks. Only the derros spells, Efreet, Fire, and I’m ruling the hell hounds too, and the salmanders will damage them. Meanwhile Alzar has ice and water stuff heavily, and earth and air – all stuff unharmed or strong against fire.

An alarm is sounded


Alzar orders his group to focus on the efreet, and it’s slain in two rounds. The rest are dropping quickly. Derro magic, fro those that know it, hits an slays two waters. Alzar banishes the Fire Elemental on the first turn. Alzar has shadows flanking the elementals, keeping folks from hitting them too hard. The giants take out some stuff early.

Alzar is forced to use some one:one magic like Chromatic Sphere, Flesh to Stone, and such to kill some giants quickly. And then he casts a Fire Elemental with the Face of Xenous and the lava here, and it takes out permantely the trolls. He also takes out a bunch of salamanders with Wail of the Banshee.

12 turns later:

Alzar’s group:

8 elementals, inc fire
3 greaters
2 shadows

A bunch of folks move in to cover for retreating derro and salamanders, 3 giants stand

Abe Sargent
05-10-2016, 10:09 AM
There are magic users here, the priest and wizard have arrived, leading a charge or 18 giants of various types, and 40 derro. A priest cast’s banish and drops a greater water elemental from the battle. One casts Protection from Elementals from a scroll and it’s used up. And then Alzar casts Dispel Magic to drop the protection. Then they cast Silence on him, and then he uses Vocalize. They cast and drop more elementals, and Alzar casts Power Word Kill and takes out the mage. (just a level 9 mage, not a lot of protections or hp). The priests withdraw, and the derro’s spells kill more elementals.

Alzar is hit hard. He casts Black Tentacles as they retreat and takes out or captures many. His forces kill a few here and there, and he animates 32 zombies from the mass to attack and kill folks in the crowd. The enemy begins to flee full on instead of the previous orderly retreat ,and a priest tries to control the ozmbies, Alzar grabs it back.

From another vantage point, another 10 giants, 25 derro arrive.

Alzar casts Mass Domination, and grabs a bunch of Derro, and they turn magic and weapons on the giants and slay a few here and there. That group should take each other out in a few rounds.

A Blastbones cleans out some damaged folks in the center from the Tentacles. The last priest casts Word of Recall and is gone. Alzar casts some more crowd spells and Death Spell kills a bunch more. Mass Charm makes friends of some Derro that invade back. Giants are falling to Derro in other places Alzar uses Animate Dead again for more zombies. – 13 (priest spell gives you zombies based on priest level, not wizard level). They move to attack wounded folks

13 more rise, and Alzar’s final elemental falls. The 30 ish zombies on his side are all that’s left, and there are fewer than 20 folks in the room. Most are fleeing down the central path to the transportation hub. Alzar dimension doors over in front, and drops a bunch with his short bow, and they grab weapons, and move out. After battle, Alzar casts Searing Serpent, and it takes out the various trolls ato finish them. Then he scans the area. Left?

2 Earths; 4 Umber Hulks
54 Derro
17 giants
2 priests
29 Derro Skeletons

Alzar animates 26 more zombies, with two more 3rd level Priest spells. This gives him a horde of zombies for fun and smashery.

Alzar scans and finds they have all moved to the transportation hub and are setting up defenses of various sorts right now

Alzar heads down and prepares for another battle with zombies and fun times

Led by a zombie horde from one direction, and a Phase Door and Prismatic Spray on the other to hit them as they are gathered together, Alzar is able to take them out. He abjured a Earth, and then took out the priests with the Spray, targeting both.

Alzar charmed around 14 Derro that are still alive. Everyone else is dead.

Abe Sargent
05-10-2016, 11:12 AM
He has them show him where everything here is and to show him around

He finds:

+2 mace
+2 shield
+3 Dagger
+2 Scythe
Bracers of Defense – AC 6
+1 robes
+1 platemail
+2 whip
+3 chainmail, x2

Scroll of Dispel Magic (Wizard), Cause Deafness, Blindness
Scroll of Protection from Lycanthropes
Potion of Levitation
Potion of Invisibility
Philter of Love
Sword of Dancing, +4
Boots of Striding and Springing
Oil of Earth Elemental Invulnerability

Jade Crown – 2400 gp
Diamond False Eye – 2000 gp
20 Jasper Gems, 100 gp each
Gold Necklace – 1000 gp
30 Rubies, 5000 gp each
Set of Black Sapphire Rings – 10000 gp set
Jewel Studded Throne – 15000 gp

100 blocks of gold, 500 gp each, weigh a lot though
6000 gp of unmarked gold coins

Hundreds of nuggets of gold, left behind


Ring of Efreet Summoning – Can only give one wish per month.

Abe Sargent
05-10-2016, 03:39 PM
Ready for level 10?

Alzar scouts and sees……

9 ogre magi – leaders of the complex
9 giant two headed trolls
12 elite ogres
67 myconids – food growers and makers – slaves
9 giant troll skeletons
17 mustard jellies
2 spectres
61 crawling claws
9 formorian giants

This level as 19 rooms, and is more like one giant room of a dungeon, sort of a raised central pyramid that rises up from the ground as the stairs hit the floor. This level is dedicated to Ravinourous as well, with some hold outs of Aztantoetl

With their powerful tools and abilities, they saw Alzar was attacking the previous levels, and they have erected full defenses as well. Everything but the jellies and slaves are in the same room, ready to go.

Alzar is out of summonings and mass spells, having used them all up for the heavy hitting 9th floor. So instead he uses the Ring of Efreet Summoning to summon an Efreet, and then forces it to give him a Wish his spells are all restored and unused (an easy Wish to use) and he is reloaded.

Alzar summons his elemental pack again, this time without the items though –

3 Greaters
9 Elementals

Fire, Airs, Waters, Earths, Ices

Here he comes

Mass Teleport on top of the folks, and unloads his elemental horde.

As he does, they respond quickly. One Ogre Magi reads a Time Stop Scroll and….

Abe Sargent
05-10-2016, 06:26 PM
She reads a Banish Scroll and then Magic Missile, and they hit a Ice Elemental, and it makes its save and passes. Then takes some damage. .

Initiative –

1 vs 4

Alzar heads first. He casts something his Elementals are immune to – Wail of the Banshee and…undead are immune too (Spectres, claws, and skeletons are immune) – he kills – 2 Ogre Magi, and 7 ogre. They hit with spells and kill two elementals.

As this round ends, something major happens.



Having senses his heavy use of the Rod of Seven Parts yesterday, The Queen of Chaos has located Alzar (used it with the Magic Resistance) and pinned him down with magic of various sorts. She has waited until he is beginning a major battle, and then opens up a gate to her level of the Abyss, and out fall 11 Spyder-Fiends of various types. All looking to slay an Alzar


http://www.lomion.de/cmm/img/spc/phisaraz.gif

If you’ll recall, Alzar was using the Rod openly to entice another attack, with a theory. He orders the closest elemental to cross the gate, and grab something.

7 vs 2

Alzar’s troupe takes some damage. Demons are casting spells, and some teleport without error next to him and try to stab him and take the Rod. 2 elementals fall. Alzar’s earth crosses, grabs some turf from the Abyss, and crosses back. Alzar casts Protection from Fiends ,the preist spell

2 vs 5

Alzar casts Death Spell and drops some more giants, ogre,s and one ogre magi. Then his group slays a pair of giants. The fiends decide to concentrate on Alzar’s allies, and take out elementals as well. One Spyder-Fiend casts Dispel Magic at the end to drop the protection he had

2 vs 6

Alzar casts Prismatic Spray and hits some folks, and clears out about half of the claws. Just two greaters are eft, but they smash the formorian giant dead. Alzar takes 18 damage from weapons o various sorts. Alzar makes a save vs poison on the Spyder Fiend

70/87

1 vs 6

Alzar casts Time Stop. He casts Power Word, Kill on the most powerful Spyder-Fiend, and then Power Word, Stun on a ogre magi. Both fire and they die.

2 vs 3

Alzar casts Disintegrate on a demon. If it works, it’s fully dead. 6 tossed, dead demon, fully and completely. Alzar takes 14. His final crew are all dead


60/87

Left – 5 Spyder Fiends, 3 ogre magi, 2 formorian giants, 22 claws ,2 spectres , 7 giant skeletons

9 vs 2

Alzar takes 16 from a bunch of attacks. He casts Vampiric Touch, and drains 25 from an adjacent Spyder_Fiend a little wounded and slays it.

70/87

1 vs 5

Alzar casts Flesh to Stone and….Ogre Magi dead – 2 left. He takes 11.

60/87

5 vs 1

They hit for 22. Alzar casts Polymorph Other and…drops a OM

39/87

2 vs 7

Alzar’s Power Word Sleep drops the last of the Ogre Magi, leaving just undead and 4 fiends. Alzar takes 19 from two fiend hits ,one is poisoned and he makes his save again.

2 vs 1

Alzar ttakes…10. He casts Cure Serious Wounds.

40/87

6 vs 1

Alzar is missed by the Fiend. He grabs his Axe and begins to carve. He hits a fiend for 41 and slays it.

41/87

1 vs 8

Alazar takes out another fiend and drops to

29/87

2 vs 7

Alzar kills the last fiend. He is missed y undead

Abe Sargent
05-11-2016, 07:53 AM
The next few turns, Alzar controls the undead. Then they search the level and slay the jellies.

He frees and contracts the Myconid in the shepherds and pastures, they are free to live down here in peace.

Alzar has taken out just the first of the three areas out here in eh ruined keep.

He finds:


Ring of Protection +4
Sickle of Venom +3 (Acts as Dagger of Venom)
+2 Sickle
Oil of Fiery Burning

Gold and Gemmed Scepter – 9000 gp
2 Gold Chairs, 4000 gp each
9 Moss Agates, 500 gp each
5 Gold Candle Sconces, 750 gp each
5 Fire Opal; 5500 gp each
Gold and Silk Reading Chair – 2600 gp



Tome of Understanding


Countless meats and such.

Temple of Azanteotl, with evil altar that bad ly hurts non-evil creatures nearby.

Teaching of Faith, Religion, and Deep Mysteries – Book Case of 139 books


Alzar also took some earth from the far side of the portal, and can use that as the material component for a Worldwalk spell.

He also is close to gaining a level

He heads back and teleports in and out for a while, cleaning out the military and barracks.

End of Greyhawk Ruins for now

Abe Sargent
05-11-2016, 03:33 PM
He’ll come back later for more cleaning, but something else got his attention for a bit


Alzar has an idea for a spell.

Alzar’s Trap Trigger

7th Level, Alteration
Duration – Permanent Until Used
Range – Touch
Casting Time – 7
Components – VSM

A caster may cast a Trap Trigger at a given location. After doing so, they give the Trap Trigger a given condition that, when met, triggers the spell. When casting the spell, the caster casts any spell they know into it, up through level 6. When the condition is met, the Trigger fires, and the spell cast into it resolves. The Trap Trigger has a few restrictions – a caster is limited is a total number of Trap Triggers to their caster level, and no more than one Trap Trigger can be in any 100’ foot range of any other. If a spell requires a target when triggered (such as Magic Missile) then if the caster is not there, the target will be directly above the Trap Trigger. The material component is a gem worth at least 150 gp, crushed when used in the spell.


This spell mimics others. I started it at level 4 in my head, and then improved it in level as I considered it, even with a bunch of restrictions added (no more than one per place, targeting restriction, limit to total number and limit to the level of spell Trigger-able.). But ti’s still good.

Alzar normally needs 7 weeks to prep and research a level 7 spell, and then 1 week roll each week. With Research proficiency we are rolling and….fail the prof. Still 7 weeks

This spell will be finished I 10 weeks.


Alzar takes a lot of the rich stuff and moves it to his keep, places like his library, central chambers, and more. He brings the war chariots and war wagon back as well and spends some time researching them.

Alzar also researches the earth that was grabbed by his elemental across the gate. After using high level divinatory magic, like Contact other Plane, he is able to figure out that it comes from the Abyss, the layer that is controlled by the Queen of Chaos. Alzar is considering a raid or scouting expedition, and does some more research. He has the glyph made for the 4th part, and he can get going as soon as that makes sense for everyone.

Now that he knows where it comes from, he can go back and hit that area.


Alzar heads back to the plane of Jaspa’a to secure some more spells. They are going to be added to his spellbook, and include spells like Mass Flight or Death Stalker.

Abe Sargent
05-12-2016, 09:26 AM
Month 7, Year 9 –

Vix has taken out a few more lairs in his newly acquired area, while Alzar scouts and checks out various places, including the Ruins he was at earlier.

There is an attack by a nearby northern force on a combined, small nation to the north and west of Alzar’s holding, and one area of the holdings, a pass through the mountains named after the small town of Bloodstone and it’s Baron, is barely surviving as the area’s ruler was slain in battle.

Alzar’s wish this month is to gain 1 point in Charisma, maxing at 18. I nthe rules, you may spend one Wish to gain one point of stats, and do so each Wish until you hit 18, at which point you have to spend 10 Wishes to raise it one point. But I limit that to one point//Wish/per stat permanently. So Alzar has raised his INT/WIS by one already with wishes. (Now if his stat is lowered due to magic or something, he can use Wish to restore it, that’s fine).

An assassination of a local sheriff in Storn occurs as well, and no one is able to find out who.

Month 8, Year 9 –


Norwold is becoming increasingly restless and talking of independence. Recently, one of the Norwold forces, the Queen’s Guard, removed all Alphatian logos from their uniforms.

The spell is finished. Alzar has located the missing piece of the Rod of Seven Parts after much investigation. It seems like one of the major things keeping him from finding it was the fact that parts 4 and 5 have been connected already, and a few spells like Contact other Plane and Legend Lore helped to locate them far to the south in a desert.

Abe Sargent
01-31-2018, 11:42 PM
Are you ready to hit this back again?


Let's pause to take a moment and recollect where we are with the story...



Over the next day or two, expect me to do some reference creating for you to give you and up-to-date list of the current characters as well as political scenes and more. Who's ready to rock this town right?

Abe Sargent
02-02-2018, 07:09 AM
I am currently working on a new spellbook document for Alzar so you can have description of the spells he made, other spells made for this dynasty (like Vorthala's Undead Turning Immunity or Baltar's Lightening) as well as spells from obscure places like Dragon magazines and such so you don't have to look them up elsewhere in the dynasty.

I was thinking about creating a separate page and thread for Alzar so you don't have to keep stuff in your head and you read it. Thoughts?

hoopsguy
02-03-2018, 06:23 AM
Excited to hear that there is a return run in the works for Alzar. This has been one of my favorite dynasties over the years.

In terms of a separate page/thread, whatever makes it easier for you in terms of sharing the story.

Abe Sargent
02-03-2018, 03:16 PM
Let's pause to take a moment and recollect where we are with the story...



Alzar is now Married:


http://4.bp.blogspot.com/-ZElIrowhHQA/Tyl_zmQy8fI/AAAAAAAAScM/QJ4VACi1wG0/s1600/IMG_6340.gif


His wife is Vix, daughter of the entropic immortal Nyx. Like Alzar, Vix is currently working on a Path to Immotrality for her mother and Entropy. Alzar is currently deep into the third Path of the Dynast that he must finish in order to become an Immortal, and he has two more paths after this is finished. He has finished the Path of the Polymorph for the Sphere of Matter, after being sponsored by the Immortal Morena, and the Path of the Paragon for the Sphere of Energy after sponsorship by Pflar. Currently he is completing the Path of the Dynast for Vanya, Immortal of Time, leaving Thought and Entropy.


Alzar is currently Grand Duke of the entire northern fouth of Norwold, and has every hodling north of the Great Bay on the plane of Pandius, a plane that is really Mystara in every way only I used a lot of Mystaran stuff on other planes during this tri-planar dynasty, so now I had to remove some stuff and add others. It’s my interpretation of Mystara, and thus I named it Pandius after a secret Immortal city on the moon in the plane of Mystara.


Norwold was a recent colony by Alphatia here to land that has been back and forth between Alphatia and Thyatis for more than centuries. They are long-time foes that are very different culturally. Alphatian is heavily pro-magic, with a ruling council of 1000 mages of level 36. Norwold won a war for independance against Thyatis a couple of years after it’s founding on behialf of Alphatia and ever since, it’s King Ericall has moved ever more slowly to be indpendant. He is not a good King, and Alzar derides him as the Do-Nothing King. Alzar is now his most powerful subject, but the King has gone against Alzar or failed to support when other subjects turned against Alzar and raided his nation.


Alzar has a large burgeoning capital in Evenarrow with a large keep he has. He has one of the best libraries in the region, has built a foundary that makes golem bodies for Alzar to enchant, and his town includes an alchemist that makes potions and a few other higher-level stores. He has changed the way his dominion looks and feels, adding magical effects such as benches that are soft like featherdown pillows and built large monuments, statues, foundations, and more to help make his capital feel unique and different.

Abe Sargent
02-03-2018, 03:44 PM
Norwold:

http://pandius.com/Norwold_Region_24-m_v1.7.PNG

In this map, Alzar basically controls most of the area marked Viaskaland, Over on the west he doesn't dip down quite as far as Leeha. On the east he goes down further, over the Ljallenvals, to Berghom Island, and then just across on the other side of the straight.

One of the cool things happening now on the west edge of his holdings are the Dwarf hold he freed from thousands of goblins in the Axe of the Dwarvish Lords adventure. It was once one of the primary dwarf holds in the plane, and the more than 5000 survivors fled across the Known World, including to Hammerhelm in his own Ljallenvals region, and are his subjects. After freeing the dwarf hold, more than 1000 dwarves have already returned, with at least another 1000 rumoreds to be underway, and Alzar has secured that area as his primary fortress on the east, and building around it powerfully and quickly.

This area also includes the barbarian tribes he allied with in Howl from the North and Five Must be One when he united the various tribes by finding the five swords and freeing a powerful barbarian immortal who empowered them further. One of their leaders is Barkal the Red, one of Alzar's first allies in the area, going back to the first adventure module.

Abe Sargent
02-03-2018, 04:57 PM
Begin Rod of Seven Parts Again

Alzar casts Mount and gives himself a Griffon, and then teleports them over. He flies over the desert and finds a Caravanserai. These road stops are sort of like a roadside inn, gated off and protected, with multiple rooms, buildings, stables, guards, merchants, and more.

Sometimes these can be pretty small and minor and Spartan:

https://upload.wikimedia.org/wikipedia/commons/thumb/9/98/Caravanserai_of_Qalat_el-Mudiq_01.jpg/480px-Caravanserai_of_Qalat_el-Mudiq_01.jpg

And other times they are very opulent.

https://upload.wikimedia.org/wikipedia/commons/5/5e/Caravanserai-Sheki.jpg


Alzar did a little research on this one before heading out. It’s in a rocky valley alongside a major trade route, with multiple waystations along the route, each one day from the next. This valley is actually pretty lush and green and a stark contrast to the nearby area. The desert isn’t one of those shapeless Arabian deserts loaded with sand, but more like the Mexican one, with plants and more habitable.

http://img-aws.ehowcdn.com/615x200/cme/cme_public_images/www_ehow_com/i.ehow.com/images/a06/t4/bq/deserts-mexico-800x800.jpg

http://www.oddizzi.com/wp-content/uploads/2011/01/img-deserts-sonorandesert_big.jpg

Abe Sargent
02-03-2018, 05:39 PM
Off the trade route, the monsters and dangerous life-threating plants lurk, but the caravan route proper is pretty safe, as the guards from the Caravanserai here head out within a half day’s ride to either side and tour and keep the area clean of unwanted trade problems. There are no problems with bandits or raiders either, again kept clean. But this caravanserai has gone offline a few months ago, and raids have begun.

The Legend Lore clue that Alzar is following is:

What you seek is not alone
Two companions sheathed in stone
To a vale of fear and delusion you must ride
Where Spirits not of the dead abide


So again, it seems like segments 4 and 5 are attached together somewhere here in rock, earth or elsewhere. A map points to a local Vale of Spirits that’s off the route to the south and about 3 hours ride from the Caravanserai.

Alzar is prepared for desert travel after spending years in the Sand Mire in Hamedh.

Alzar is exploring and flies over a group of goat herders at the mouth of a nearby canyon. Alzar lands to take with them and they exchange greetings and give a few heads up about local news and such. There is a nearby spring the goats are moving too, and a few shepherds are watching sentry to make sure they are undisturbed. These are nomads who are not from the Caravanserai. They give Alzar some basic info about their location and such. They confirm that the Vale is haunted, but the spirits are kind to them and other poor and honest people.

Alzar heads to the caravanserai to rest and get some more information

A winding trail of roughly 10 feet reaches the front of a bluff, and enters the main gate, and then a wider trail is on the far side of the outpost. The wall is crumbling in a few places, with mud-bricks here long past their due-date. The walls are about 6 feet high ,and the area is around 100 by 150 yards total enclosed, pretty small.

Abe Sargent
02-03-2018, 06:11 PM
Inside the compound is an air of neglect, and slow decay. A few desert plants have invaded the area, and the ground is littered with debris here and there including broken roof tiles near buildings or gnawed bones here and there..

There is a central house, and Alar spots two unusual guards. He succeeds with Genie Lore – they are jann guards – the weakest form of the five genies. They are hiding invisibly, but Alzar an see through it.

The entire outpost appears abandoned. The main gate is creaking, and dusty. It’s not locked, broken in a few places. An invisible jann flies to Alzar as he heads inside, Azar pretends he doesn’t notice.

There are some date palms inside, and Alzar notices something in one of them. He moves closer, and there is a Smoke Mephit here, lousing, and drinking from a wine bottle. Alzar calls out to the Mephit, and it is startled, and then throws the wine at Alzar (misses) and disappears. It turned invisible. Alzar lets it go.

They pass an inner gate, and then stables, with a very leaky roof, and damaged area. There are six mules in here, in rough shape. Alzar casts Speak with Animals and they tell him:

- We were walking through the rocks, carrying a lot of heavy stuff, when they were attacked by flying things and brought here.
- Horses flying through the air were the steeds of some who attacked
- A mean red horse led them here
- Awful featherless bird men sometimes feed them, but not often

Alzar heads out. The jann is still flying above.

He passes a granary, and then spies movement within. He heads in, and there is a large colony of about 20 giant rats here, and a wererat leading them. Alzar doesn’t immediately attack, and the wererat transforms and introduces himself as Finnek.

Alzar uses Detect Lie from the Bright Barrier and Finnek tells him about the outpost. A few months ago, some genies took over, and they brought some pets, among them medusae, mephits, and others. Finnek simply wants Alzar to keep himself and the rats unharmed. They agree.

While inside, Alzar scouts the area more deteailed with the crystal ball. A garden behind is where the medusae work, a smithy with a white-hot lump of matter from the Elemental Plane of Fire as the fire and a salamander tending it, and then a large inn with kitchnes, baths, a dining hal, and even a well on the far side.

No meduae are out right now in the garden, so he heads to the smithy A few smoke mephitis blow smoke at him from above as he enters.

Alzar is immune (Necklace of Adaptation) and then, under the roof, casts blastbones, flings it at the mephitis, and slays them.

The flame salamander spins and faces him. Alzar hits it with Polymorph Other and…it’s a smaller, normal salamander, crushed underheel

Abe Sargent
02-03-2018, 07:21 PM
Alzar does a quick search, but turns up nothing of value – the smithy tools are crude, their products simple.

Alzar heads out, and looks up at the jann and addresses it in the appropriate manner and tongue expected for a formal greeting with Genie Lore. It heads to the Ethereal Plane and sails back to the main building.

There are still four jann on top of the building, so there are at least 5 jann. The evidence is pretty clear that these are efreet here. A block from the Elemental Plane of Fire as a forge? Salamanders and Smoke Mephits? Alzar slides to some of his anti-fire stuff in preparation.

The great house is a fired brick. Alzar heads to the wall, use the Scroll of Openings to drop a Passwall and moves in.

He arrives at…

A guard room

Seeing Alzar heading in, the jann guards above, and the one floating over him, all move to this chamber to protest his presence. Jann are normally pretty peaceful and the most friendly of genies to people. But these are under the control of others somewhere.

Jann – AC 1, HP 37, Thaco 10, 2d8+10 damage from great magical scimitars, need magic to hit, can cast enlarge, invisibility, and create food and drink. All five have already cast enlarge on themselves and the bonuses are listed above.

5 vs 9

Alzar’s axe is out and he’ll try to slay them in melee. As they are controlled, they won’t flee. Alzar’s axe, Selinyr is out, and Bright Barrier before him. He only misses on a 2 with the Axe or a 8 with the shield. And…He kills a genie. Then they need a 18 or higher to crack his armor. The first misses, the second as well, and then the 3rd hits but….it misses the 60% chance for Alzar’s thief ability, Evasion, which works on the first melee attack of the round that would hit. The 4th misses

3 vs 1

Alzar is missed. He kills anoter genie.

1 vs 6

Alzar slays a third. They miss.

Alzar kills the last two

The stuff they have with them disappear as his finishes them off.

The jann sent off an alarm, and as Alzar slips from the guardroom, into a small courtyard, there is assembled here the rest of the defenses

6 Jann
1 Imp
2 Efreets
40 illusionary horseman – Alzar is immune to them
15 Smoke Mephits
6 Medusa

5 s 3

They lead and Alzar takes 19 damage from some magical hits (Magic Missile) and missiles and a Jann smash of a sword for 14. Alzar casts Time Stop…

55/87

He drops Wail of the Banshee and then Vampiric Touches an adjacent Jann

The Stop ends, he slays a bunch of Mepthis, and some Medusa and the Imp. The Jann takes 22 and is almost dead

77/87

4 vs 2

Alzar takes 10 from one hit, and dodged another Missiles pepper him for 8. He casts Death Spell and drops the remaining Mephits.

60/87

6 vs 4

They hit him for…..20 damage. He drops Skulltrap, kills a wounded jann, takes 15 himself, and then clears out a lot. All that is left post-trap is two wounded Efretts ,and 2 Jann

26/87

2 vs 1

The efreets and jann miss (evasion) and then a missle for 9. He casts Heal and full heals himself.

2 vs 8

Alzar casts Power Word, Kill and slays a wounded Efreet. The other one orders the jann to keep fights and retreats. Alzar is missed.

4 vs 6

Alzar slays both wounded jann with his axe, one hit each.

Alzar uses Dimension Door to head in front of the Efreet.

Battle continues

7 vs 9

Alzar casts Power Word Stun to drop it, and then slays it.

Abe Sargent
02-03-2018, 08:32 PM
Alzar inspects the rest of the area, and there are no creatures left. He disarm a bunch of traps, and finds some creatures turned to stone. Alzar uses Stone to Flesh and frees one that had the Rod on it. It’s a werewolf. He slays it, and takes the Rod.

Meanwhile, he searches the rest of the area and finds:

Ring of X-Ray Vision
Ring of Telekinesis, 25 lbs

13500 gp worth of silks, carpets, and draperies

Alzar heads back and connects the 2 rods to the ones he has, and the Glyph secures them:

Full powers –

Alzar’s alignment changes to lawful neutral. This does come with the expected issues (a ranger loses their class, as would a Paladin). This won’t hurt Alzar too much…

Cast Cure Light Wounds, Slow, Slow, Haste, Gust fo Wind and True Seeing many times a day

Fly at will
+20% Magic Resistance
Control Winds 4x day
Shape Change 2x day

Fly faster, better, and with more agility that the spell
No creature native to Plane of Air attacks Alzar
May Charm Plane fo Air creatures 1/day, no save
Can cast Weather Summoning 1/day

Alzar cannot lie, cannot abide dirtiness or unkemptness, and will also abide by anything agreed to

Alzar heads back to reassess everything.


I am ruling that Alzar cannot control undead with his control undead class ability while LN, but he can turn undead with his normal cleric class of a level 13. I am also ruling that Alzar cannot cast any spell that I deem to be evil, like Trap the Soul or Revenant.

End Rod of Seven Parts

Abe Sargent
02-03-2018, 08:52 PM
Month 9, Year 9 –

Vix is continuing to clear out some stuff and pacify the areas Alzar took.

Thus far Alzar has been totally unable to find out about the next Glyph needed, or where the next piece of the Rod is. There is a huge attack by the Queen of Chaos’s Spyder-Fiends on the west flank of the Grand Duchy on the dwarf hold, and almost 100 turned aside by the keep’s defenses led by Alzar after one of the dwarves uses a Spellcache Ring with teleport in it to let him know. 27 dwarves died in battle against the demons.

The next day, Alzar flies down to the ruins around 150 miles away from the dwarves to investige and delve into it while Vix is cleaning out a nest of giant spiders near the central lakes.

Alzar heads back over to clean out more ruins, and to distract him for a bit as well.

Abe Sargent
02-03-2018, 10:12 PM
Excited to hear that there is a return run in the works for Alzar. This has been one of my favorite dynasties over the years.

In terms of a separate page/thread, whatever makes it easier for you in terms of sharing the story.

Thanks that's very nice of you to say!

Now get ready for one of the biggest Monty Haul adventures you've ever seen!

(That's a nickname for a adventure that gives away too much stuff to the players. You've seen me skip that multiple times in previous modules but here, it's time, Alzar has earned this...")

Although he'll have to keep it....

Abe Sargent
02-03-2018, 10:15 PM
Begin Greyhawk Ruins Again

If you’ll recall, this formerly deceased fortress had three parts still running. The first is a former wizard’s tower, 6 stories high. The next was the barracks, and 9 levels of former military complex below. The last is a 10 level underground magical complex.

Alzar heads to the former Magists’ Tower. Due to the magic of the place, the entire 6 floor building raises up.

As a mage, predominantly, Alzar wants to explore and secure the area.

There are nine steps that lead up to the door, and they have a variety of magical traps, illusions, and such on them. Many folks have climbed the steps, turned off the magic temporarily, levitated, flew, or whatever, and moved into the Tower. This includes explorers and adventurers like Alzar, raiders and bandits, mages ,curious, travelers, merchants, and more.

Much of the stone comes from local quarries from the hills and such, and is old and worn. How many rooms and areas of note in the first floor? 66!

The Magist’s Tower is probably the one most used right now by others.

Abe Sargent
02-03-2018, 11:54 PM
The first few rooms are swimming in traps and caltrops . Alzar spends time going slowly, to ensure nothing untoward happens. A few rooms pass, and then they open into a large central room with other corridors and doors heading off. In the center is a great fountain made of obsidian, and with magically fresh water pouring fourth, and out all along a set of fake plants, and stone decoration. The water cascades around, and then back, and about a third of the chamber is dominated by it. The fountain is magical, and the water appears to be as well.



Alzar needs some help. There are no corpses around, so he grabs a Warp Marble and unleashes Aleph, the bronze golem, and has it stopper up some water. It’s non-caustic. Alzar uses his sage knowledge, potions, but cannot identify the water. As the magical water is taken, Alzar can detect it as evil. There is an evil ness to the water, which won’t help Alzar anymore, as he is no longer evil.

He bottles the water, and it’s being magically replaced, later he’ll identify it as:

Evil Drinking Water – Evil Creatures Drinking the water, of at least one glass a day, after a few months ,gain two levels and HD of power, and some CON and STR as long as they keep drinking it. They’ll keep it until about a week after stopping.

Note Alzar is not evil right now....

One exit from here down a long, wide corridor without any traps or caltrops or anything else. Alzar reaches the front of a five room section of the level. There are a few stone statues here of lifelike people, orogs, and more. And the distinctly decorative odor of a greater basilisk. Alzar closes his eyes aand heads in.

With the blind-fighting proficiency, he moves in to fight. I am ruling that the evasion ability does not work with eyes closed.

The G Basilisk only has claws and such, just the petrifying gaze. Alzar easily takes it out in two turns and then takes some of its stuff.

1500 gp
3000 sp

Potion of Vitality
Oil of Enrichment
Oil of Fiery Burning
Ring of Blinking
Scroll of Permanency, Darkness 15’ Radius
Plate Mail, +3

Abe Sargent
02-04-2018, 07:16 AM
Alzar skips the statues for now, and heads back to the fountain room and looks around more of the area.

There’s a trapped room where gravity is reversed and another with a large pool of acid on the bottom. Stuff like that. Empty rooms, rooms with some humanoids, quickly slain, and more.

In a room to the rear is a large golden rhino statue. It’s had gems and such taken off, and some gold has been removed from it as well – it’ seen better days. One of it’s legs is missing. They’ve tried to melt it, and there are scorch marks beneath, or blasting. Even in this state, the gold left is worth roughly 200,000 gp. But it would take a 35th level magic user to teleport it out as one. With his bonus from the Imp, Alzar is actually pretty close.

Alzar decides to cheat a bit.

He teleports back and conjures Fire Elementals, and then teleports back with them. He orders the Elementals to melt the giant statue. For more than hour, they do, and using his immunity to fire, he collects the molten gold, and bottles it. Their spell ends and they both leave. Alzar has collected 26000 gp worth of gold from it, and he can teleport the rest over, and melt is down. 200k is a lot of gp

Past the statue room is a large area of around 25% of the level that is under the control of the mad wizard, Jhinjhra. Alzar finds a magical traps back here, and casts Dispel Magic on one area and drops them.

As he does, some armored and enhanced trolls spill out to attack him. He scatters them with an cleric Produce Flame spell, and they flee as they are slain and burned.

After hearing what is happening, Jhinjhra heads out with a strike force to hit Alzar in an empty-ish room in her complex. Alzar’s MR hits and bounces the Magic Missiles she casts, and a variety of armored trolls and other creatures move in. A Death Spell cleans out the trolls, and Alzar and the mage are one on one

6 vs 9

She has a few magical defenses up, so Alzar cast’s Silence, 15’ radius. She grabs a scroll and casts Vocalize



4 vs 8

Alzar casts Dispel Magic (Priest) and drops her defenses. She summons an Earth Elemental.

5 vs 9

Alzar uses his Short Bow and slings out arrows and….hits her 4 times for 17 damage. The Elemental closes, and she summons an Invisible Stalker next,

6 vs 5

She begins to retreat, Alzar’s golem is handling the summoned dorks, he moves full speed and fires arrows at her (like he can with his various proficiencies) She takes 21 damage and dies.

Alzar Abjures the Earth Elemental, and slays the Invisible Stalker


Alzar spends some time grabbing stuff, disarming traps, finding and opening a secret door, and more:

Ring of Protection +2
Scroll of Vocalize, Dispel Magicx2,
Ring of Fire Resistance

2450 gp
6790 sp
3300 cp

2 Jeweled Rings worth 1750 gp each
+2 Trident
Cloak of the Bat



-1 Spear
-1 Shield

Jhinjra’s Spellbook

Alzar heads out and find another path from this area, and it leads into a room with a death image of the folks who died here long ago, playing over and over again It’s a form of undead called a Vision. Alzar watches, and then tries to communicate with it, and then does, and gives it freedom and it’s gone


Alzar skips an area with a handful of cyclopskin as he finds the stairs up to the next level of the tower. Alzar scouts some more, finds a room with a dozen rust monsters, then some slimes and jellies and more humanoids on the far end. He heads up:

Abe Sargent
02-04-2018, 08:54 AM
Level 2 –

46 rooms,

The main feature of the floor is a central fountain identical to the one below. Much of this area is former laboratories and such for the Magists. Alzar checks out the central area, and then heads down a great hallway to the west. There are a 22 art objects, paintings, and statues, all top of the line, unique, and worth a ton of money each, Alzar uses the Star to detect a set of major curses on each of them, triggering if they are removed, but they are worth serious cash. He may come back later

On the far side of the gallery are some lesser travelled rooms, with little in them. Alzar finds a storeroom back here with decayed herbs, shattered glass, and other signs of dilapidation and decay. All of which stands as further proof of the 2nd law of thermodynamics.

Back the other way opens into a laboratory of the old era. One lab is 7 rooms big, and Alzar’s sage knowledge allows him to detect an odd anti-arcane feeling which is familiar. He cannot scry in here, despite trying to with his crystal ball. Its locked.

He slips in and takes it carefully, disarming one trap on the way. The corridor has been widened with disintegrate magic hitting the ways and getting odd lines. It’s precisely the sort of architecture in Alzar’s nity Ith K’hinax, and likely shows that Beholders are nearby.

Abe Sargent
02-04-2018, 11:45 AM
There are six Beholders in a room up ahead, awaiting in ambush as Alzar moves. Forewarned, he heads back, grabs the scroll, and then uses Passwall to breach them from the other side, swapping over to anti-anti-magic.

As the wall falls, Alzar tosses an explosive grenade from one of the ships into the area, and it blows up. He damages all 6 Beholders, and they spin, fire eye rays at him, but they hit his MR, Spell Turning Ring, and saves. In unison, they move to cover him with AM instead, and battle begins:

4 vs 3

They bite Alzar twice, and he takes 13 damage and avoids the other. His axe, non magical, carves and slays a wounded Beholder.

74/87

5 vs 6

Alzar regains initiative and kills another Beholder. Two flee, and the last can’t hit him at all.

5 vs 4

They hit him for 9 damage on an bite. Alzar slays one more and the last one begins to flee

Alzars bow is out and he takes out the wounded Beholder. He hunts down and slays the last two with the bow as they flee. Either they let him use magic and he takes them out quickly, of the AM.

He’ll bring their bodies to various places and then reanimate them as Death Tyrants

Most of the lab here has broken stuff. He finds 5000 gp worth of unbroken glass or metal stuff for his lab, a handful of unbroken bottles here and there with various liquids and a handful of various treasures:

22 books on various poisons local and planar

Scroll - Priest Spells – Sticks to Snakes, Spike Stones, Turn Wood, Spiritual Hammer, Heal

Potion of Giant Strength; acid breath; fire breath; extra-healing; sweet water, and longevity

“Harlrun”, Long Sword, N, +4, +6 vs non-human humanoids, telepathic, communicates with Alzar as soon as it’s founds, can detect traps ongoing and cast Strength on the user once/day. +2 saves vs humanoid magic. Ego 28

Harlrun is okay with Alzar right now (he’s still LN) but won’t like the conversation back to LE laters.

Harp of Charming

Abe Sargent
02-04-2018, 12:32 PM
An adjacent area of 8 rooms is taken over by a family of minotaurs. Alzar scouts with the crystal ball here, and finds 14 minotaurs in here. He leaps in, gathers, the group together, running around, and then casts Mass Domination, takes over most, slays the rest and leaves with…….. 7 minotaurs total.

They tell him of their various valuable things back here and he secures:

8300 gp

Jeweled Scabbard – 5500 gp


Numerous books that are destroyed or decayed (when Alzar restores them they will be 66 books, Generic Treatises on Labs, Chemistry, Alchemy, and more).

Alzar finds and slays a Bird shaped Stone Golem in a few rooms down after two rounds

He slays some humanoids, finds an abandoned section of the area where an illusionist that used to be here and left behind a lot of illusionary traps and such, most of which can be seen through. It was scoured a long time ago, has very little left. Only one secret door opens to a


Manual of Golems
Tome of Clear Thought
4 Ioun Stones

+4 dagger, Longtooth
Nothing Else

Abe Sargent
02-04-2018, 02:17 PM
Next Floor Up –

52 rooms

Alzar has the minotaurs clear off the stairs to get up to the next level.

The 3rd floor has a lot of bed chambers, living areas, and more. These are all nicer, such as mages and apprentices might have, like three room apartments and such. There are also some entertainment things here as well.

Alzar heads left and then right, and finds a long hallway that goes straight, much of the length of the floor of the tower. There are numerous rooms off to one side, and then the other, each 10 feet by 10 feet, and each showcasing a major item or scene, much like the art gallery below, but to a considerably greater degree.

Alzar heads down and inspects them:

Display Room #1 – Enormous Ceremonial War Canoe here, with a number of native warriors and a priest in war mask leading them, frozen, and in a frieze. Alzar detects the war mask as magical. Powerfully so. The whole thing smells of one big giant trap. He grabs his Ring of TK, 50 pounds, and puts it on. He grabs the War Mask to pull it off, and it works, but of course, the party animates. 8 warriors and one priest are here, and move out. They are all low level. Alzar orders his minotaurs to clank these folks, and they break out. A few moments later, they are all died, after Alzar pumps in some arrows too.

War Mask – Acts as both Ring of Regeneration and Protection +4.

Display Room #2 – Enormous Oyster, bigger than Alzar, in display in a tank. Alzar inspects it, the shell is anti-magic. Alzar has a minotaur reach in and grab the oyster, and open it. Inside is a pearl the size of Alzar’s head. It’s worth 50,000 gp easily. It’s too heavy for the TK Ring to pull out. Anti magic, Alzar uses a simple grappling hook and rope, secures it, and yanks it out.


Display Room #3 – Two ornate jeweled thrones, with two desiccated corpses on them, one has a twinkling orb in the hand and the other a twinkling silver circlet. They register as magical, and the orb is the same size as his crystal balls, so it could be the same. Alzar detects the corpses as undead. He reaches out, and turns them successfully. As they flee, arrows pepper and slay them, and Aleph finishes them . Alzar finds Crystal Ball with Clairaudience and A Circlet of Telepathy identical to the Helm.


Display Room #4 – Five glass cases are here, each with a set of magical armor. The star detects numerous mechanical traps, like poisonous gas and such. He disarms them, and then cracks the cases open. Inside are +4 suits of armor for dwarven chain; full plate, studded leather, centaur barding, and scale mail.


Display Room #5 – Fountain, identical to those on the lower two floors, but smaller. Nothing else here

Display Room #6 – Black pyramid on the floor of the room, rising up. Light from above illuminating it. The Star reveals the pyramid is actually a gate to another plane – The Abyss. It’s one-way, anything here would appear in an unknown place of the Abyss, Alzar can’t even make out which layer of the plane it leads to.

Display Room #7 – Sand on the floor, and a blue sky like color on the ceiling. There is a frozen shaman at a campfire in the room. Nothing detects as magical, nothing of value is here, and Alzar sees nothing hidden. He skips it.

Display Room #8 – Chamber with a flaming obsidian casket of size, and a fire giant of size. The lid is solid gold, and worth roughly 55,000 gp and weighs 1,100 pounds. He can tell the Fire Giant is a mummy. He shrinks the lid with a spell, and the mummy begins to move and protest. It pushes open the reduced lid

Battle:

Alzar begins with his Axe of Extinguishing, aka Selinyr

6 vs 1

Alzar takes 11 from a hit, and dodges. Then he slashes , and with the extra damage just blasts the Fire Giant for a ton of damage.

5 vs 7

Alzar finishes the Giant

In here is nothing else

Display Room #9 – Empty, but has ledges and stuff. Appears to have been raided, but there are numerous traps here instead to trick folks.

Display Room #10 – Marble pool, filled with columns and water – no traps, and nothing else. Waters are magical, and will fully rest someone who spends 1 turn in them. Water has no value when taken out.

All done.

Abe Sargent
02-04-2018, 05:00 PM
As Alzar moves from this area, a thief pops out of hiding from behind a non-magical shelf and reveals himself and Alzar orders him to drop weapons. Detect Lie reveals truth - he penetrated up here over a few weeks, is by himself and he’s totally untrustworthy. Alzar has him leave.

A small theater and stage open up, and Alzar is coming up on the stage. There are some minor things out there, including a Megaphone that acts as both a Horn of Fog and a Horn of Collapsing.

On the far side of the theater are a small group of around 24 wights that are living here in the area. Alzar turns them one after another after another. They are all fleeing from him. He heads into a 11 room area of the floor where the wights call home and explores, with them constantly fleeing from him. It’s all empty back here.

Alzar heads back and around and finds more apartments, rooms, and more, and in a few are a family of Ogres that he casts Mass Charm on and befriends. They show him the rest of the level as, he’s almost done anyways. There’s food from a gymnasium that they grow plants in, and they have some giant rats, giant beetles, and such they eat as well.

Alzar has finishing exploring the level, and used the Gem of Seeing he has and has found no ways up. The ogres, minotaurs, and more don’t know of any either. Alzar does find the floor of the 4th floor above him in a few places, and tries magic like Passwall, but it’s to no avail. It’s locked up.

The floor has some markings on it that have various runes and carvings. It seems like the upper floor is self-contained, at least from here. Alzar grabs a crystal ball and scryes. Maybe there’s a way onto the upper floors from outside? Or perhaps a clue?

Alzar spends some time, but it’s all gummed up. Nothing is here to distract and pull away.

Abe Sargent
02-05-2018, 11:26 AM
It appears that the upper three floors are:

1). Immune to Scrying magic of all sorts.
2). Immune to teleportation magic
3). Was created for the binding of very powerful creature or creatures, and is specifically an unbroken container, that could still have that inside.
4). Magic Resistance does not work.
5). Marked heavily by Zagthrane and his central area of control

Alzar wants to try a planar gate. He’ll move to another plane of existence, then step out inside the upper floors. Before he does that, he loads up the various books, items, and more.

He’s going to try Transport via Shadow first, which sends him to the shadow plane. He casts it, heads over, and it works and he pops out on the 4th floor in a dark shadow:

28 rooms, larger, smaller areas:

In front of Alzar is a sight he thought he’d never live to see. In front of him is a fabled golem, a golem spoken of in fables, but usually thought of as a myth. It’s moving to face him. He pulls out Aleph, the Bronze Golem from the Warp Marble to face it. He wants to lose the Bronze, so he can use the Talisman of the Golem to control it. Meanwhile he slips into OtherSpace to grab more anti-construct items

This is a diamond golem

https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcT1zIj5CGrsEPqlO76mrDgeHJY8lNt8uxvh9kpr8V2SeHch2_gCRw

Alzar ordered the Bronze Golem to simply stand in its way. In a few rounds, the Diamond Golem has pounded and destroyed the Bronze one. Alzar is back, and uses the Talisman of the Golem to try and control the Diamond Golem. First, it’ll try to save. I grab a d20 and it tumbles and lands on….7. I don’t know. Let me look it up. Yup, it fails on a 8 or lower. Alzar has the golem!

“Mythos”, Diamond Golem, AC -6, HP 100, THAC0 -1; 1 attack for 5d10 damage, MR 70%, +3 magical weapon to hit,

Alzar orders it to fail it’s save, and he Warp Marbles it.

There is nothing else in this guard room that oversees and connects a lot.

Abe Sargent
02-05-2018, 12:16 PM
Beyond the golem is a room with two enormous treasure chests. Clearly convinced in the safeness of the Diamond Golem, they both have a ton of stuff in them:

200000 gp

40 rubies – 200k gp in value; 80 fire opals, 80k in value

These magical items:

Ring of Fire Resistance; Sustenance;

Wand of Wonder – 100 charges
Staff of Withering – 25 charges
Rod of Security – 50 charges

Elven Chain Mail +4
Shield, +4
Sword of Sharpness
Hammer, +3 Dwarven Thrower
Gauntlets of Ogre Power
Girdle of Giant Strength


These tomes –

Libram of Gainful Conjuration
Book of Infinite Spells
Libram of Silver Magic
Manual of Golems
Manual of Gainful Exercise
Manual of Puissant Skill at Arms

Abe Sargent
02-05-2018, 04:49 PM
Alzar comes across the major feature of the area:

There are 9 giant spheres on this floor in a circle around the area. Each of these giant spheres has the markings of protection and such from an Immortal. Each appears to be a sphere designed for holdings and containing an Immortal of a different alignment. Each of these spheres is intact. It appears that the builder here once summoned and captured 9 separate immortals, and then let them go again later.

As Alzar inspects the place, wondering if Baga-Yaga had some ideas from it , the guardian of this floor arrives, a lich, a former apprentice to Zagthrane, the one who made it and used in so long ago. Alzar reaches out to turn the lich and…rolls just enough and turns her for a few minutes. Alzar swaps his items.

Since his magic resistance is not working here, he switches to anti0magic and anti-mage stuff like the Gem of Magic Missile Deflection, and the Ring of Spell Turning. Four rounds later the Lich Dimension Doors in front of Alzar.

5 vs 3

The Lich casts Time Stop. As she does, she casts Power Word, Kill on Alzar, and then….Power Word, Stun. Then the Time Stop ends:

Alzar is 87/87 hp right now. Power words are simple. They work based on the current hp of the victim, and there is no save. If your HP are low enough, the spell always works, barring some complication. Ill works up to 120 current hp and the Stun up to 90. Both would normally work, but for Alzar’s Ring

Spell Turning applies. Roll a d10 for each – 6 and 4. 60% and 40% of the spells are reflected back. Alzar gets a +6 to the save for PWK, and +4 for PWS. The lich is immune to both The Ring gives saves for effects that normally wouldn’t’. Alzar tosses a 19 and is fine. Then the PWS arrives and Alzar’s 8 is good enough to make the cut as well.

Time Stop ends

5 vs 3

The lich sees his defenses of the Ring of Spell Turning, and uses an area effect instead to hit him – out flies a fireball, aimed well behind Alzar so the lich isn’t bothered. The lich gives the full 10d6 damage (that’s it’s capped). Alzar makes the save and takes 16. Alzar casts Time Stop himself

72/87

Alzar casts Hold Undead, Protection from Undead, Time Stop ends for him

The lich….tosses a 13 and is still up. Alzar’s protection is here.

8 vs 6

The lich animates 10 skeletons from a nearby room to bring them out and attack Alzar. Alzar grabs his axe and closes.

1 vs 7

Alzar’s axe hews into the lich once, and then bounces off some magical protection he has already in place that was not able to be seen. The lich cannot smile due to a lack of lips, but Alzar still suspects she is smiling in spirit. She casts Dispel Magic and drops Alzar’s protection and the minions can’t touch him

8 vs 5

Alzar takes 22 from a Skulltrap cast by the lich - undead are immune to the necrotic damage. Save for half worked. Alzar casts Dispel Magic and drops the lich’s guards.

53/87

2 vs 6

Alzar smashes the lich with his axe twice, and misses with the shield. The Lich took 33. It casts Teleport and leaves for now. Teleport won’t take it outside of the area, so it’s still in the Magist’s Tower somewhere. He destroys the animated undead

Alzar heads out to continue exploring the area after healing himself with lower level Cure Light Wounds in mass.

Alzar finds some empty-ish storage areas, and then a workroom with some old benches and such, still in working condition, and various tools strewn about. There are some more undead here, including specters. Alzar turns them.

Abe Sargent
02-05-2018, 05:25 PM
He heads out after verifying there is nothing else here. Then he enters the lich area – workshop, library, apartment, undead creating chamber. As she does he senses a mass of undead coming from a few areas, and suddenly, the lich phases, and out from every door pour reinforcements – mostly fodder –


Invisible Stalker
Air Elemental
Elephant
Earth Elemental
25 skeletons
25 zombies
4 wraiths
2 specters
15 shadows

And there you have it - a pretty toxic bunch of folks. Alzar’s Magic is often unready for it – they are (mostly) immune to Wail of the Banshee, for example. Alzar grabs the Wand of Fire and spits out a small 5d6 fireball for 16 damage, save for half. Alzar takes 4. Battle is enjoined

1 vs 8

Alzar casts another fireball and hits for 18 and he takes 8. The Lich casts Major Globe of Invulnerability. Alzar is pecked from a few sides, and takes 8 damage

68/87

1 vs 4

Alzar casts another fireball for 15, and takes 4, and clears out most of the undead. He takes a smash from a Stalker for 11. The lich tries to break Alzar’s stun prevention. He casts Hold Person at Alzar and….20% reflects, Alzar gets +2 bonus – he tosses a 5, which is a7 and makes it.

54/87

6 vs 4

The lich grabs a Wand and fires a paralyze charge at Alzar and 60% reflected and his 6 makes it . Alzar’s axe stabs and kills the air elemental.

5 vs 1

Alzar is missed, and takes 80% reflection, and tosses a 19 and makes the save. He finishes the Earth, and shields the Stalekr and kills it

4 vs 5

Alzar casts Mordenkainen’s Disjunction and removes the protection from the lich. Another Wand charge fires and 40% reflected and Alzar tosses a 10 (only a 1 would fail). He drops the axe and swaps to his bow

9 vs 5

Alzar had 40% and tosses a 7. He casts Power Word Silence at the lich and silences it.

7 vs 8

Alzar’s bow is out and he fires a ton of arrows with the Hasp of Reloading, and closes while doing so. Alzar hits 3 times for 15 damage. The lich casts Vocalize.

1 vs 5

Alzar’s bow fires and spits again and 22 damage is doled out and his foe falls.

Now the lich clearly has a phylactery somewhere, it’s not perma-dead until that’s taken care of.

In fact the lich is beginning to regenerate right now, Alzar uses Holy Water to slow it down by a few hours

Abe Sargent
02-05-2018, 06:19 PM
With the defender of this level defeated, Alzar spends some time fully grabbing everything here:

Boots of Levitation
Pipes of the Sewers
Wand of Paralyzation – 8 charges

23000 gp
170000 sp
50 gems worth 17000 gp total

-1 leather
+3 bow
+1 shield

Marble Elephant Figurine of Wondrous Power

Lich Apprentice’s Basic Spellbook

Elven plate mail of etherealness

Scarab of Enraging Enemies

There’s a funky room back here were a large open area of grass, uts ,and more is home to more than 80 lizard kings, of the lizard man race . They are all shrunk down to smaller sizes. There’s a temple of a giant frog, that si a dead on ringer for the Temple of the Frog Alzar went to back in Blackmoor times with part of the abandoned crashed spaceship on board, and the lizard kings worship it

There is a sinkhole in the ceiling of the next floor up, and Alzar secures the stuff he acquired here in OtherSpace or Bags of Holdings, and then heads up with a smaller Broom of Flying to fit into the space.

He still can’t scry inside. He is trying, but can’t see in front of him.

Abe Sargent
02-05-2018, 07:03 PM
Level 5 –

25 rooms, much of which us a maze, under the control of one major defender, or traps

As Alzar rises, he sees a large, giant, ancient red dragon asleep in a large central room – the oldest and most powerful of all red dragons. He flies over and casts Temporary Youth, it opens its eyes and breathes fire – it was faking sleep. The good news is that Alzar’s foes Magic Resist is meaningless here, but Alzar’s is too. The foe drops in age to a more reasonable opponent, but Alzar takes 22 fire damage from the fiery inferno

65/87

9 vs 2

The great red dragon fires Magic Missiles at Alzar and they hit his Gem and are absorbed – he fires them back and the dragon takes 25 damage. Alzar casts Power Word Kill and drops the dragon. It dies.

Alzar finds:

+3 axe, luckblade
Javelin of Piercing
+5 Shield, +3 plate
+4 Dagger

55750 gp
23000 pp
570000 cp
124500 sp
73 gems worth 120,000 gp

Cube of Frost Resistance
Stone of Good Luck
Bracers of Archery


After spending some time moving the weaker loot it, with things like constructs helping, and TK Ring, they secure it for later perusement

Alzar searches the area. The nearby stuff is all typical open rooms TO the right is a hallway that emerges to a small chamber, and there are great stone images to the left and right of a lion and a lioness. They are magical, and the area is as well, and it’s trapped. The images are actually large figurines of wondrous power.

Alzar disarms the magical trap with a priest Dispel Magic spell. That allows him to grab:

Figurines - Stone Lion, Lioness – 52 hp, THAC0 11, deal 2d6 damage with a bite, AC 2

These critters are much more powerful than the normal figurines

Abe Sargent
02-05-2018, 07:41 PM
Alzar finds a study with a bunch of infra ink on a shelf – 4 bottles of it, to be specific. Most of the stuff in the study is decayed with time, like the furniture.

After exploring a bit, Alzar arrives at a mazelike area of the tower. Alzar passes through a one-way portal to room with a Chimera on the other side. Axe slays it one turn – after skootching around, Alzar finds the way out, having disarmed only a pair of traps.

A room beyond has great ivory pillars each one connecting to a different plane, and bringing outer planar power to the area and helping to secure the 9 spheres below on level 4.

There are stairs up here, but Alzar continues and explores beyond them on this level. Alzar passes a small shrine to Pflarr, a immortal of Magic, that he used the Chime of Opening to open from the Wizard lock. Alzar heads to the next room, and finds a room with a table, and some work tools and such. There is an amulet, magical, on a table, and it is trapped. Alzar can’t disarm it, so a TK ring is used, and a pair of Earths are summoned to fight


Alzar slays them both with axes after taking……23 damage

Amulet of the Planes

Beyond this room is a permanent Prismatic Wall effect. Alzar casts another priest Dispel Magic to try and drop it but he fails (Priest level not high enough0

Alzar heads into his OtherSpace and grabs a scroll with Dispel Magic on it, reads it, and drops the Wall

Beyond it is a small lair of Mind Flayers!

Alzar sees them and pulls back. They try to stun him, and they get 50% reflection and success and 7% and another. They are immune to their own mind blast reflections

4 vs 6

Alzar casts Flesh to Stone and slays one. The other moves to bite him, and attacks with tentacles – one hits, Alzar fails to evade, and he takes 7

81/87

6 vs 3

Alzar takes 11 from the auto hit, and another – no evade when tentacle – Alzar’s axe smashes and slasys the other one.

Alzar finds:

2700 gp
13500 sp
15000 cp

Mirror of Mental Prowess

And that concludes this level. He heads back to the central winding stairs up…

As he does, the lich apprentice arrives. Since Alzar is no longer in forbidden areas, and he has proven himself stronger twice, she meets with him for a few moments. She tells him that her master, Zagthrane, wouldn’t mind someone coming in, of worth, and taking her stuff after beating her a few times. She let’s Alzar know that Zagthrane was working on a simple solution, he then managed to wrest control of 9 different immortals here on Pandius, and then bind them together, all to force them to reveal one of simplest, but most devastating secrets. As you know, no character can rise above level 36 here, that’s the level cap. But there are tons of folks with it. More than a thousand mages in Alphatia alone are level 36. There are countless mages, fighters, thieves, clerics, and more, all at level 36, caped.

So these 9 immortals, from the five spheres, every alignment, were bound, held in place by the powers of nine separate Outer Planes that were channeled by those columns, and then forced to give up the secret of how to break that level limit. Zagthrane is the only mortal known to have ever risen above the level limit placed by the immortals themselves.

That’s the secret. Breaking the level limit. That’s what he did, and he is still alive today, spiritually exploring, learning, and growing, far beyond the most powerful immortals, even though he lays dead above, honored.

Alzar is allowed to head up

Abe Sargent
02-05-2018, 09:54 PM
Level 6 –

40 rooms

Runes on the stairs up tell people that this is the resting chamber of one of the greatest wizards of all time, and the “most powerful wizard on Pandius” and “One of the Most Powerful of All Time,” a wizard named Zagthrane. Anyways Zagthrane is the one who made the Magist’s Tower and lived here for centuries. The Keep was also under the control of Zagthrane and his people.



As Alzar reaches the top of the stairs, there is a lich at a lectern. The lich greets Alzar, and bids him to come and sign in, there is a nonmagical book and ink and quill. All guests here are required to sign in. Alzar opens the book and sees 17 names here total, in the millennia since this place was made. Some names he recognizes.

Bigby
Mordenkainen
Elminster
A few famous mages from Pandius’s past
Pflarr, before he became an immortal
Lyzandred
A few he doesn’t recognize


Wait….Lyzandred? Lyzandred the Mad? The one from Hamedh? If you’ll recall, Lyzandred was the most powerful of the people in the Sand Mire to create a nation in the fall of the great Empire, that led to the Sand Mire’s creation.

Some of the history there:

Long ago, before the fall of Amun-Re led to the opening stanza of the Sand Mire, to the west of Khaibar stood a citadel and home to mages and elders from all over Hamedh. This citadel, named Mathgamhna, was the home to an ancient order of warlocks and wizards.

During the time of Amun-Re’s reign, an evil demipower Dargeshaad, cast down from the heavens, arrived in the area. After seducing many with promises of power and prestige, Dargeshaad began to grow in strength in the area. He was banished to Hamedh because he would not be able to leave easily.

He gathered forces, knights, and mages and began to grow in power and influence. He was checked by the people in Mathgamhna. His followers crafted a shield called the Bright Barrier and stole the Halberd of Mathgamhna and renamed it Betrayer.

Then Amun-Re fell. Wielding these items of power, Dargeshaad saw the beginning of the collapse of the nation Amun-Re forged, and he begun to carve a swath of death across the area, creating his own little fiefdom. No one, save for Lyzandred the Mad, who would fall to lichdom, carved a more powerful or devastating nation as Dargeshaad.

Various elders rallied at Mathgamhna to try and put down Dargeshaad’s advances, but all they could do is build a stalemate. Eventually, via sedition and treason, Dargeshaad won the day, and began to destroy the citadel. As a result, the surviving elders invoked the most powerful of their Language Primeval, a lingua that described magic power in mere words instead of incantations , gestures, and ingredients. They let loose Speech of Twilight, and the world opened up and the Dragon of Shades entered.

Arriving at Dargeshaad’s citadel of Ascavalon, the Dragon began an enormous battle with Dargeshaad. But none from Hamedh could stand against the creature of shadow, power, and malice. And the battle was lost, and Dargeshaad and his side fell.

But the Dragon of Shades was not sated. It vented a massive amount of rage and destruction against an already war-torn and damaged land, and pushed the Sand Mire even further into forming. It would take years before it had its fill and left Hamedh.


And Mathgamhna would lay, silently, a testament to the old days, towering above the growing sands.


How would Lyzandred have found this here? How would he have known of Pandius at all? Are there connections between Hamedh and Pandius he was unaware of? Anyways, Lazandred once visited here, and signed in. There is a Detect Lie version of magic in the lectern that prevents people from lying on the page. Alzar the Mighty’s rune joins the list.

Abe Sargent
02-05-2018, 10:15 PM
There are numerous runes and details about various planes that Zagthrane visited

Alzar arrives at Zagthrane’s storage depot. There is a large warehouse here with numerous rooms and sections, each of which has large clay pots that are about 5 feet tall. Alzar moves around from one room to the other:

250 Invisible Stalkers are on this level protecting it, and a bunch see Alzar as he arrives at the storage depot, call out a signal, and move in, but they are stopped about 20 feet away and cannot get closer. The Rod of Seven Parts is keeping them out – they are from Air after all.

First Storage Room – 13 jars. One is broken, and it’s black powder is spreading out. Alzar’s Alchemy skill id’s it immediately. Smoke powder, useful for blowing things up, firing guns and cannons, and more. Each jar has so many smoke powder charges that it would likely fuel an entire army’s worth of powder needs. Alzar spends some time moving them to OtherSpace, and then he spends some time moving things around to secure them.

Second Storage Room - 12 intact clay jars, two broken. They have a bunch of pungent spices and fragrances, each worth 50,000 gp on the market as they are not here on Pandius.

Third Storage Room – 7 intact clay jars are here. A few are broken with a sticky, tarlike substance. It’s a dark red so dark it’s almost black. Alzar recognizes the substance – Beholder Blood. An epic amount of beholder blood. It’s around 100 gp a pint on the market. Alzar leaves this behind for now.

Fourth Storage Room – In here are 14 intact jars, and one broken one, with a ton of silver rings strewn about.

Alzar heads down and inspects a ring. It’s large, too large for a humanoid about the size of an ogre, or a bigger creature. There is in inscription inside that’s not I any language known on Pandius. Alzar’s axe deciphers it – “In the service of your lord you will know no fear.”

After spending some time analyzing the magical structure and creation, it’s a:

Ring of Ogre Loyalty – Give it to an ogre, and then they put it on, they become fiercely loyal to the one who gave it to them, and get a morale of 20, fearless, and will never break

There are 2000 of these rings in here from the broken cask, and another 14 jars, each with another 2000 for a total of 30000 magical rings that would create one of the most powerful armies, if that many ogres could be assembled.

Alzar takes them all. He has some of his folks scoop up the loose ones in here.

Abe Sargent
02-05-2018, 11:26 PM
Fifth Storage Room – 12 jars in here. Two broken, and old desiccated body parts – eye stalks. These jars each contain an epic amount of beholder eyes of various sorts. Each eye stalk is worth around 150 gp on the market for mages and such. Alzar never carves up dead Beholders, he turns them into Death Tyrant undead, the most powerful ones in his arsenal. There are roughly 1000 eyes per jar – 12000 eyes all told

Sixth Storage Room There are 12 jars in here, each has a strong, powerful buzzing sound coming from it, like a huge swarm of insects. What is in here? It’ll take research later for Alzar to learn it, and he secures them now. Each one contains a huge swarm of active, live, and hungry crop-destroying insects. They can be used in warfare as a sort of scorched earth weapon to take out an army’s ability to eat, feed itself, or more.

Seventh Storage Room – In here are 9 intact jars, and 3 brokens ones, cascading beads all over the room. Alzar recognizes these beads immediately – they are the breads that go on a magical Necklace of Missiles, that are pulled off, tossed, and then blow up in a small fireball. There are tons here ,from small 2d6 ones to big 10d6 ones. 300 beads per jar. Alzar also collects, carefully, hundreds in here as well

Eighth Storage Room – In a small room, there are a bunch of beads of force, instead of the fireball ones. 500 Beads of Force in all


Ninth Storage Room – In this room are 13 clay jars, and Alzar checks them and makes his Genie Lore roll. They have markings on the side that designate a Genie Container, and there is one in each of these. 5 Djinni, 2 each of Dao, Efreet, Jann, and Marid

Alzar breaks a Djinni one and it arrives. It’s pissed after containment for thousands of years, but Alzar speaks to it. It cannot damage him either – the Rod is keeping him safe. The djinni recognizes the Rod, and it’s almost complete state. Instead of granting Alzar a wish for freedom, the djinni instead offers to gather information. Alzar agrees, and the djinni heads out, returns about 15 mintues later to give Alzar a full scoop.

The djinni doesn’t know, and can’t tell where the 6th section of the Rod is. But the 7th? He found it. It’s on Pandemonium, in a Cocoon of Law that protects the wounded Miska, the Wolf-Spider, consort, general, demon lord, and all around bad guy He’s been wounded ever since his blood pored onto the Rod’s after he was wounded by it.

The Chaotic magic of the rod is from Miska, and as long as the Rod is alive, Miska will be too, but he’s not that powerful, he’s weakened. The Dukes of Aaqa imprisoned him inside of a great cocoon of law that chaotic creatures should be unable to find. But the Queen of Chaos found him anyway, tore a hole in the cocoon, and then captured the 7th piece of the Rod from a Prime, and then sent it into the cocoon along with some defenses for helping Miska.

The djinni wins his freedom, and is sent away. Alzar keeps the other jars


Tenth Storage Room – A few of these were open, broken, and have various decayed foodstuffs. Three are unbroken. They are basically Decanters of Endless Food. Pop the lid, eat the food that shows up, and then close it again, and repeat ad naseum.

Eleventh Storage Room – Alzar finds a few broken jars, all broken, with a few magical items strewn about, but raided and looted long ago, unlike the other rooms. These jars apparently had different themes – one was figurines of wondrous power, and another ioun stones, and a third magical dusts.


Alzar finds:

Obsidian Steed Figurine
10 Dust of Dryness
15 Dust of Disappearance
Glass Griffon Figurine

Abe Sargent
02-06-2018, 06:57 AM
Leading from this area is a archway with crossed spears over it, and both are magical. One is a +5 and the other a cursed backbiter spear


The archway enters an area with a magical pipe organ. It’s not being played, but it is seriously magical on Alzar’s Star/Gem (and Azzil, the imp as well agrees). It’s not an artifact, but it’s powerful .

It’s too big to move right now (when played, you can duplicate any known magical instrument effect – like Horn of Fog, Harp of Charming, etc).

Numerous Stalkers are milling around to, but can’t touch Alzar

To the right from the room is a large archway with a giant book carved into the wall, and te signs of books beyond. That’s a clarion call for Alzar. He heads out there now

This is a four room library, with a few tables and such, but a ton of shelves in the varius rooms.

Alzar heads in and then suddenly from the next room, a skull rises from the ground –

A demilich is here guarding the area. But nope. It’s more powerful that a normal one – this is an Elder Demilich

Demilichs are evolved from normal lichs, who are so old, powerful, and strong they have begun to scout the planar areas as their local person hood begins to wither and crumble, and just the powerful parts of their physical presence remains including a skull.

Alzar has taken out two demilichs before – Acererak in the Tomb of Horrors and the ruler down in the Nightmare Keep. He’s familiar with them

Unlike the normal demilich, this one is generating 5 wraith like objects from the dust of its body. These are targets that appear scary – attacking them or casting magic at them will actually power up the demilich. Also, the skull is rising on its own, and getting ready to fire a beam at Alzar from behind the “wraiths”

Initiative

8 vs 5

The Elder Demilich fires a Trap the Soul attack on Alzar, trying to drag him into one of many gems in its teeth. This will kill him permanently. Much like a Power Word Spell, there is normally no save, but Alzar’s Ring grants him one. 40% is sent back (it’s immune) and he gets save at +4 only a 1 or 2 fail. 9. He’s fine. Alzar grabs his Ring of Efreet Control, swaps it with the Ring of Wizardry.


3 v 5

Alzar uses the Ring and forces the Efreet to give him his monthly wish. Alzar knows that only a +4 weapon or more will wound it, and it only takes the + in damage. Selinyr is a +4 axe, so it hits for 4 damage, and this Elder Demilich has 100 hp. So Alzar wishes that the Elder Demilich is fully vulnerable too, and takes full damage from his, weapons. It works. The Demilich tries again, gets a 30% redirection, only a 1-3 fails, tosses an 18 and I fine

2 vs 9

Alzar slashes the skulls with his Axe once, misses, and then misses with the shield as well – 22 damage taken. It uses Trap the Soul and….60% redirection, only a 1 fails – 17 tossed.

78/100 – Elder Demilich

9 vs 5

20% redirected – 1-4 fails and…..20 is tossed. Alzar hits for….35 damage

48/100

5 vs 3

The Elder Demilich casts Shadow Door and heads to another section of the library. With it’s high hp regeneration, it won’t need long to stay away from Alzar to heal and return. Alzar swaps to the short bow and runs around

53/100

1 vs 6

Alzar moves, finds the skull, fires, and hits for 16 damage total. It tries to trap him again. 90% redirected and….tosses a 4 and makes it.

42/100

4 vs 7


Alzar fires and hits for 20. It casts Vampiric Touch and drains him of 23 damage

50/100

9 s 7

Trap? 60% and 14 Nope. Alzar grabs the axe again, now that the skull closed for the V Touch, and uses for one hit for 15 damage, and a skull bash smash with his shield for 8

32/100

2 vs 5

Alzar hts and slays it for 44 damage

Dead Elder Demilich

Abe Sargent
02-06-2018, 08:24 PM
The library is secure

There are four libraries here:


This is one of the most valuable, ancient, and valuable library Alzar has ever been at, other than, perhaps, the one run by Baba Yaga or the Great Library in Serraine.

Here’s what’s here:

4500 tomes on making magical Items
3500 tomes on other planes
An entire library of 3250 books on theory, practice, and possibilities for making every single construct known.
Zagthrane’s Guide to Removing Level Caps
A full shelf of 600 books on the truenames of various demons, devils, demodands, daemons, hordlings, and more.
2500 Bestiaries of countless animals, monsters, and creatures, including many from other planes
Critter Bits and Magic Recipes – A 5 volume set of books on how to use, harness, and value the bits and pieces of slain monsters, from dragon scales to ankheg shells to cave fisher filament.

2 Manuals of Transportation Arches
Book of Exalted Deeds, Libram of Gainful Conjuration, Book of the Planes, Manual of Bodily Health, Manual of Quickness in Actionx2, Tome of Understanding, Book of Infinite Spells, Boccob’s Blessed Booksx3, Libram of Silver Magic, Book of Vile Darkness, Libram of Ineffable Damnation, Vacuous Grimoire,
26 spellbooks
Manual of Juggernaut Golem

After securing this, Alzar will know:

1). Multiple ways to make every basic magic item in the game (basics are those in the DMG)
2) At least one recipe for every uncommon magic item in the game
3). 50% chance of At least one recipe for every rare item in the game
4). 25% chance of very rare
5). 5% chance of recipe for unique

6). How to make every single golem, living statue, and other construct, as well as different ways to enhance them, like the onyx used in his stone golems, the steel plates in the fleshes he made, how to give a golem the power of detection, and such.
7). Intimate knowledge on every monster ever known on Pandius up through 3250 years ago, when the last book on that topic was written
8). Enough true names to essentially summon as many lower level guys as he wants and needs
9). Knowledge on how to run, capture immortals in the Tower, if needed
10). The path necessary to remove the level limit.


Alzar spends some time absorbing and controlling the library.

Then at the back side of the library, there is a grey stone wall at the back, and although the Gem/Star didn’t detect anything, something…odd…is happening here. Alzar looks, and there is a portal here to another plane, one of many that open up into the Magist’s Tower. He can’t tell where though, unlike most others.

As he turns to the library again, Alzar’s familiar, Azzil is suddenly pulled through the portal!

He is beginning to feel a mystical tug as well, and then he flies through – it’s pulling out all creatures from other planes besides Pandius, as some sort of protection in the rear of the library


End of Greyhawk Ruins for now

Alzar gained a level while in here, early on actually – he can cast one more 7, 8 and 9th level of magic

Abe Sargent
02-07-2018, 11:08 AM
WG6. Isle of the Ape


https://fireinthejungle.files.wordpress.com/2012/03/gh-wg6.jpg?w=460


Hello folks, and welcome to Gary Gygax’s final adventure for D&D. We know that Gygax often used the central conceit of this module, of a pocket plane that his main group would find in a dungeon, is a major part of the world building he did. Gygax felt that the game was moving away from action telling and more to story telling and says as much in Dragon 102. This is supposed to be n example of a quick push back, where there’s hardly any plot at all, but more about story telling.

Now take my own campaigns here. I really enjoy story crafting, and one of the ways I like to do that is to take a variety of store bought modules, and then splicing them together to make one whole. The best two examples of that are the Isle of Dread campaign I did in Thorasia, and the Sand Mire campaign in Hamedh. The Sand Mire one in particular has a ton of story telling.

Frankly, good pulp stuff isn’t just a bunch of action scenes, but tells an interesting story building. The world building of John Carter of Mars, or the story telling of Fu Manchu are both interesting examples of that. Sure, a quick Conan short story might be heavy on the action, light on the story, but not all, and not the best. I read all of Robert Howard’s Conan stories and my fav is Beyond the Black River, which is rife with story telling. Many credit, or blame, Tracy Hickman for moving to more story telling devices with modules like Ravenloft, and the introduction of Strahd von Zarovich, but story telling is good.

There is value in that

You’ll see it in the extreme world building that will follow, and novels are written in these world, and some worlds, like Dragonlance are going to be all about story and world crafting.

Anyways, according to Gygax in the forward to this module, this is based on a portion of his Greyhawk Castle campaign in 1972. I am adding this as a trap to the later version of that campaign in the Greyhawk Ruins, a true testament of a few things –

1). Even though I may disagree at times, let’s get some action in here
2). It’s the best place to slide it in – although perhaps in retrospect I could have pulled it out of the demiplane and placed in in the Sea of Dread near the Isle.
3). It’s suitably pulp, and fits the Pulp Themes of Pandius quite nicely

Abe Sargent
02-07-2018, 11:13 AM
For those who care to read it, this is Gygax in issue #102 of Dragon:


Let’s start pushing the pendulum the other way
by Gary Gygax
©1985 E. Gary Gygax. All rights reserved.

There was a long period of time when
action, rather than role playing, was the
major focus of gaming, and this was espe-
cially true with respect to tournament sce-
narios at conventions. Thus, an AD&DÆ
game scenario would typically stress combat
with monsters to achieve the goal set before
the characters. Now, the pendulum has
swung the other way ó much emphasis is
being placed on how well the player takes
on the role of his or her character. Personifi-
cation and acting are replacing action of the
more direct and forceful type ó be it sword
swinging, spell casting, or anything else.
Before this trend goes too far, it is time to
consider what the typical role-playing game
is all about.

First, it is important to remember that
(role-playing îis a modifier of the noun
ìgame.î We are dealing with a game which
is based on role playing, but it is first and
foremost a game. Games are not plays,
although role-playing games should have
some of the theatre included in their play.
To put undue stress upon mere role-playing
places the cart before the horse. Role play-
ing is a necessary part of the game, but it is
by no means the whole of the matter.
Role playing is similar to, but not the
same as, role assumption. The latter term is
generally used to identify the individualís
acceptance of a part which he or she could
actually perform. While a child might
play the role of a parent, an adult would
assume that role when dealing with his or her chil-
dren. This distinction is important in the
context of gaming because of the stress now
being placed upon role playing. Too much
emphasis in this direction tends to make
playing out an adventure more of a chil-
drenís ìletís pretendî activity than an
action-packed game which involves all sorts
of fun, including the playing of a role but
other fun aspects as well.
A role-playing game should be such that
players begin the personification portion as
role play, and then as they progress the
activity should evolve into something akin
to role assumption.

This does away with stilted attempts to act the part of some
character. In place of this, players should
try to become that person they are imagin-
ing during the course of the game, and
conduct the actions of their characters ac-
cordingly. A spy, for example, speaks in one
way to his superiors, in another way when
he converses with his equals, and in yet an
entirely different way when he is attempting
to penetrate an enemy installation and is
impersonating a plumber, perhaps. Imple-

mented in this fashion, the concept becomes
one of roles within roles.
This applies to all role-playing games, of
course. Straining to play a role is certainly
contrary to the purpose of the game. The
actual reason for gaming is fun, not instruc-
tion in theatrics or training in the thespian
art. Role playing is certainly a necessary
and desirable part of the whole game, but it
is a part.

Challenge, excitement, suspense,
and questing are other portions equally
necessary to a game of this nature.
Problem solving is the typical challenge
in a role-playing game. Whether it is dis-
covering a murderer, finding a magic
sword, or seeking to expose a gang of crimi-
nals, this element is an integral part of such
interactive gaming. And ënote that problem
solving, in this context, has to do with a
problem to be solved by the character, not a
problem (such as ìHow do I role-play this
situation?î) to be solved by the
player.

Combat, survival amidst threatening
conditions, or stalking an opponent are
typical means of adding excitement and
suspense into the whole. These are action-
oriented portions of the game activity which
call for little role playing but a fair amount
of role assumption. The magic-user charac-
ter (and thus, the player of that character)
must know his or her spells and how to
utilize them efficiently. The explorer must
know outdoor craft. Whatever the situation,
setting, or character being played, skill ó
not theatrics ó is what is called for here.
Having a goal, understanding it, and
the hands of the game master and the play-
ers. If a particular group desires to stress
acting, or combat, or problem solving, or
any other singular feature of the whole, that
is strictly up to the individuals concerned.
How they enjoy gaming, and what consti-
tutes fun, is theirs alone to decide.
This last point extends not only to players
but to products as well. A particular game
might be designed to stress one aspect over
others. Role playing can be the major
thrust, or action and combat, or any of the
other elements. Similarly, the underlying
game might offer one or another while its
accessories and scenarios develop some
different aspects. Most games and support
material are general and offer a reasonably
well-balanced mix.

But is this true for competition situations
as well? In contrast to a long period when
such tournaments tended to feature hack-
and-slash, shoot-ëem-up, and blast-ëem-out
situations, there is now a trend toward
downplaying everything except the theatri-cal side of gaming. This
tendency has evi-denced itself to a lesser extent in some
support materials, it must be noted. The
reaction is not altogether unwarranted, for
many particpants seem to have been ignor-
ing role playing completely, or nearly so,
their games. Instead, it is usual for such
in games to stress direct, usually violent,
remaining steadfast in its completion are
likewise necessary to role-playing games.
This questing, if you will, again has little or
nothing to do with role playing in the acting
sense. It is closer to role assumption and is a
measure of gaming ability and skill.
Role-playing games are different from
other games in that they allow participants
to create a game persona, develop this
character, and enhance his or her skills and
abilities. While some considerable amount
of acting is most beneficial to play, this is by
no means the sole objective or purpose. The
fun of such gaming includes all the other
elements mentioned, plus the interactive
relationships which develop between the
various characters of the players participat-
ing. In the well-balanced game, role playing
should quickly become role assumption,
which then again leads to character role
playing ó roles within roles!

Not every game of this sort must be
action. This is a true detriment to fully
appreciating the scope of role-playing
games; as with most things, one extreme is
just as undesirable as the other.
The current vogue of placing seemingly
undue importance on the role-playing por-
tion of the game is simply meant to inform
and educate participants about a very im-
portant segment of what differentiates these
games from other types of games. It is to be
hoped that the needed training thus af-
forded will enable game participants to go
beyond role playing of their characters and
enter into role assumption
instead. Once it is understood that role playing is a vital
ingredient of the game, and players under-
stand how to actually accomplish it, the
undue attention can be discarded.
Balanced games are certainly the most
enjoyable sort for the great majority of
players. A meal does not consist of but one
thing ó
if it is to be an enjoyable one. By
the same token, a role-playing game must
have all the ingredients which allow it to be
varied and enjoyable. Playing and assump-
tion of roles, interpersonal dealings, action,
completely balanced with regard to all of
these aspects. Such a decision is entirely in
problem solving, excitement, suspense, and
questing are all important to make the

whole. The portions can be mixed in differ-
ent amounts, but each should have a degree
of existence within the scope of the whole.
It is common for scenarios to identify the
level of experience and skill recommended
for those utilizing the material they provide.
Perhaps it would be worthwhile to also
identify any particular stress the scenario
places upon a certain aspect of the game
activity ó role-playing, action, problem
solving, or any other.

Tournament scenarios and competitions
might also benefit by such identification.
Prospective entrants would then be able to
determine which aspect they favor, or possi-
bly need to learn more of, before they en-
tered the event. Participants who find their
enjoyment lies in one area or another would
thus be able to select events optimal for
their tastes and avoid those which they
might find less fun ó making the competi-
tion experience more enjoyable for everyone
who does take part. Is the player who has
difficulty personifying a well-understood
character any different from an excellent
thespian who misplays the game otherwise?
By being able to identify the focus of a
scenario, not only would players be in-
formed, but they would also be given the
opportunity to round out their abilities in
weak areas if they chose to do so.
Play of the game is the thing. Play in-
cludes development of the character and
personification thereof, role assumption and
role playing, and the rest. After all, fantasy
in whatever form is integral. Whether fight-
ing a dragon, piloting a starship, or shoot-
ing it out with evil enemy agents, the action
imagined during the game is what really
makes it fun. The pendulum did need to
move a bit to balance things, but it must
not go too far, or the realms of role playing
will become small and constricted instead of
being ó as they should be ó as broad and
varied as the imagination.

Abe Sargent
02-07-2018, 11:19 AM
Alzar arrives in an artificial demiplane, a construction. As Gygax states, “There are not many tricks, traps, or clever devices here. This is an adventure of attrition, and the place is literally infested with horrible monsters, and sheer number of huge, man-eating creatures will soon take toll of the PCs.”

So let’s see what we can see

To begin, All of the following types of magic don’t work here:

1). Illusion of any sort, including invisibility is a non-starter
2). Spells of apportation, like Teleport or Word or Recall or Dimension Door are non-starters
3). Any form of conjuration or summoning won’t work either, from Monster Summoning to Conjuring an Elemental. None of it works, unless a special version for this demiplane has been researched.
4). This plane was made by Zagthrane as a trap and a prison. Spells like Plane Shift, or items like Amulet of the Planes won’t work to get out. You can’t Gate or Worldwalk your way out. Alzar will need to find another way out.
5). Higher level divination magic above level 3 won’t work – just the basic tools like Detect Magic and Identify.
6). As immortals aren’t generally aware of this place, they cannot help mortals here
7). Magic Resistance here doesn’t work for anything, just like the top three levels of the Magist’s Tower.
8). Alter Reality, Limited Wish, and Wish are not available
9). Artifacts and Relics don’t work on this plane at all, and the Rod, Barrier, and Face are thus inert.
10). Scrying magic, like Crystal Balls and Wizard Eye also won’t work. Just lower level detection stuff
11). Potions are inert here (smoke powder as well) and don’t work
12). Extradimensional spaces, and those spells and items that duplicate them, don’t work here.
13). Like the other planes, Alzar cannot cast more than one spell/day of each type as a mage – so he can’t cast Power Word, Kill 4 times in a combat or day.



I made some of those rules to make it harder for Alzar. The point is to have a place that that will be rough on Alzar, and hit him in places of comfortability. I am hitting things that aren’t in the module (like MR)

I also pulled MR in the works above in the Magists Tower, in my version, no one broke into those areas, in the real version, Umber Hulks did, as it was underground, but I like keeping it Umber Hulk Free and secure, and I added in layers of “You Can’t Scry, MR, etc here). I added in the no-extradimensional space rule, as I think it fits the point of this module quite nicely.

Abe Sargent
02-07-2018, 05:45 PM
Alzar is on a tropical island, very hot, steamy, and muggy. This demiplane has the features of a medium sized island, with a central band of mountains, volcanoes, and more, and then fog and clouds enshrouding the island. The whole land mass is well above the water, and it resembles islands formed by a volcano that rose above the water. There’s very little beach, mostly just all rock. There are some plateaus, and the island is covered in many areas with a dark set of tees and jungle, as well as plateaus reaching above the trees.

Alzar reaches out and tries to leave, tries to head to OtherSpace, and all of the normal tricks aren’t working. He takes a quick assessment of the items he currently has with him that seem to be working:

Magical Items –

Axe – Selinyr, +5 axe, extinguishing, interpreting powers still work
Short Bow with Hasp if Reloading, quiver, arrows

Bracers of Defense, AC2
Cloak of Shadows
Boots of Striding and Springing
Ring of Wizardry
Ring of Spell Turning
2 Warp Marbles, Bands of Billaro, Scarab of Death, 3 Cubes of Force
Girdle of Frost Giant Strength
Necklace of Adaptation
Periapt of Proof Against Poison +2
Amulet of Power
Helm of Selnor
Rock Jellaba

A variety of potions in hard metal flasks, magically hardened

Ioun Stone of +1 AC, and Regeneration

Ear Ring, Finger Nail, Chime of Opening
Star of Mo-Pilar/Gem of Seeing

Wand of Fire, 41 charges
Wand of Force, 90 charges
Wand of Frost, 12 charges

The inert Bright Barrier, Rod of Seven Parts

Scroll of Passing
Gem of Delusion in a small lead box

Belt Pouch with a lot of basic spell components. Many are in extradimensional spaces, like skulls and such. Small rare stuff, like the lock of hair needed for Wail of the Banshee, is here, as well as stuff for Evard’s Black Tentacles, Death Spell, and such. He’ll grab spell components he comes across as he sees them, like sand for the Sleep spell.

Ring of Free Action, G. Sustenance on the belt, ready to be pulled off and used

Alzar doesn’t have his spellbooks, but with the spell he has, he doesn’t need them either. Any spell he knows, he can use. However, he does need the traveling library and workshop in OtherSpace or a replacement. Without them, shortly here, his class benefits as a Fivefold Path Mage will cease – such as extra spells and stuff.

Some of Alzar’s spells, like Hypnotism, Charm Person, Dispel Magic, Continual Light, Knock, Vampiric Touch, Charm Monster, Remove Curse, Geas, Finger of Death, Power Words, Prismatic Spray, Maze, Sink, Time Stop, don’t require any spell components at all. Most good priest spells are the same, like the healing spells.

Others like Summon Swarm, Fly (needs just a feather from anything), Suggestion or Mass Suggestion (snake tongue), Confusion (three nut shells), Polymorph Other (cocoon of any type), Animate Dead (drop of blood and bone shard), Feeblemind (pinch of clay) Transmute Rock to Mud (ditto), Stone to Flesh (lime and earth and water mixed together), Disintegrate (pinch of dust) and Sleep have easily replaced items.

So there you are.

Everything else is in the Bags or OtherSpace.

The only one of Alzar’s allies or pets here is his familiar, Azzil, the Imp. It can’t be invisible here, it has to be seen, but again, it takes the form of a raven, like normal.

Abe Sargent
02-07-2018, 06:24 PM
Alzar has Azzil fly up to scout, above the treeline. There are many flying creatures, some dinosaurs, and such here and there flying above the trees. It’s open, and very dangerous. Azzil returns, and they Head on.

They are moving down a path, slowly, as Alzar’s bow is ready at hand as he moves, scouting the area and moving down a game trail. Azzil is slightly ahead, scouting.

As they move up and in, about 30 minutes on this plane, they hear a sound and from the other side of the trees a few roars of apes can be heard. Out come a small number of carnivorous apes, ready to smash Alzar good. Behind them move a number of natives, controlling the apes. There is a shaman, and a score of fighters coming in behind. The shaman flings some scales at Alzar, and a variant of the Magic Missile spell, Serpent Missile, occurs, and a few snakes fly out to hit him. He takes 15 damage, and deflects 30% back, and the shaman took 6.

http://cdn.shopify.com/s/files/1/0149/6074/files/scan0006_large.jpg?10804390754713685980



2 vs 6

Alzar grabs a pinch of sand from the ground and casts Sleep. 6 fighters fall and begin to snore. The apes arrive and begins to smash, and he takes one hit for 8 damage, and then evades. His AC is worse without the Bright Barrier available nor any other magical shield. Fighters pepper him with missile weapons for 9. The Shaman casts Charm Person, but that’s not going to work on him.

66/88

2 vs 1

They hit Alzar for 14 total damage, and Shaman begin to waken sleeping folks. He can waken one a round. One is up. Alzar grabs the piece of tentacle from an octopus, and casts Evard’s Black Tentacles and cleans out the entire area, killing everything, but using up the only component he has for that spell

Alzar takes some blood and a shard of bone, casts Animate Dead, and now has a group of 17 skeletons.

2 sleeping natives survive. Alzar ties them up, and wakens them. He casts Detect Lie, and interrogates them. They know very little. TR There are three tribes on the island, they are the tribe fo the ape, and call themselves the Kawibusa. Their god is a great ape that dominates the island named Oonga. They send captives, carnivorous apes, or fatten pigs for sacrifice to Oonga. They have many hands more than the other tribes, and this was a raiding party. Their leader is the Big Witch Doctor, and Alzar gest a basic sense of where they were from.

While he’d like to kill them, killing bound creatures, or even torturing them, is against his principles as a Lawful Neutral character, so he takes their stuff, and sets them free after they pledge to not attack, and Detect Lie verifies it

Alzar moves to their primary home. It’s along this game trail.

Abe Sargent
02-07-2018, 07:23 PM
An hour later, Alzar was detected by leading forces of the Kawibusa. Someone has conjured and sent an insect swarm at him, as per the priest spell. He takes it out easily enough, taking 18 damage from it, but that’ll regenerate.

After doing that, they have located him via their ability to communicate with animals. They arrive at a river, and there are a few sticks, logs, and such, but nothing else. Alzar orders the skeletons forward, and they hit the river, and begin to cross. Then from the river, out attacks a great giant leech, about 10 feet long. It moves to Alzar, sensing blood, and moves from the river. Meanwhile, a shaman user from somewhere turns the sticks into snakes and the logs into crocodiles, and they attack the skeletons. In a moment, Alzar is facing around 10 crocodiles, 20 snakes, and the giant leech. This is annoying.

A lock of elven hair is gathered, and Alzar Wails and slays them all. His remaining 12 skeletons are fine. They cross over and head deeper into the island.

After a bit, the sun is beginning to set, and Alzar is going to camp. He has swapped to the Greater Ring of Sustenance from the Spell Turning one, in order to keep himself from needing water, food, or sleep. But some rest, and scouting would be nice.

He creates a fire (fire-building proficiency) and identifies local things for later eating, if its needed with Survival. He sets some nonmagical snares around as a alarm system, and then camouflages the area as well as he can. He scouts around for basic spell components, and finds clay, nut shells, and took snake tongues from some vipers today, and such. He spends time rejiggering his stuff so the main spell components for spells he’d need immediately are available in a snap.

After he gets everything he needs, he mediates for a bit, with Azzil keeping watch. Then he’s fully rested, and can cast all of his spells again

A few hours past midnight, as it is still dark but soon dawn will strike, Alzar, his skeletons and Azzil head out.

Abe Sargent
02-07-2018, 08:50 PM
They are closing on the village, and in a few hours, a giant group of natives push and ambush the group around 9 am or so. 40 natives are here, and two shaman, and a group fo 10 apes as well, and they are attacking from two sides

Alzar let’s them close, takes 13 damage “panicking”, swaps rings, and then casts Mass Suggestion and a bunch of villagers start poking the apes for him. The Apes are cleaving through the skeletons, but as the villagers turn on them, they spin madly and just start eviscerating the villagers instead, and they can’t tell, or they don’t care, who was and was not attacking them, they are attacking all of the villagers..

Two more Serpent Missile spells come from the Shaman, and takes 27 damage and reflects back a lot more. Alzar’s axe hacks into a nearby ape and slasy it

3 vs 5

Alzar kills another ape. His skeletons are mostly dead, but the apes and villagers are attacking each other so much, that only one ape, and two shaman, are focused on him. The ape misses, and the Shaman cast Cure spells to heal themselves

49/88

7 vs 2

The ape hits, Alzar evades, and then Alzar is hit with Melf’s Acid Arrow from one, and the Spell Turning Ring…redirects 30% of the damage back, so he takes 5 this round. The other fires off a Flame Arrow spell at him, but with his natural immunity and Ring he only takes….4 damage. Alzar kills the ape on him with his ferocious axe of happiness and he sheathes the axe for his bow (With the other attack , he only needed one for finishing the ape)

41/88

5 vs 7

Alzar moves, peppering a wounded shaman that cast Flame Arrow at him for 12 damage. Alzar takes 4 from the Acid Arrow, and then another Cure is delivered to the one Alzar is closing on ,and that one casts Strength on a nearby warrior and then orders him to intercept

38/88

7 vs 1

Alzar takes 5 from the Arrow. He also takes a hit from the en strengthened warrior on him. But his evades holds. Shamans hit him for 7 with a Burning Hands, spell. He casts Vampiric Touch, and drains 24 from the warrior and drops him. As he does, a group of trees are pushed aside, and a group of 20 soldiers here throw spears at Alzar all at once, as a second ambush past the first. That must have been why they didn’t run. Alzar is hit by three for 11 damage

40/88

9 vs 6

Alzar takes 15 from more missile weapons, and then the last ape arrives, wounded, but victorious No more undead are left, and a handful of soldiers escaped, and are flinging in javelins at Alzar. Alzar reaches into the spell components, grabs a piece of turtle shell, and casts Protection from Normal Missiles.

26/88

3 vs 7

Alzar casts Cure Critical Wounds. Then the foes are ordered to close to hit him. The ape missed him.

67/88

5 vs 2

Alzar is hit for 14 from melee, and that’s after he evades one hit. Then he smashes and slays the ape, and then carves down a soldier as well. The shaman, out of spells,a re reatreating.

53/88

1 vs 9

Alzar animates 30 skeletons from the dead soldiers, and the other 21 that are fighting him virtually solo begin to back off, aware of the number difference. Alzar slays a few after killing some with spears and other missiles. They can’t hit Alzar at range, so they flee

Alzar spends some time gathering up stuff, and secures some arrows back, and then he finds some spell components too, from more bone/shards in case he wants to cast the priest iteration of Animate Dead to the skulls for Skulltrap and bones for Blastbones.


He heads out.

Abe Sargent
02-07-2018, 09:08 PM
An hour later, he arrives at the village. There are a bunch of huts, mud buildings, clay chimenea, and more. (A chimenea is a front loading firestove, that is good vs rain and winds).

Alzar finds an array of defenses arrayed against him – palisade, hostility dug trenches, shaman, a bunch of sticks and logs to turn into snakes and crocodiles, and more.

A group of 4 soldiers walk out to greet him, and they agree to safe passage, in exchange for information from him on a variety of element. The Big Witch Doctor agrees to meet with him, but not inside, instead he arrives with a large party here, safe on the far side of the palisade.

Alzar and the BWD discuss various things. He discusses the various things his folks are up to, from local sacrifices to Oonga, and to their great god. Alzar’s undead army of 30 skeletons gives them some serious respect. They are the Tribe of the Ape, they won’t be silenced too much. But the Witch Docter points out to Alzar where Oonga rests, a great giant ape, as big as five huts, stacked on top of each other,

Alzar heads back out. There is a great palisade on the far side of their village, heading deeper into the jungle. Back here is a pair of large stone columns, ancient, with archaic carvings on them, and two sets of manacles made of some unknown purplish metal . Alzar’s axe deciphers the carvings:

Abandon Hope all ye who are here, but fight like the blazes anyways! – Zagthrane

This is where the sacrifices for Oonga are brought:

https://fireinthejungle.files.wordpress.com/2012/03/bigwitchdoctor.jpg



To the left is a great magic portal, currently closed. The Big Watch Doctor indicated this is where Oonga comes from to eat their sacrifices on the far side of the palisade and away from their village.

Alzar heads out.

Abe Sargent
02-07-2018, 10:35 PM
A few hours later, he runs into a large group of 8 stegosaurs. They are herbivores, and won’t attack Alzar unless he bothers them. Or presents a threat. They move off

There are more nasty folks here as well.

Alzar pushes deeper, and as they do, a large Wyvern flies out at him, and he axes it as it flies down to grab him, and in one round, kills it. Other scavengers hear the dead cry and move out, and a pair of giant wolves are one such enemy, but they are a bit shy of his undead, and he’s moving off anyway. They wait until he has left, and then pounce on the free food

Brought by sounds, another dinosaur is coming, and this one is more of a threat, a tyrannosaur, moving in. It’s big and nasty. Alzar moves in front of the skeletons, and shouts out and brings its attention. He’ll melee it. It charges him, and his axe is out. It hits and Alzar tosses..41 and makes the evade. No damage. Then he smashes and hits.

4 vs 6

Alzar hits and takes out the dinosaur after dealing 34 to it. He carves it up.

They head on. Hours pass by the trail moves up to some nearby foothills of the central mountains. And then there is a path here that opens into the area of the second group of locals. Alzar heads up, leaves behind the undead, and nears them. This is a group of rock dwellers here in the hills that are often targeted for attacks by the Tribe of te Ape, the Kawibusa.

Alzar arrives, casts Friends, and then greets them. With his high charisma, enhanced by the spell, and him not attacking them, he is welcomed into their area. Alzar is welcomed


He heads in, this tribe has around 60 or 70 members, and these barbarians here regularly fight against the “large, hairy apes” from others that are hard, but tasty after slain, but they run from the “larger hairy apes” when they emerge. Alzar meets the Great Shaman of this tribe, an old, cantankerous person. He suffers from memory issues and more, and stress exacerbates it. Alzar casts Charm and brings him in as a friend, and then casts Alzar’s Ingenious Understanding on him, which raises his INT heavily for a short period of time.

With the heightened INT and the charm effect, they talk at length,

Generations ago, there was one tribe, and the shaman passed the secret for summoning Oonga from one generation to the next. Then a shaman has three very antagonistic sons that were vying with each other for rulership of the tribe. In order to prevent favoritism, he gave each son one third of the code. Instead of forcing them to keep together like he had hoped, they split up, and each founded a new tribe. The Great Shaman will speak the code of the ceremony at the great portal to Oonga with the other two when Alzar needs.

A third tribe lives in some caves up in the mountains, and then there are birdlike folks, Aarackocra, in a plateau to the south east from here.

Alzar finishes and heads up, without taking his skeletons with him, and he’s a lot faster here as a result.

A few hours ebb by, and day begins to turn. He sets up camp again. By now, he’s been away from the lab/workshop and library that he loses all abilities of his Fivefold Mage and is just a mage.

Abe Sargent
02-08-2018, 06:49 AM
Nothing bothers him in the day and in the morning, and he heads out, with the cover of dawn still a hope.

A few harpies are here, almost a score of them, and they begin to fly down. Alzar swaps rings, casts Fly and heads up. They fly in and around him, and he casts Death Spell. Many die. They are using charm magic at him, but he’s immune. A bow pepperage of the few remaining forces the rest away.

Alzar flies around, and he’s a lot faster flying, although a target more. In fact, a group of pterodactyl head over, and he casts Protection from Animals, a priest spell. They can’t get to him. They eventually finds a new target, and he quickly gest to the plateau.

Aarakockra are here, and Alar meets some and talks with them. They points out the third tribe, and he heads over.

A few hours later he arrives at the mouth of a small cave system, in the base of an old dormant volcano. There are a few primitives here, with a lighter skin than the others. Alzar meets and greets them, and again uses a charm spell to help out. The elder here will help Alzar, but only if Alzar proves himself first. He needs to head out and slay one of the great, giant apes, a female, who comes out here and feeds on their stuff.

Alzar agrees and heads out. There is a valley about 10 miles away. On the way there is a tunnel, and Alzar spends night three here on the demiplane, and then rests, mediates, and prepares. He slips down in the evening and then takes it out.

He arrives at the head of a valley used by the female.

https://fireinthejungle.files.wordpress.com/2012/03/bigmonkey1.jpg


Great Ape - HD 18+3, 3 AC, THACO 3, 1d10+1 damage, x2, 4d4x2 from claws and punches. And 4d10 if grabbed and bitten later

Alzar heads over to her, and she begins to move over to being the smashery. Trees fall under her. Alzar heads over, and they et ready to dance.

7 vs 9

Alzar’s axe snaps at her. He hits for 15 and then 19. She smashes with hands, feet, and is a stomp machine. She only needs a 8 to hit him. She hits him three times, and he fails the evade, and takes 22 damage.

67/88

Alzar casts Power Word Kill and finishes her.

He then heads back after taking back of her with him. He heads back and drops off the big tooth. He drops it off, and the leader here agrees to head back to the first village, under Alzar’s protection. He casts the reverse of Enlarge and shrinks him, and then he casts Fly and carries the elder. A few hours latter he’s at the second village, and he casts Mass charm and en-friends the whole village for some way or another. They load up and head out, with an honor guard, the elders, and the 30 skeletons.

16 hours pass, they wait overnight, Alzar slips away at night and heads to the palisade, over it, casts Virus Charm, and Charm Person, in order to begin to bring down everything.

In the morning, the Virus Charm has begin to spread, Alzar casts Mass Charm at the wall and brings a bunch of friends over. With everyone his friend, Alzar brings the Big Witch Doctor under his sway and the three elders steps out to the portal, give their three separate incantations, and then the combined strength opens up the portal, which had been one way for a long time.

Alzar, Azzil, and the skeletons step through

Abe Sargent
02-08-2018, 11:11 AM
The portal opens to the front of a huge cavern, with a sinkhole overhead. The portal is made for the passage of Oonga. Azzil scouts ahead, and Alzar moves up. As they approach, they find a few large chambers, all open. The great ape sees Alzar and the skeletons he has,and breaks out, and flings a boulder and slays some skeletons beneath it.

Alzar moves towards the great magnificent beast, casting Disintegration on the creature as he does, and it bounces off. That’s a very Magic Resistance response. Meh.


Oonga – 288 hp, 2 AC, he does a bunch of damage with his attacks, two grabs, and then flings people for a crap ton of damage. THACO - -3. It has a Magic Resist of 100, the only creature on the plane immune to magic.

Alright ape, let’s party


Oonga and Alzar arrive to melee range. So let’s break down the math:

Alzar has an AC of -6 without his shield. Oonga needs a 3 to hit him. Alzar needs a 4 to hit Oonga with his Axe. He gets two attacks, Oonga gets a lot more.

3 vs 6

Alzar carves it for 15 and 18, and then it hits him for 11, 14, and bites for 21. 46 total damage. Dang.

Alzar 43/88
Oonga - 255


Alzar needs a way to even the odds, or this will be a long battle of lots of healing spells

2 vs 8

Alzar casts Time Stop. Cure Critical Wounds, and then there’s no protection spell he can cast that’ll shield him. He casts Bone Block to drop his AC by a bit, and make the ape require a 5 to hit him, not a 3. And then Aid to give him a +2 to hit ,and that helps the math on eh long term

Spell ends

9 vs 4

Alzar is hit, and…evades, and then takes 30. He drops 33 himself. The skeletons scratch him for 3

55
219

4 vs 6

Alzar casts Cure, Oonga hits for 28. Skeletons for another 4

61/88
215

5 vs 1

Alzar takes another 29, after making an evade. Alzar carves for 35. Oonga is ignoring the skeletons around him.

33/88
178

7 vs 3

Oonga swings and toss a 20 and hits for….11 and….Alzar…tosses 55 evades.
Oonga swings for 11 and hits for 10
Then a 13 for 15

Alzar takes 25

He casts fly and flies out behind his skeltons, ad the flank him

Oonga takes 5

9/88
173

1 vs 5

Alzar casts Heal. Oonga takes out some skeletons. There are 18 left. The hit him twice for 1 and 4.

168
88

9 vs 5

More skeletons drop. Alzar uses his short bow, but it’s a lot harder to hit with it. He deas just 7, and that’s it for his side

161
88

8 vs 9

Oonga grabs a boulder, and tosses it at Alzar for 34 damage. No evade on in (it deal 4d10 +10 damage). Alzar hits for 10, and then a skelton for 3

148
55/88

4 vs 1

Alzar takes another boulder of 30. Oonga takes 9 from everything

25/88
149

2 vs 4

Alzar casts Heal again. Oonga’s boulder hits for 28.

61/88
149

7 vs 8

Alzar hits for 13, and a skeleton for 5 and another for 3. Oonga misses for the first time

62
128

6 vs 3

Alzar takes 36. Alzar casts Cure Critial and heals 40. Oonga is missed

67/88
128

3 vs 4

Alzar hits with his short bow for 7 damage but he’s almost out of arrows. Oonga takes 5 from skeletons . Oonga movse back and takes out a bunch of skeletons.

68
116

4 vs 6

Alzar flies back to melee hits for 8 and he’s out. Oonga takes out all but two skeletons

69
108

7 vs 4

Alzar takes an attack for 18, 4, and 6 – that;s on evade with a 44, and then a miss, and one hit for 15. That;s the opening. Right there. Alzar hits for 33 with his axes.

55
75

6 v 1

Oonga tosses a 6, 13, and 14. Alzar a04 and evades. He take 27. He casts Cure Critical, and heals 40.

79/88
75

1 Vs 2

Alzar’s axe snaps out and….20 and 5 are tossed, both hits, for 19 and 18 – 37 damage. Oonga attacks and tosses a 16, 12, and 9 Alzar a 20 on the evade and takes 30.

50/88
38

8 vs 9

Alzar cures himself of 20 with Cure Serious. It rolls a 14, 11, and 9 and Alzar’s 39 dodges and he takes 22.

49/88
38

2 vs 1

Alzar takes 5, and 3 and 19 and then a 47 evades, so just 13. He carves for 6 and 11 hits, and then tosses 4 and 6 for 10+10+12 STR And +4 for skills for 36. Not enough

36
2

2 vs 5

Alzar hits and slays the beast

Dead Oonga

Abe Sargent
02-08-2018, 07:35 PM
He heads on.


There is an epic amount of magical items back here. Oonga cleaned the house a lot. Probably some adventurers or others who entered here and were slain. But over it all is a plain shepherd’s crook, base in the ground. It’s thicker than the normal with no decorations other than runes all up and down. Alzar recognizes it at once.

One of the things Alzar did after arriving on Pandius was to study the lore on major items, artifacts, legends, and more. This Crook meets the description of a lost artifact known as the Crook of Infaust. (In reality this is the major artifact the Crook of Rao for the Gryhawk Campaign, which will play a major role in the timeline to be after you return it to Tenser)

Infaust is a LN Immortal of Matter who specializes in mind, perfection, completeness, and universal harmony and will. He is a major patron of martial artists, monks, and mystics. No major allies or enemies.

Infaust was once the most popular immortal among the thinkers, the reasoners, and the focus and meditative ones. No one was more worshipped among those that cared about such things. This was in part due to his creation of the Crook of Infaust. The Crook is the center of Infaust’s power on the plane, and he invested it. In fact, it’s unlike most other Pandius artifacts, due to its age and nature. As it has been gone from the plane for millennia, Infaust’s power, reputation, and acknowledgement have faded and ebbed to very little.

Alzar grabs the various magical items here, and then takes Infaust’s Crook. As he claims it, it pulls him towards home and Pandius. It’s powerful enough to work even here on this demiplace. Alzar secures what he grabbed, and then they head out



These magical items –

Merlynd’s Spoon
+5 Longsword, Defender
+4 Dagger of Throwing
Staff of the Magi – 30 charges
Wand of Conjuration – 70 charges
Rings of Djinni Summoning, Feather Falling, Protection +3,
Periapt of Wound Closure
Heward’s Handy Haversack
Girdle of Many Pouches
Shoes of Flaranghn
+3 Shield, which he’ll use until the Bright Barrier is back

2 Boccob Blessed Books – full of spells


Small pouch of 76 gems worth 125k


Because he doesn’t have a magical storage bin, he grabs this stuff and tosses it into some local bags and such. +3 Plate Mail, +3 Cloak of Protection, Bracers of Defense AC2, Boots of Levitation, +3 Battle Axe, +2 Sling

(I trimmed a ton of stuff from the list)

Abe Sargent
02-08-2018, 10:07 PM
Alzar reappears in a oddly tapered area, a cave-ish of an oddly shaped nature. The walls are of a multiversial material, and this is a pocket plane, distinct from the demiplane they were on, and more a dimensional space.

There are 21 hallways that maze off, each one lined with a different color from sepia to peacock to bronze to pearl to lavender to lilac to red. Alzar tries different patterns, and after an hour, the pattern of Red-Orange-Yellow-Green-Blue-Indigo-Violet is the best path out, the order of the rainbow, as well as the major colors here. He heads out, and teleports to the ….



Crystal Prism in the central of this area.

Alzar has an oddly faceted chamber, and lights is reflecting. There are various gems floating above – ruby, jacinth, sapphire, emerald, diamond, topaz and corundum. There are six streams of light from the tops of the chamber hitting the area – colors of green, pale blue, dark blue, red, yellow, and orange.

A loud voice tells Alzar to choose one jewel. It is his fate. The others are his prizes. Each gem is worth 50000 gp. One color of beam is not reflected in the gems, purple. So he grabs the Amethyst.

The other 6 gems are his.

A gate opens in front of Alzar. He steps through and returns to the place he left behind, the library at the back of the top level of Zagthrane’s Magist Tower

End of Isle of the Ape

Abe Sargent
02-08-2018, 11:57 PM
Begin Greyhawk Ruins Again

https://d1k5w7mbrh6vq5.cloudfront.net/images/cache/9b/43/c2/9b43c218a6f3834384abb59cff3fc645.png

Alzar finds a few rooms like a bed chamber and such. Alzar heads to an Aviary, a group of about 6 or 7 rooms, and tending the is an odd sight – a great troll with eyes of wisdom and a face of peace. Alzar doesn’t attack, and he welcomes Alzar to the area. He is a druid who tends the area, and was moved to the trolls body by Zagthrane long ago, just before he would have died. Trolls are very long lived, if they don’t engage in violence and die that way

Alzar sees a variety of rare birds, monsters birds, and more all back here

The final area on this floor is the crypt and resting place of Zagthrane himself. There are two large pillars that enter this area, and the entire area back here is anti-magic – no magic, not even artifacts, work back here.

There is an altar to Korotiku across the corridor here, and you have to place something on the altar is order for it to open up and pass. Alzar tries a few things, and gives up a Potion of Levitation and it opens up.

A large number of Stone Golems, and various constructs are here protecting the area. There is a casket, transparent, with a purple crystal over it, and standing up leading on the wall, and can be seen. In this is the remains of Zagthrane. Alzar reaches out, nope, not undead of any sort, just dead.

There are a variety of portals here, and a great communication ring as well, with a variety of runes. Alzar grabs the communication ring, and then after a pause, Zagthrane himself greets him, and welcomes him. It’s been long since the last visitor was here. Congrats. Zagthrane is currently exploring beyond the planar ring, and Alzar is rewarded with a free level of experience.

He finishes, gathers his things and heads out. He uses the same Shadow Teleport that brought him here to take him home.

Alzar is now level 33

He can cast another slate of 4/5/6 level spells

End of Greyhawk Ruins for now

Abe Sargent
02-09-2018, 06:42 AM
Beginning of the Rod of Seven Parts


He teleports back to Evanarrow, and arrives at the warm, balmy sandy desert of his Grand Duchy. Evenarrow is by the beach, and has a lot of sand, shores, and palms. It’s very glorious and warm. Meanwhile the upper areas are harsher deserts, hundreds of miles across, with little in the way of water of plants. Only the foothills of the Ljallenvals nearby have major food networks, and grapes and other food are grown and harvested


What has happened…?


Alzar inquires, cautiously, but to everyone’s memory, Norwold has always been a great desert. Alzar grabs a map of the world, and there are numerous areas that are very different from other places he remembers. He talks with his folks, and they give him a full slate of news on the Grand Duchy while he was out for a week, and they include the huge demon army that controls much of the area.

Abe Sargent
02-09-2018, 04:43 PM
Spyder Fiends are in full control of that region.

Apparently some stuff happened while Alzar was away.

What did they do to Pandius? How did they take over this region?

The first thought he had was that they went back in time. Perhaps they hit something back then, and then made changes? But that’s not sure.

Alzar’s area is still the same, and he unloads stuff for a bit, and then will pop on over. He spies the central demon camp. There are almost a thousand Spyder Fiends here. He leaves Pandius for Hamedh, to arrive at the College of Wizardry He consults with the sages and mages here, and Japtheth Arcane in particular. They suggest that the Queen of Chaos probably opened up a gate and sent in fiends to take control of everything recently. They suggest a Wave of Chaos could be responsible for changing the landmass’s natures. Just like they do on The Abyss.

Makes sense. Alzar crosses back over on the Worldwalk and then decides to work on a way to oust the demonic threat first. The Rod has probably protected him and kept him in the loop as to what was happening.

Abe Sargent
02-09-2018, 05:06 PM
Alzar studies some ways to breaking the demon outpost. The most important detail is to prevent them from bringing in aid, otherwise they could gate in thousands of fiends. Alzar is racking his brain, but he doesn’t know of any ways to prevent gates. The best way to deal with this might be in smaller doses.


That night, he teleports to an outpost with about 35 Fiends in all, casts Wail of the Banshee, and then Axes the remnants, and then teleports to another spot and kills 10 more with Power Word Kill, Skulltraps, and Blastbones. Then he teleports away.

The next day, the camp opens up a gate and brings in some reinforcements. So the slow route won’t work. Alzar needs a new plan. He teleports around to get some ideas.

Even if he goes in hot with 30 elementals, they can gate in defenders en masses. He has to shut that down. But no spell, magic item, or effect has that power he knows of. He could make the spell. That’s certainly an option. But what about a Wish? Would a Wish cancel all gates fiends open in the area for an hour?

Alzar breaks a jar, summons, the Djinni and it casts Wish for him and it does, in fact, work. He calls in his big troops like Vix on her chariot tethered to her Masticore, allies from the Grand Duchy, and more.

Alzar brings out a few Elementals, and then a Mass Teleport later, lands in the center of their camp, with a Protection from Fiends priest spell on.

Wail of the Banshee begins. Some demons die. Elementals begin to smash. Alzar is immune to their attacks, and spells with a 95% MR, and they can’t bring in more allies, nor escape.

Shortly, Elementals are dead, Alzar’s Death Spells, Wails, Skulltraps, and more are all blowing stuff up. About 100 are fleeing in various directions after failing to Gate. Alzar flies up and drops Spyders, while Vix hits one flank hard leading the way and inspiring those behind her to fight for their Grand Duchess. Alzar then casts Worldwalk to his central storage area from Ith K’hinax ,and out pore 10 Death Tyrants, and a bunch of heavy hitting undead like vampire and such that he prepped. They fly out and chase down the demons and hit them hard.

Alzar cleans them out, flying around himself, and using long range spells or weapons.

Abe Sargent
02-10-2018, 08:30 AM
In a half hour about half of the the entire base is cleaned. The rest flee and many teleport away, others to regroup into smaller numbers that breaks the problem over the rest of his Grand Duchy. Vix and Alzar separate and fly out into two different parties to clean out the demon occupation of his territory.

Alzar spends the next few days doing mop up missions. There were small groups of 20 or 50 Spyder Fiends here and there he cleans it, and there might be a few here and there. One of the last ones is pretty non-bothered. They’ll just hit again, far into the future, after Alzar has since died or left. He can’t protect his holdings forever.

But the land’s change is not linked to the Fiends, so it’s still desert here.

The Fiends seemed like they were making a future threat, and one very feasible. His holdings were attacked by demons before, and there’s no reason to think this is the end, even if he finishes the Rod and does some strong stuff.

Alzar spends the night studying, and then grabs the Incense he has, burns it, travels to the future. 56 years in the future, Alzar arrives. The child of him and Vix is on the throne, and he arrives as a wide number of gates are opening up and a huge army of Spyder Fiends in opening up.



Again, Alzar immediately teleports into the fray, and hits the front line, leading with Time Stop, then Wail and Protection from Fiends. A few Dispels and such come his way, but he has more spells where that came from.

Hours pass, and Alzar’s presence at the front of this invasion by the Fiends 56 years into the future is a major reason why it fails. As the battle winds down, Alzar’s incense is finished, and he is brought back to the present

Alzar has defeated the future invasion as well, but he has one more battle to face…..


Alzar wants to end the attacks.


Here’s an update on where Alzar is today:

The Path of the Dynast

Alzar must create a realm with a human population of at least 50000 or demi-human of 15000. DONE
Alzar’s March must gain independence from Alphatia and Norwold, and stand on its own
Alzar must quest for, find, and destroy an artifact from the Milenian Empire. DONE
Alzar must create a dynasty that will endure from his realm, and his successors must rule for at least 20 years. DONE
Alzar must travel into the future to three separate times, and secure his realm and dynasty’s future. DONE
Alzar must face and defeat 4 major challenges to his rule. TWO COMPLETED

And now Alzar has an idea to stop the attacks, at least for a while. Something he planned for long ago, when he had that elemental grab some earth from the Abyss where the Chaos Portal opened up. Once he does this, he will finish another major challenge to his realm, leaving one step and one challenge left reamaining on the Path of the Dynast – full independence.

Abe Sargent
02-10-2018, 09:26 AM
Alzar spends a day readying himself.

He summons some aid, he grabs the Earth, and he casts Worldwalk, and opens up a Portal to the area the earth was taken from in the Abyss. Alzar and his group step through the portal, and move to assault the Queen of Chaos herself.

I actually have the description of that area. Of course the author has the potential for people to be drug back through the Chaos Gate, and outlays the throne room on the other side, but in this case, Alzar heads through his own gate.

Before he does, here is who is is bringing with him:

Vix - with some additional magical items, such as the powerful War Mask, 2 Rings Alzar often leans on, the Zoster of Zeal, and a lot more, including potions, and some non-magical grenades.

Greater Earth Elemental
Greater Ice
4x Earth Elementals
2x Fire
2x Water
2x Air
33 Sandlings
1 Invisible Stalker
5 Ice Mephits

Azzil

This includes the various Elementals from his items and the Face of Xenous



Alzar arrives on the other side with a a different set of anti-fiend stuff.

Abe Sargent
02-10-2018, 10:29 AM
This is the steaming fen, one layer of The Abyss. It is entirely controlled by the Queen of Chaos, one of the demon lords that rule The Abyss. Other demon lords Alzar has interacted with include Lolth, Zuggtmoy, and Jubilex.

It’s a lot of work to control and run a Layer of the Abyss. Take Alzar. He controls a Grand Duchy a few hundred miles across, and then a little more wide. And that takes time. Then layer in how much time it would take to run a huge nation, like, say, Alphatia. And what about the whole world? Imagine if somehow Alzar brought all of the Known World under his thumb. The sheer amount of time it would require to invest would be considerable right?

But that’s just one planet.

The Queen of Chaos runs an entire plane of existence, as the layers of the Abyss are each a plane big – in size. The time and investment and other plans running is pretty heavy.


http://edge.imgur.com/9AKw5.jpg

The Queen’s throne room has a few things of import in it.

Firstly, there is a warm, fiery pool in the middle, with a hot choking smoke that gives anyone who can breathe here a -2 to attacks, +2 ot AC, and -2 to saves. But both Alzar and Vix are immune Alzar due to Necklace her to the immortal blood she has). The others don’t breathe.

The Queen herself is on the far side, on top of a great pedestal - she has 10 tentacles, very long, and is a fat creature on top with two hands that grab a giant trident, that has a rope attached to it.

http://canonfire.com/wiki/images/c/c0/Queen_of_Chaos01.jpg

Abe Sargent
02-10-2018, 03:17 PM
The Queen of Chaos has a few folks in here. She has 20 Spyder Fiends of various types here as escorts and guards

“When she is not using her chaos gates to send out her Spyder Fiends to the Prime, a continuous stream of demons, daemons, and other planar creatures shuffles and slithers around the chamber as she manages her affairs.”



I am going to rule that the following folks re here too –

20 Spyder Fiends
The Queen of Chaos
2 Vrock Demons
4 Nabassu Demons
4 Hezrou Demons
4 Babau Demons

As guards, advisers, and merchants.

And then additionally there are petitioning her:

1 Ultrodaemon
6 Mezzosdaemon guards

That seems fair. I pumped up the number of folks here bunches

Abe Sargent
02-10-2018, 03:30 PM
Alzar and his crew step through the Worldwalking gate he opened. She sees him and cries out –


“Thank you for doing my work for me and bringing me the Rod! I see you have five parts together thus far. It’s rare that someone brings me a piece of the Rod willingly, let alone such a large part of it.

Oh, surely you don’t think that little group of nobody and randoms actually has a chance of hurting me here? In my own home? Ah you bring great pleasure and joy to me, I haven’t seen this much exercise in quite some time. Aright, let’s do this….”


The Queen of Chaos – AC -5, 140 hp, THACO – 1, she can throw the +5 trident at range, or use all ten tentacles for 2d6 each in melee. If she hits with a tentacle, then she auto hits every subsequent turn. She can bring a captured victim to her and bite them with her beak for 2d6+16 as well as the tentacle. Can only be hit by +3 weapons or better, 70% MR, 2 tentacles are 60’ long and can engage in range attacks with the trident. They take one turn to drag in a victim though. She can use these powers once/round in lieu of attacking – Suggestion, Shape Change into a merman, Slow, Chaos, Mirror Image, Tongues, Clairvoyance, Ventriloquism, Death Fog, Polymorph Other, Eyebite, Charm Monster, Mass Charm, Domination, Telekinesis, Polymorph any object, Shocking Grasp, Stinking Cloud, Darkness 15’, Taunt, Magic Missile, Symbol, or Solid Fog. She regenerates 5 hp a round.

Because this is her place, the only MR that works for Alzar is his +20 from the Rod, the rest don’t work.

(I dialed up her power level in a few places, particularly with the tentacles – normally she can only attack with 2 at a time – I also gave her 5 hp regeneration instead of 1).

Abe Sargent
02-10-2018, 04:44 PM
Initiative

6 vs 9

Alzar casts Time Stop. He drops Haste on the Elementals, Stalker, Vix, and then casts Protection from Fiends, and Chant, to pump up their attack

4 vs 7

Alzar casts Wail of the Banshee and a few Spyder Fiends are slain, the weakest of the lot – 9 are left. Vix’s spear smashes into a Spyder-Fiend, and then she follows up with another hit, and she slays a Phisarazu version (there are five if you recall). Elementals and Sandlings move into positon, and with haste, smash once this round instead of twice. All of them can hit. They slay 5 more Fiends.

The Queen opens a chaos gate and 2 of the most powerful Spyder Fiends, the Raklupiss, step through. The various demons move in. they teleport without error and get into smashing position behind the line, and initiate a strong amount of chaos. The Ultroloth Dispels Alzar’s magical protection, and another demon uses Slow to reduce and essentially eliminate the haste. Meanwhile, multiple elementals and sandlings fall before the demons, 3 Ice Mephits die, and Vix is hit once for 18 damage

End of Round 2 –

4 Fiends, and 2 more Raklupis here
The Queen of Chaos
2 Vrock Demons
4 Nabassu Demons
4 Hezrou Demons
4 Babau Demons
1 Ultrodaemon
6 Mezzodaemon


Vix – 125/144

3 vs 2

The Ultroloth opens a gate and out step another 4 Mezzodaemons. Alzar is peppered by Vrock, and Hezrous, and takes 19 damage total. The Raklupises spin webs and try to stop the attack from moving forward and keep the folks on this side of the fiery water. Two elementals die, and a few Sandlings join them. The rest of the Mephits are slain. The Queen casts her trident at Alzar and then launches attacks from her tentacles as well. In order to hit him, she needs 10 with the Trident and tentacles. 13, 1 and 15 are tossed. Now the first tentacle to hit is evaded, unlike any other attack that happened this turn – the rest were all range, to alzar tosses 09 and its it. He takes another 2d6 plus 5 for the Trident, and the rope pulls it back immediately for another throw, Alzar takes 14.

Alzar casts Prismatic Spray at the demons and daemons behind the webbing, although most demons are mixing it up in melee or short range with his people. He takes out 3 Mezzos and and a Raklupis. Vix slays a Vrock, and his minions finish all Spyder Fiends this turn.

Alzar - 57/89
Vix – 126/144


1 more Raklupis here
The Queen of Chaos
1 Vrock Demons
4 Nabassu Demons
4 Hezrou Demons
4 Babau Demons
1 Ultrodaemon
7 Mezzodaemon


4 vs 6

Alzar casts Skulltrap and chucks it past the webbing so it’ll hit the Daemons and the Queen only. It pops for 41 damage, and she saves, and then some damage is doled out. Vix takes out a Hezrou, a bit damaged. And then Sandlings and Elementals left take out a Nabassu and 2 Babau. Then the Queen hits Alzar for 10, 16 and 10 – three hits, so no evade either, tosses a 77. Alzar takes 32 damage. He is hit for another 7 by a Nabassu and 10 by the Vrock. Then VIx takes a hit for 9, and then they focus on the sandlings, and 9 die to various attacks. He nods to Vix.

1 Raklupis here
The Queen of Chaos – 124/140
1 Vrock Demons
3 Nabassu Demons
3 Hezrou Demons
2 Babau Demons
1 Ultrodaemon
7 Mezzodaemon

Alzar - 9/89
Vix – 119/144

QA Ring Used

Vix uses Alzar’s pet Quick Action ring to guarantee an initiative win this round, Alzar casts Heal and heals himself. Vix spears twice (she gets +3 to hit with Zoster, and + with the Chant spell) and then smashes a Nabazzu for 14 and then again for 15 with attacks of 5 and 19. Dead demon. Alzar only has two Greaters, undamaged, undamaged stalker, and 9 sandlings left, but they manage to kill a wounded Hezrou. Alzar takes 2d6 twice from the tentacles and then the Trident is tossed and……misses, despite only needing a 5 now, she tosses a 3. Alzar is drug towards her. The wounded Daemons pounce on him as he is pulled out of the scrum from the demons/.summoned creatures and Vix/Azzil. Alzar takes two hits for 9 and 6 – 15 total. They take out the Stalker and more sandlings follow.


1 Raklupis here
The Queen of Chaos – 129/140
1 Vrock Demons
2 Nabassu Demons
2 Hezrou Demons
2 Babau Demons
1 Ultrodaemon
7 Mezzodaemon

Alzar - 61/89
Vix – 121/144

Abe Sargent
02-10-2018, 05:43 PM
5 vs 8

Alzar was drug to to melee range looking up at a barely wounded Queen of Chaos waving a bunch of tentacles, and too many daemons yet, but there are just too many foes. He casts Dimension Door, disappears from the clutches of the Queen, and pops back behind Vix, and his elementals, and next to just three demons. Vix kills a Hezzy and a Vrock and Babau fall. The Mezzo’s break down the webbing, smash in and kill a wounded greater ice elemental. Vix shields Alzar, takes 19 from two demons, and Alzar is missed by the locals here. Alzar is hit by the Queen for 17, 8, and 11 his evade is 28 – he takes 2d6+5 for 12. The Ultrodaemon opens a gate and summons 4 more Mezzos.


1 Raklupis here
The Queen of Chaos – 134/140
2 Nabassu Demons
1 Hezrou Demons
1 Babau Demons
1 Ultrodaemon
11 Mezzodaemon

Alzar - 50/89
Vix – 103/144


Most of the demons left are badly wounded, but it’s just a greater elemental, slightly damaged, and 3 sandlings left for him. The last major threat standing is the Ultro, barely wounded. It’s a nasty force, one of the most powerful of its kind.

8 vs 3

Alzar takes hits from the queen for 2, 14, and 11, and he…fails the evade (88) and takes 6 +5 for 11. He also is hit for 10 by a Hezrou, and Mezzos are around him, attacking, and one hits for 11, and they badly wound, but leave alive, the greater. One demon summons two more Babaus. They ignore Vix this turn. Alzar casts Heal, and Vix stabs and stays the wounded Hezzy, and then badly woundeds the Nabassu.


1 Raklupis here
The Queen of Chaos – 139/140
2 Nabassu Demons
3 Babau Demons
1 Ultrodaemon
11 Mezzodaemon

Alzar - 89/89
Vix – 104/144


9 vs 3

The greater and sandlings are finished by Mezzos. Two more Nabassu demons are piped in. The Queen tosses the Trident and this Alzar for 10, and then he takes another 13 from tentacles. He takes 13 from other demons. Alzar is pulled in this round. Again, no attacks on Vix, they are trying to finish Alzar. A wounded Nabassu falls, and he hurts an already wounded Mezzo. Then Alzar casts Protection from Fiends, and the tentacles fall away. And he’s now in melee range of the Queen of Chaos, next to her, no other people nearby, and with his shell in place.


1 Raklupis here
The Queen of Chaos – 140/140
3 Nabassu Demons
3 Babau Demons
1 Ultrodaemon
11 Mezzodaemon

Alzar - 53/89
Vix – 105/144


1 vs 5

Alzar’s Axe carves into her once, and then again (He needs a THACO of 11, +5 for her AC – 16 -5 for the Axe, -2 for skill, -3 for STR, -2 for Chant - 4 to hit) Alzar tosses an 2 and a 8 for damage - 36 dealt. Bright Barrier gets -3 to hit for plus, and -2 for skill – he needs a 9 to hit and….tosses a 16 and hits for 9 more – 45 total damage in one round, giving Vixz a sign. Vix uses her next trick. She casts a 10d6 explosive bead to the ground near her feet. She deals 36 damage to everyone in range, and that’s most. She slays 3 Mezzoes , 2 Babaus, 1 Nabassu and damages most of the remaining guys here – she takes 9 from the blast. (She’s mostly immune to magical fire).

The Queen orders everyone to swap strategies for a round. The Ultro drops Alzar’s protection with Dispel Magic, she opens a Gate for 3 more Raklupis, and a Nabby summons 8 dretch, and and the Raklupis 5 lower level Spyder Fiends. Vix is very hard to hit with the added protection magic she was given, like the War Mask, and she has a low -10 AC, but the Mezzos crack her armor twice for 21.


4 Raklupis here
5 Spyder Fiends
The Queen of Chaos – 109/140
2 Nabassu Demons
1 Babau Demons
1 Ultrodaemon
8 Mezzodaemon
8 Dretch

Alzar - 54/89
Vix – 76/144

4 vs 5

Alzar smiles with an axe in his hand and the Bright Barrier. The Queen can smash him with tentacles, but he can’t keep swapping one round of casting Pro vs their Dispels. But if he heals, there’s nothing left, right? Right?

Nope, he has a trick. He casts Time Stop again. In most places, the Abyss as well, you can’t cast a spell more than once. But he has Time Stop stored as an emergency spell in case he needs it.

Time Stop…

He gets…2 rounds

One, casts Protection Again and then 2?

He casts Wish, and ages himself 5 years, but he refreshes his magic.

End of round

Abe Sargent
02-10-2018, 06:31 PM
4 vs 3

Their foes go first. Vix takes 28, and Alzar has the shell dropped by the queen as the Ultro, out of gates and dispels, instead throws ranged weapons at Alzar and hits once for 8. Alzar’s -10 AC is holding up well too. The Queen dispels his magic. Alzar casts Time Stop again.


He tosses a 5 and will get three more spells for free:

Protection from Fiends
Wail of the Banshee
Skulltrap


Resolve

Wail slays – 6 Dretch, 2 Mezzos, 1 Nabassu, and 2 Spyders

Then the Trap resolve,s hits the wounded creatures, and takes out most of the demaged demons, leaving very little left. VIx was in the blast zone and took 16.

2 Raklupis here
3 Spyder FIends
The Queen of Chaos – 114/140
1 Ultrodaemon
4 Mezzodaemon
2 Dretch

Alzar - 55/89
Vix – 61/144

3 vs 9

Alzar carves the Queen again and hits for d20 rolls of 13,7, 19 for….44 damage. Vix stabs a wounded Mezzo twice and takes it out. The various fiends Hit her for 15. The Ultro is backing off. It’s one of the most powerful Daemons, and it realizes this may be a losing battle. While it does, it stills fires at Alzar buts misses twice. The Queen is forced to use her final Dispel on Alzars protection. 2 Raklupis summon another 7 Spyder Fiends


2 Raklupis here
10 Spyder FIends
The Queen of Chaos – 75/140
1 Ultrodaemon
3 Mezzodaemon
2 Dretch

Alzar - 56/89
Vix – 47/144


1 vs 3

Alzar casts protection from fiends. Now that all of the dispels are gone, Alzar orders Vix to use the next trick. She grabs one of Alzar’s Scrolls of Protection from Demons, and reads it. She is protected from them. Still, a Mezzodaemon still manages to hit her for 11. The Ultro’s thrown weapons miss, and it’s on the edge of the front now. Without a major way of handling with the issues here, the Queen of Chaos teleports away from this area.

After she leaves, the Ultro calls out in a language Alzar knows. He offers to withdraw himself and his Mezzos, and Alzar agrees, in his language (Axe of Selinyr) VIx will wail on the Spyder Fiends, Raplupis, and Dretches easily enough. Alzar casts Cure Critical Wounds, and then grabs an item from his OtherSpace

Abe Sargent
02-10-2018, 06:44 PM
Alzar cracks the clay jar, summons the Djinni, and releases it for a wish, and he wishes to follow the Queen and to prevent her from gating or fleeing.

4 rounds after she left, he arrives beside her –

The Queen of Chaos – 95/144
Alzar – 88/88

Alzar has Pro still up

The Queen fled to another room in this giant mega castle, and she has 10 Spyder Fiends here of various sorts she is barking orders at.

As Alzar arrives, she orders them to take him out and uses Teleport without Error, but it fails.

5 vs 4

Alzar takes no damage, and she’s out of dispels, so she switches tactics and casts Mirror Image to help protect her. But Alzar is too smart and immune to lower level ilusions and can make out which one she is. He axe is out and he hits her once, and then misses with the other, but a shield hits too for 28. The Spyder Fiends gate in more Spyder Fiends

The Queen of Chaos – 72/144
Alzar – 88/88
16 S-Fiends

7 vs 6

Alzar takes no damage from the Fiends. She casts Magic Missile on him, but with the 20% MR, and the Ring, he sends back 50% of the damage, and ignores 20% and she has more MR. She takes 9 and he 11. His axe tears into her twice for 35. She orders fiends to flank in front of her, and begins to flee on foot, asking for peace, alliance, surrendering, and more. She’ll show Alzar the power that only a Demon Lord can.

21/144
Alzar – 80/88

4 vs 9

Alzar’s bow is up, for his Axe, and he has magical arrows nocked, all prepped for this battle. He fires from melee (-2 to hit). He needs a 14 to hit, but he gets SIX attacks. He tosses 10, 17, 3, 11, 5, and 17. Two hits for 1d6 and 1d6 + bonuses 18 damage dealt. Almost dead. She moves out again, Alzar takes no damage from others.

2 vs 3

Alzar’s bow rings out again for 15 (rolls 6 damage) 10, 2, 16 (kills her)

She dies.

Alzar has slain another demon lord.

His axe finishes this battle, and then he recovers his arrows

The Queen of Chaos is a demon lord, and was slain here. By taking her out on her own home plane, she is permanently dead. To ensure her death, he uses holy water, and cracks open a cask. As the first drop of holy water is about to fall on her corpse, a contingency spell triggers, and the body disappears.

Abe Sargent
02-10-2018, 07:05 PM
Alzar’s spellcraft proficiency is good enough to know that someone is trying to protect her and keep her safe, maybe even a resurrection later on. For now, he has defeated a demon lord in her home, on her turf.

And that’s big.

In the past, Alzar has had trouble with demons. Assassination attempts, war, invasions, and more. He’s tried to fend them off by teleporting to the Abyss and killing a bunch, sending out messages by summoning and torturing them, and more. But this is a major shift in the Alzar/Demon conflict for a few reasons.

The Queen of the Abyss is the 3rd of the demon lords that Alzar has slain. He took out Lolth in her own plane, and then Zuggtmoy in his own plane of Thorasia, and banished her. He has been banished, cursed, and more, all by demons. But now? Now he has proven that he can retaliate by teleporting in and killing a demon lord in their own home. The demons respect strength more than anything. While there are always demons and demon lords, who will think more highly of themselves than others, there is a major trend here.

He heads back to the throne room, gathers Vix, and they head back to Pandius.

As they arrive, the land is still transformed. Northern Norwold is still a desert, although no demons, or Spyder Fiends, can be seen anywhere. It appears that the chaotic effect was not tied to the Queen of Chaos specifically.

The ghost Draconus flies up to meet him as he arrives.

“I told you that you had a major role to play for Law soon.”

“I know, and I took down the Queen of Chaos today.”

“And that’s more than any other Rod holder has done. But you are only partly done. Her consort of general is still breaking free of his prison, and is about to be freed. Miska the Wolf-Spider is just as much of a threat as the Queen, specifically you, the one who just slew his Queen and the Rod holder.”

Warned, Alzar heads back to recoup.



Two days later, Alzar has a visit. Someone is raiding his western holdings!


End of the Rod of Seven Parts

Abe Sargent
02-10-2018, 09:29 PM
Year 9, Month 10

The Grand Duchy of the Mighty is still transformed by the Wave of Chaos that hit. A few minor Spyder-Fiends can still be found here and there, but Alzar is heading out to rout out the rest.

While Alzar is dealing with the changed land and the demons, there have been other issues that he has missed in his realm he needs to catch up on….


Begin M2. The Vengeance of Alphaks

http://www.waynesbooks.net/assets/images/product/57_axxoxy.jpg


This story takes directly off from M1. Into the Maelstrom. In that, the relatively young immortal Alphaks, directly from the Sphere of Entropy, had manipulated a war that was to bring multiple nations together. Alzar was at the head of a Norwold naval invasion of the nearby island of Qoedhar when immortals intervened and sent the entire navy into the stars and orbited various planets, landing on various places, learning much. Alzar descended into the underworld, conquered one of the star realms and ruled it, bringing over more then 20 of their phase ships to his own navy, and then launched a combined Star Kingdoms/Norwold invasion of the area, only to be stopped hard by the undead fleet of Alphaks, and lose, but Alphak’s avatar lost to Alzar’s in battle, and Vanya saw Alzar as a suitable hero to champion for immortality, and Alzar is now following her Third Path of the Dynast to finish the third of five paths. Meanwhile, Alphaks was punished by the other immortals and sent away for violating the rule to not directly interfere with things, and time was rewound by a year to just before things began, and only Alzar, and others sensitive to immortals and quests remembered and knew the previous storyline, and the battle was stopped.

But it’s only so long that you can keep a powerful immortal from the Sphere of Entropy down….

Abe Sargent
02-10-2018, 10:18 PM
As we learned in our last adventure, Alphaks was a despised despotic ruler of the extra-planar star-civilization of Atlantis, who then left the star kingdoms to flee him and arrived on Pandius and started the empire known today as Alphatia. After fleeing him, he followed to Pandius and gained immortality here after being supported by the first Entropic Immortal Thanatos, and one of the strongest immortals today. It was a decision others came to regret, as Alphaks had no respect for rule, law, or others of his own kind, before or after immortality.

So how long will he abide by an edict to not return to Pandius?

The four major players in today’s political drama are:

Alphatia – One of the two most powerful nations in the Known World, and one of only two true empires. Ruled by a magic user Empress and advised by a council of 1000 36th level mages.


Thyatis – A recently created empire around 200 years old that is the big rival for Alphatia, led by fighters and people that respect actually getting their hands dirty.


Norwold – Colony created by Alphatia across the sea, it has been a region of contention for a long time in the Alphatia/Thyatis struggle. Recently, Alphatia set up a new kingdom there around 10 years ago with the idea of putting it under their control. 8 years ago, Thyatis protested with war, and Alzar and others in Norwold secured their freedom from Thyatis. King Ericall is a bit weak, and desires freedom from Alphatia, after his mother, the empress essentially abandoned him due to his lack of magical talent.


Barony of Qoedhar – Under the aegis of Alphatia, was one of the ones that began the naval war with Norwold that was reversed by the immortals. Very loyal to Alphatia, island off the northeast coast of Norwold, and yet the Baron recently asked for the Empress’s daughter in marriage, and she refused, and which Alzar found out in the last adventure, and has created some distance here between the farflung island and Alphatia



Alphaks does not like Alzar’s growth of power since their previous encounter, nor his avatar’s loss at the hands of Alzar. He is looking to take Alzar down, and the changes and invasions to his nation from The Abyss and his attention being elsewhere is a perfect time for Alphaks…



The word in Alzar’s court two days later arrives. A raiding party of Fire Giants is hitting north from the Jotunheimr Hills into the soft underbelly of his holdings, and about hit a village called Dawn’s Rising. Maybe they are emboldened by the new weather? Or perhaps they are transformed from Frost Giants or something. Whatever the reason, Alzar hears that the raiding party is pretty big.


He grabs his Crystal Ball and checks out the area remotely. There are 100 ish Fire Giants, 50ish Hell Hounds, 2 large red dragons and some bugbears working the camp but not armed. (I upped the numbers). They are readying for a march and look to be about 10 miles from Dawn’s Rising. Alzar does not have enough time to prepare a spell-list or items set that reflects facing a lot of fire-laden stuff. He summons Vix, and then they leave the throne room and he casts Mount, Fly, Protection from Fire, Call Nightmare, teleports to a mile away, and flies down with his Nightmare, Griffin heading elsewhere to get away from the upcoming battle, with Vix and her flying chariot ready to support if needed, and then two move on them as they begin their march. They spend a few minutes planning tactics and items.

Abe Sargent
02-10-2018, 10:56 PM
The two red dragons see him fly down and fly up to meet him.

Aerial Battle:

2 vs 1

One breathes fire on Alzar (Immune, as is his Nightmare,) The other casts Magic Missile on Alzar. Only 10% is reflected and he takes 22, it got past his 75% Magic Resistance and she takes 5. Alzar casts Time Stop. He then follows with Vampiric Touch on the one dragon, and then…another round for Strip Resistance on the ancient one that breathed on him, and it works and removes much of its MR, and then….yes, one more spell, and it’s Transmute Flesh to Stone on the one open, and it makes it’s save. The other makes it’s Magic Resistance roll, and nothing else happens.

Alzar – 67/89


3 vs 1

Another Magic Missile flies out, Alzar takes 10 more, most of the rest is stopped, and 40% is reflected, and it takes 6 more. The other swoops and engages Alzar in melee, and flying around him will smash hi, for 22 damage after seeing through his Cloak of Displacement (there will be no -2 AC for that this battle either for that reason). Alzar’s axe bites once for 17, his shield misses, and the Nightmare bites for 9.

41/89
One Dragon – 26
Two Dragon – 15

4 vs 7

Alzar carves again for 39 total damage, takes 25 in melee from the second dragon moving in, and his MR stops more spells from hitting him.

16/89
One Dragon – 26
Two Dragon – 54

Alzar uses his Ring of Quick Action to force one combat round today to be won by him. He casts Heal and heals himself, and his steed deals 6. He takes 21.

68/89
One Dragon – 26
Two Dragon – 60

6 vs 5

They smash him for 18 more damage on two hits and then a Disintegrate spell at his steed works and the Nightmare is disintegrated. They were baited. Alzar had cast fly already, he is fine. His own axe carves and hits the wounded dragon twice for 32 and then Bright Barrier misses yet again. So sad.


50/89
One Dragon – 26
Two Dragon – 92


4 vs 6

Alzar’s axe bites twice more, and the wounded dragon dies as it was moving off. It falls lifeless to the ground. With it’s spells not fully working, its magic resistance gone, and it’s junior partner dead, the older one flies away. Alzar gets one attack of opportunity at range, and casts Finger of Death. Will it work? Nope, the dragon tossed a 15 and lived.

Alzar mentally has his Griffin return and he rides it.

After battle, Alzar will carve up the dead red dragon. Alzar wanted to animate the corpse, but he cannot (he’s lawful neutral now, if you’ll recall, not lawful evil, due to the Rod of Seven Parts)

Abe Sargent
02-10-2018, 11:48 PM
Alzar heads down, and the Fire Giants have lost their air support.


While in air, Alzar summons four Dire Bats with his Eyes of the King spell. They will fly around and harass the camp while Vix and Alzar hit the war party.


They toss some boulders at Alzar as he leads the charge, but they miss with his Cloak of Displacement on. Vix uses a Protection from Giants scroll and is going to drop into the thick of their army. Alzar is working on the Hellhounds that patrol the edge of their march, as he is immune to magical fire right now.


Alzar’s Axe of Selnyr is Extinguishing, so it does ,more damage vs fiery dorks like the Hell hounds. He grabs their attention, and they torch his Griffin as he closes to the ground, and then surround him. Alzar melees the hell hounds, Vix the giants.

Some cross over. Alzar gets two nearby giants he had to deal with a few hell hounds approach Vix. But they have not realized that Alzar’s protection would not work on the giants, nor hers on the hounds, and the ground runs deep in the blood of fire giants and hell hounds….


(Random.org)

They drop 21 hounds and 29 giants before the rest flee. Alzar and Vix are wounded, and he had to cast multiple healing spells, but they took out around 1/3 of the attacking giants, 40 of the attacking hellhounds, and both dragons.

Alzar and Vix return as virtual conquering heroes at Dawn’s Rising. They are the rulers of this land, and are welcomed and greeted. Extra food is brought out. Today, Alzar and Vix showed just how powerful they are together, both as a fighting force, and for their Grand Duchy.

As has been noted before, Fire Giants are the only lawful giant kind, there are no lawful good giants, no lawful neutral giants, and only they are lawful evil. Thus, they are battling Alzar right now with a strong organization. They were not routed, they just retreated and moved back to camp. They have called for magical reinforcements, and even the fleeing dragon has just been seen returning. It appears that some magicking is going on right now, and Alzar scries some additional aid teleporting in.

They spend the night in a local tavern, Alzar takes some meetings remotely from the Grand Duchy, and answers questions remotely. That night, after dinner, Vix tells Alzar that she is pregnant with their first child, and thinks she is 6 weeks along. He uses some his clerical skills to verify it, and they will celebrate the news with more dead fire giants tonight.

Alzar spies the camp and there are magical wards have been put in place that will detect magic use. He penetrates their defenses normally as a thief, and slips behind a giant tarp. He drops a Bead of Exploding for 5d6 while Vix attacks in the front at the same time. Alzar damages some equipment, kills a couple of bugbear servants, but very little is damaged until his axe protest the presence of a few foes. Between the two of them, four more giants died. They are forced back when two magic users emerge from a central tent, one of which is a Fire Giant shaman and the other a wizard, and their magic pushes back the Grand Duke and Duchess.

Alzar retreats and casts a few surprises on the road to Dawn’s Rising, such as a Skulltrap, Blastbones, Glyph of Waring, Symbol and Watery Double. He even put Explosive Runes on a road sign pointing the way to Dawn’s Rising.

In the morning, another march begins shortly after the day began and they move out. They find and dispel the various traps Alzar laid after the first Skulltrap goes off and kills a Hell Hound in front scouting. In fact, it slows them down by hours. They don’t get near the village until about two hours past noon, with the hot desert sun baking on the village and supporting their fire-based attack. In the morning, Alzar had cast spells that ward objects against fire, and summoned allies. This time, they will meet about ½ a mile in front of the village, with people on the flanks in case they come over. Alzar has, meeting them,

2 Greater Earth Elemental (one from level 7 cleric magic, the other from wizard magic)
1 Earth, Fire, Air, Water Elementals
1 Earth, Fire, Water Elementals
2 more Earth Elementals
33 Sandlings
1 Invisible Stalker

Diamond Golem summoned from Warp Marble

Alzar on Nightmare
Vix on Chariot with Manticore steed


That’s not a small force.

Abe Sargent
02-11-2018, 12:35 AM
The Red Dragon sweeps in front of the army and breathes fire on the assembled defenses and then pulls back. It’s more cagey after the other dragon lost. Alzar casts haste as they arrive on the Elementals and some Sandlings. Alzar casts Strip Resistance at dragon after taking 6 damage. Vix took 22. 5 Sandlings died, the rest were spread out in order to protect from aerial fire breathes or magic such as fireballs or similar explosive or ranged spells from their foes. The dragon pulls out of range, but Alzar flies after it on his Nightmare.



2 Greater Earth Elemental (one from level 7 cleric magic, the other from wizard magic)
1 Earth, Fire, Air, Water Elementals
1 Earth, Fire, Water Elementals
2 more Earth Elementals
28 Sandlings
1 Invisible Stalker



Alzar – 83/89
Vix – 122/144

4 vs 5

Battle begins. Alzar casts Finger of Death on the dragon. And…the dragon still has 17% MR, (it normally has 50%, and SR pulls off your spell level, so 33 for Alzar.) It hits the remnant and doesn’t penetrate further. Vix’s spear toss misses and returns to her hand. Alzar is hits with Magic Missile for 15 and no reverses back (they hit MR too after rebounding off his ring). One of the Fire Giants casts Abjure at his Nightmare and hits it and it heads back to his home plane. The other, the cleric, casts Remove on a Greater Elemental and……..it works too, also sent home. That’s not good. Make your saves folks! The rest of Alzar’s forces have engaged, and melee range is underway now.

8 vs 6

I am fastsimming everything with ranomdom.org but the major battle with Alzar, Vix, the dragon and the two spellcasters. A few of Alzar’s forces fall. Alzar is hit with the cleric spell Remove Magic and his Ring of Spell Turning is going inert for 10 rounds, as are every other item-based protection (like the Cloak, but not things like weapons, armor, etc, just magical protections provided by items for 10 rounds. This includes the 50% MR provided by his Amulet of Power, but not the 25% from Azzil.). The other casts Fireball and takes out some sandlings and a couple of Hell Hounds are not bothered by being caught in the blast. Alzar’s done the same trick with his undead and Skull Trap (which is necrotic damage undead are immune to) in the past. The dragon casts Magic Missile again and Alzar takes 21 damage (the rest caught in his 25% MR which remains). Alzar is still at range, but the Fly spell he again cast is slower than a dragon. He casts Maze on the dragon and gets through the dragon’s MR and the reis no save. It disappears for three rounds. Vix spears a shaman for 10 damage and they fly down to hit the gropos.



Alzar – 62/89
Vix – 122/144


7 vs 6

Alzar and crew takes another 13 damage from various effects, and another mass damage spell (another Fireball, this time from a Wand) clears out more of their allies.

Vix and Alzar arrive and smash the wounded Shaman for 52 total damage between them, and it reels.


Alzar – 49/89
Vix – 122/144


Alzar uses his Ring of Quick Action. Vix finishes off the Shaman and Alzar casts Power Word Kill at the mage and….it works. The Mage falls. They head up to where eth dragon will appear in a round.


3 vs 4

Alzar and Vix slash at the dragon as soon as it appears. It takes 21 damage total. Then it wing buffets Alzar and Vix away, they each take 15 damage


Alzar – 34/89
Vix – 108/144


4 vs 6

Alzar casts Heal. Vix spear connects for 9. The dragon breathes again and Alzar takes 8 and Vix 37 after missing her save.



Alzar – 80/89
Vix – 71/144


8 vs 2

The dragon uses its third and final breath. Alzar takes 7, Vix makes the save for 14. They spend the turn flying in to melee range again.


Alzar – 73/89
Vix – 57/144


4 vs 1

The dragon melees Vix, seeing her wounded. She takes 21 from the dragon from a bite and claw. Alzar casts Heal on her and is out of Heals, she misses

Alzar – 73/89
Vix – 144/144


7 vs 6

The dragon again buffets them away for 16 each. Spear hits for 10, Alzar’s Flesh to Stone spell…..gest past the MR and….the dragon makes the save


Alzar – 57/89
Vix – 128/144


4 vs 6

Vix hits for 12. Alzar casts Time Stop, flies to the Dragon, and prepares for melee.


3 vs 4

Alzar’s axe carves twice for 35 damage, and his shield hits for 10. Vix misses, the dragon is badly wounded, and flies away.

One attack of opportunity, at range, for both. Vix’s spear misses. Alzar casts Power Word Stun. Has it’s HP dropped low enough for it to work? Yes, no save, get’s past the MR, the dragon is stunned and falls to the ground. The fall finishes the dragon off.

Abe Sargent
02-11-2018, 01:26 AM
Alzar and Vix head back to the battle.

It looks like Alzar’s forces have been mostly destroyed, but about half of the army of Fire Giants and Hell Hounds was as well. Alzar casts Wail of Banshee, and finishes off some folks, Vix slays more, and in about ten rounds, another 8 giants and most of the remaining hell hounds are dead. Only 21 giants and 2 hounds are left from battle, and they flee.

Alzar and Vix harass them, flying and hitting them from the edge as they do. Alzar’s Dire bats did little last night, but today they got behind their lines and destroyed their camp during the battle before the duration on them expired. Before Alzar and Vix are finished, most of the giants fall, and only 8 make it to the foothills and are left on the their own.

They spend the next two days in Dawn’s Rising helping to rebuild the areas, scouting out survivors, taking care of the camp and some traps left behind, and more.

No magical items or any other items of value, beyond things like normal giant-sized swords or food was found. Alzar suspects that all valuable objects were teleported away or secured. Alzar also carves up the second dragon as well.


Defeating an attack on one of his village helps his domain’s confidence, and it rises by 10.

Abe Sargent
02-11-2018, 07:50 AM
A travelling cleric named Lambert Bohn arrived at the village of Dawn’s Rising about a week ago, and he is high enough level that he has been helping to create food for the village, heal people, and such. He is new to the region, and he grabs Alzar and Vix for a private meeting away from everything else.

He can’t tell them much. But he knows who sent the giants on their raid, further up in the mountains. He was pursued to the camp by the people that work for this rival of his, and they stole something from him that should have been secure. Alzar cast’s Detect Lie with Bright Barrier and confirms the story. Lambert Bohn should prove able to show them where the leader of this raid resides.

As they get underway a few hours later, they arrive in the foothills. Alzar convinces him to agree to telling him and Vix much of his story, and he does. He is a powerful lawful neutral cleric who serves the Sphere of Time, and is on the Path of the Dynast as well. He has been chased by a rival cleric who serve the Sphere of Entropy, named Coiger de Mory who’s base is in the mountain and who had fire servants like the Fire Giants. Typically, pursuants of the Path must find and return an artifact of Time, and he has done so. He secured it into a bag of holding he has. But three days ago it disappeared, which should not normally be happy. He suspects some interference from Entropy. As both Alzar and Vix are also on paths for immortality, and Alzar is a fellow on the Dynast Path, Lambert Bohn believes that they were put there in that town by ally immortals to stop Coiger de Mory.

Alzar and Vix agree to help Lambert to find Coiger de Mory, get the artifact back, and end the raids on their Grand Duchy as well.

Before sleep, Alzar asks if Lambert knows which immortal Coiger might serve. He is not surprised at the answer.

“Alphaks.”

“Is he also on the path?”

“Probably, one of the Path goals of Entropy is often finding an destroying an artifact from my sphere. And this guy is not nice.”

“I suspect any servant of Alphaks wouldn’t be.”

“But Coiger is especially vile. He destroys knowledge. He has a photographic memory, seeking out rare knowledge, and then destroys it after reading it so only he will know it.”

“…he will not survive our battle.”

Abe Sargent
02-11-2018, 08:32 AM
3 days later they arrive at the large cave complex where Coiger resides. Alzar’s scrying is unable to penetrate the rock, there must be some magic anti-scrying defenses here. The cave system appears to be large, with giant bronze doors unlocked at the entrance, and they have seen at least 5 giants in and around the area.

They prepare some anti-giant and anti-cleric items and such and head in.

Now as a reminder, Alzar is neutral for this due to the Rod, and cannot use any items or spells I deem evil. He cannot control undead or use poison or kill sleeping foes or anything else in that “Evil” genre.

There is a guardpost with murder holes and giants behind them. Alzar has used Dust of Disappearance to remove himself. His thief skills should help him get in and scout around. The Dust is ideal as attacking and such won’t reveal you. There are four mountain giants, two fire giants, and two hellhounds here, and they are actively looking around the hillside leading up to it. Alzar sees great magical pikes from here than all six have available and could use them behind the murder holes. This was the only entrance, and Alzar can’t scry around to find others, nor can he relay on Passwall or similar spells working here. They have to go in hot.

Is there a spell Alzar knows that could help?

Alzar steps back until just one Mountain Giant’s murder hole can be seen. He can make out the giant behind it. He casts Domination and… it works. He dominates the Mountain Giant. The giant turns around and Alzar can see some others looking at it as it abandons its viewing of the area. The Mountain Giant is ordered to open the portcullis. He bends down and hoists the portcullis open. Other giants shout at him, and one moves to stop him. Alzar lets them, not wanting to start a fight that would be loud. Alzar has slipped inside unseen while this chaos happens.

The mountain giant moves to a weapons rack where there are almost 15 more magical pikes, and steps in front, not menacingly, just active. Vix and the cleric are right behind, but not here yet. Alzar positions himself perfectly to block the exit from the gatehouse. He casts Silence on the gatehouse and entrance, then they hear him for about 5 seconds before it goes silent. His giant tears into the backside of an unsuspecting one, and they move out to attack it. Alzar moves in and his Axe of Extinguishing makes quick work of anyone who comes near, trying to escape the room. They can make him out now enough to attack him, and he is not moving away to dodge, thus opening it up, so he takes 24 damage. But he finishes the giants here, and waives the two in, and then they close the portcullis quickly and have secured entrance.


Alzar 65/89


20 +2 pikes

Abe Sargent
02-11-2018, 09:02 AM
As they penetrate the area, a giant wyvern in a sinkhole flies down and attacks Lambert from behind, covered by the silence effect Alzar dropped. It hits for17 damage and…Lambert is poisoned. He cures himself next round, and Alzar and Vix make short work of it in two turns.


They slip in and Alzar scouts ahead, finds and disarms an alarm trap, and then removes a ballista trap that fires giant spears. Two more giants head into the hall randomly from a side passage, and make out movement by the guard house. They miss Alzar (still endusted) and on their way his Axe backstabs one and fells the other quickly.

They penetrate in further. Alzar misses a magical trap and an alarm goes off as they are just a little bit from the living quarters of the giants. In a moment, about 20 giants pore out, and Alzar ha retreated behind the 2 Greater Earth Elementals he just summoned, and Vix moves in front. They know, silently, when to switch roles perfectly. Alzar is sliding to mage role from thief and fighter and her into warrior to block the corridor.

Alzar’s short bow is out and he gets 6 shots a round with Vix’s spear and the Elementals punches in front.


5 vs 2

They attack first, and hit Vix twice. Lambert’s glowing sling smashes a ice pellet on a giant hell hound and hits for a ton of damage. Alzar follows his lead and slays it. Vix spears the foot of a fire giant and it backs up. Elementals smash and badly damage another giant.

7 vs 6

They attack again, and one elemental is wounded and taken around 35 damage total (magic weapons are needed to hit it, but they have all magic weapons). They hit Vix for 11 and a pair of Hell Hounds breathe on the back row. Alzar takes 9 total damage, and Lambert 18 total. Lambert Heals Alzar. Vix spears and slays a wounded elemental. Alzar slides to spells and casts Mass Suggestion. Three giants fails their saves, and Alzar suggests that they don’t want to fight any more. They drop their weapons, and head back to their living chamber. Another pair of hell hounds arrive, as do more giants.

4 vs 7

Lambert casts Creeping Doom and four huge insect swarms erupt from him to attack the foes. They deal 4d6 damage/swarm and attack five foes each, it’s one of the most powerful attack spells in a cleric’s arsenal, and should shorten this battle considerably. Alzar’s Earths smash and slay two giants Lambert wounded. Vix a third. Alzar casts Mass Domination, one of his best spells too and….5 giants turn against their allies and attack them from a flank and rear. It’s nasty. They kill a wounded elemental. Hit vix for 10, but are distracted and hitting each other.


3 vs 2

They win init. They get a crit twice and kill a barely damaged greater elemental. They kill a dominated giant. More giants pore out. Creeping doom slays some hounds, Alzar’s dominated quintet damage them heavily, Lambert Cure Critical Wounds Vix and she finishes a wounded hellhound.

4 vs 8

Alzar’s force regain inits. Two more giants slain by their group this turn. A human cleric has arrived, and casts Dispel Magic. Alzar moves to melee range this round. The Suggestions and Creeping Doom are dispelled. Alzar asks quickly if that is Coigner, but Lambert shakes his head no.

3 vs 6

They keep init. Another Creeping Doom spews forth from Lambert. Vix closes on the cleric, wanting force him to melee range, but it opens her to more damage from the remaining forces. Alzar casts Wail of the Banshee and 6 more drop dead. A female half-elf rounds the bend and casts Dispel on the next Doom and four mountain giants arrive, three of which were the ones Alzar’s suggested. That suggestion was dispelled too. Their male cleric Flame Strikes Vix for 29. Alzar’s group takes a lot of damage. Vix 22 this round from weapons, Lambert 11, and Alzar 15.

Alzar: 74/89
Vix: 74/144


6 vs 4

They get init again. They hit Vix for 33, and a third cleric rounds the hallway. Lambert shouts out “Coiger!” and he nods gently before casting Remove Magic on Alzar to again strip his defenses for 10 rounds. The female cleric casts Cause Critical Wounds on Vix for 25 and the male she engages hits her for 14, and she takes 10. Alzar casts Heal on Vix. Vix misses twice. Lambert casts Flame Strike for 30 on the male cleric in front.


Alzar: 74/89
Vix: 144/144


5 vs 9

They wrest control back from their enemies. Alzar slays a wounded mountain giant. Lambert casts Silence on the male cleric in front. Vix stabs him twice for 22. He falls. Two clerics left. They smash Vix for 22 and Alzar for 11. Alzar is targeted by Coiger with Harm spell and it…gets through his defenses and he is dropped to 6 hp.

Alzar 6/89
Vix – 122/144


Alzar uses his Ring of Quick Action and casts his 2nd Heal for the day on himself. Vix stabs and slays the last hell hound. Lambert heals himself. A Cause Critical on Vix for 25 and 42 more damage from a giant and a Flame Strike drop her badly.

Vix - 65/144

5 vs 2

The clerics win init. Their four remaining giants miss, but one cleric quaffs a potion of invulnerability and moves to the front as the other casts Hold Person at Alzar. It cracks his MR and….yes, he fails his save. Needs his Rings! He is stunned and paralyzed. Lambert casts Freedom on Alzar and he is fine, but misses the turn. Vix spears and wounds a giant.

6 vs 5

Alzar takes 13 from a giant. The cleric with the invulnerability pot is in front and hits Vix for 11. The other casts another r Hold at Alzar. It cracks his lowered MR and he tosses an 12 and is fine. Lambert, Alzar, and Vix combine to kill the last Fire Giant that was unwounded. Just two mountains left.

7 vs 9

Alzar casts Dispel and drops the invulnerability. Vix and Lambert hit the female cleric hard for 33. Coiger casts Word of Recall and is gone. The giants miss.

5 vs 4

Alzar and party kill the cleric, and the giants two turns later.

Abe Sargent
02-11-2018, 11:31 AM
That leaves just Coiger in the area. Now a Word of Recall takes you to your sanctum, and that;s this place. He can’t have moved far.

They found keys on a cleric’s body, nothing else obvious, and will look more detailed later.

Without any resistance they scour, until they find a hidden room in the back is Coigar’s They arrive. He has conjured four demons, and has 2 mek golems and two bronze golems for guard.


Alzar and party are ready. He has conjured two normal Earth Elementals, and one Air with his magic ad items. Joining them are an Invisible Stalker and Aerial Servant of Lambert.

(random.org)

Alzar and party only care about Coiger, but he has 8 dorks in front. But Coiger is out of most of his spells. He has grabbed some scrolls and pots though! He has three charges left in a Wand of the heavens that casts Flame strike. But he can’t outduel these folks. The demons fall first, with Coiger forcing most of Lambert’s curative magic to be cast. Alzar abjured one of his demons home. They summoned and gated in some dretches and manes, but they were quickly ended. Vix was devastating in ending the lives of demons with assurance. And Alzar’s neverended magic just assaulted Coiger and broke him.

Coiger was left after his golems fell. He barters, gambles, offers Alzar an army of giants to serve. Alzar’s axe is his answer. His final words are, “Slay me, and I bring dark and deep death upon your land!” Alzar’s axe finishes him. They win the battle after 11 rounds.

Alzar wants to cast the evil spell that traps the soul of a dead person to keep them and ask them questions, but he can’t. He uses the Death Mask of Ptah instead and Coiger’s soul heads to bliss and cannot be interacted with. He cannot be raised, animated, or communited with.

Alzar also finds two Death Tyrants guarding the creature room, and casts Control Death Tyrants, and adds them to his horde, and teleports them to Ilth K’hinax.

(I wanted to end that one pretty quickly after I slowed and did the first battle for a while, you’ll see why soon)

Abe Sargent
02-11-2018, 12:22 PM
They find a jail with 5 prisoners – One a wererat that Alzar brings into his lycanthrope secret police. The others are an acrobat, warrior, and two children. They were expected to be sacrifices for various dark accoutrements. They will be Mass Teleported back to Dawn’s Rising.


They find:

2500 gold bars worth 350 gp each
25 1000 gp gems
200000 worth of assorted jewelry

Wand of Fire, 2 charges left

Potions – Rainbow Hues, Luck, Fire Giant Control, Flying


Ring of Protection +4

2x +3 Morning Star, Shield, Plate Mail
+4 Plate Mail, +4 Warhammer

40 +2 polearms (Pikes, Halberds, etc)



These books

10 books on where to find artifacts (these was falsified by Coiger to throw people off his trail)
996 volumes on linguistic history, writing, calligraphy, runes, and language. These tomes are detailed enough to give the reader a Sage Knowledge: Linguistics specialty if they were all known.
3 volumes of Coiger’s journals


They are all secured in extra-dimensional space.

On the belt of Coiger was The Girdle of De’Rah, the artifact Alar/Vix/Lambert came here for. Lambert takes it. (I have the stats, it’s specializes in healing and scrying. It’s pretty good.) Lambert takes the Girdle, and the rest falls to Alzar and Vix.

Lambert asks….”What do think he meant with his final threat?”

“I’m not sure, it could have been nothing, just death talk”

“Just in case, I’d like to join you for a bit, to make sure that was all it was.”

“Of course…”

Abe Sargent
02-11-2018, 03:29 PM
Two days later, as Alzar finishes collecting the stuff from Coiger’s dungeon and returning everyone and making sure defenses begin to start for the village, they find out about a huge earthquake that just hit the Ljallenvals near the center of Alzar’s Grand Duchy that morning.

“He said dark and deep vengeance would be his. That can’t be a coincidence.”


“I agree, we’ll teleport over there momentarily to check it out Lambert.”


(Now can you see why I’d want to get past a fight that the PCs are supposed to win anyways with random.org finishing it?:) )


After scrying the mountain chain Alzar sees a huge newly created sinkhole. They teleport over to investigate.

This is a huge sinkhole, it appears to drop more than 300 feet to a large chamber beneath. They head down to scout around. In the giant chamber is a small Earth Elemental creature that meets them. It calls out to Alzar “Hello fellow Master of Earth! Morena sends her bidding. She knew that you, as a fellow Earth Friend and servant of Matter would arrive here and would need a guide into this dark interweb of earthquake-created chambers. It is clearly the work of Entropy. I am here to save as your guide. Morena apologizes for not making it herself, but you know how immortals are. Too high and mighty for us. I am Gorm.”

Gorm heads out and reveals the giant chamber they are in. Gorm says the center of the earthquakes is down here and they need to head left and leads. He arrives four rooms later at a large machine. Alzar passes a check, and this is likely the source, as it’s vibrating and seems to be connected to earth magic. Gorm mentions that this is a large, great earthquake machine, and five keys need to be found and attached to turn off the machine. Gorm points out th
e five places where the keyholes are. Gorm will stay here and watch the machine while the party heads out. “I can’t join you actively, without violating immortal rules and such. All I can do is guide you to end this heavy bending of immortal law.”

Alzar and party head out. Two chambers later they arrive at a huge room with five monolith sculptures. They move into the room, and out from the ground emerges a giant beetle that Alzar has never seen before.

https://moonhavenforest.files.wordpress.com/2014/09/earthquake-beetle-stats.jpg?w=640&h=1177

Abe Sargent
02-11-2018, 04:40 PM
As it arrives, a small earthquake shakes the room and soil falls. Alzar doesn’t know this giant beetle-like thing, and neither does Lambert, who just shrugs and grabs his magical sling. Vix does. She shouts out they are Earthquake Beetles are dreaded in the Hollow World she is from as they can make the very ground your enemy.

Weapons are up. This thing is as big as dragon, and Alzar wants to kill it as quickly as possible. You don’t want to fight an earthquake causing enemy underground for too long. Alzar leads with Finger of Death. No Magic Resistance, great! It only needs a 4 to make it save and it does. (8 tossed). It takes 20 from range attacks from Vix and Lambert before reaching melee.

For this battle, the team will lose init every round due to uncertain ground, and be at -2 to hit and +2 to be hit.

(random.org)

Alzar took 22, Vix 21, and Lambert 25 but won.


They take more damage then they thought they would. But they won. Alzar approaches the first monolith, and as he does, he can see the air in front of the monoliths is creating another earthquake beetle. These must be part of the earth quaking. Maybe the machine is making the monoliths make these beetles?

(Random.org)

Alzar takes 37 total, Vix 44 total, Lambert still at 25. He heals Alzar for 25, so Alzar has 12 damage left.

Alzar is at the left most monolith. There is a puzzle written on the stone of the monolith. It’s a math puzzle. Alzar answers the puzzle, and presses the answer on some runes. The monolith turns off and a small crack opens in the monolith, revealing a key.

Another beetle spawns. (random.org) and is killed. Alzar finishes another puzzle, and each time another earthquake beetle spawns. Four monoliths turn off. Then the last one. Five keys secured. ( I random.org, and Lambert used Heal twice, and has taken 15 left, Vix fully healed, Alzar currently at 77/89).

They return to the box with the keys, and Gorm is happy to see them, he says he was getting a little scared down here by himself. Alzar places the five keys into the magical earthquake making box, and turns them. The box clicks, opens, revealing a portal to the Elemental Plane of Earth. It must have been where the Earthquake Box was getting it’s energy to fuel earthquakes and Earthquake Beetle making. The box is shut down. As just as that threat is ended, Gorm silently opens a previously hidden giant portal to Earth in the floor, and as Alzar, Lambert and Vix begin to slip into the Plane, Gorm looks over and states, “I never stated that I served Morena. Just in case you were wondering.”


(I added this last part, just in case you were wondering, and shifted the Earthquake Beetle area, just to make it a little more anti-Alzar. Something even Alzar would fall for.)

Abe Sargent
02-11-2018, 07:25 PM
Alzar casts some of the planar survival spells he has from the Astral school in his cleric track. Lambert doesn’t have access to them. Alzar enables them to move around and breathe earth, both very hard. But he has no magic available just yet to get them back.

They begin to move through the earth.

Alzar leads, and soon they make some contact with some local earth creatures. Eventually they find they are in a region controlled by a small Dao family, evil earth genies. Alzar heads to their home, introduces himself (Genie Lore) and seeks a boon. They agree to send him and the two with him home, but not before they head to a local foundry that stopped working, find out the issue, and fix it. He agrees with a Genie Pact spell. The Dao are the reason that transit out is not as easy as it is in.

It takes three days to get to the foundry, clean it of the local earth crabs and insects here that infested it, and then another two to return. After being in the Earth Elemental Plane for 6 days, they are teleported back to Pandius, and to Alzar’s home in Evenarrow…


As they arrive near the palace, Alzar sees banners flying above the parapets of his keep that indicate danger. As Alzar is seen, a cry goes up and within minutes the soldiers of his keep are blabbering. Alzar points to one to talk. “Thank the gods you are back! Without either of you here, the Grand Duchy has been paralyzed as war came ten days to Norwold!”

Alzar investigates, and within ten minutes, he finds out what has happened

Abe Sargent
02-11-2018, 08:20 PM
Ten days Ago: The city of Oceansend was attacked at night by stealth, the gates were open, many of the soldiers poisoned, and the city was taken quickly by treachery. It now flies the banner of Baron Norlan of Qoedhar. Oceansend is still the most valuable city in the region, and it fell in a night.


Four Days Ago: A combined arms regiment led Baron Norlan and supported by a flying castle began a siege of Landfall. That won’t be a major loss to Alzar’s eyes as it is the den of thieves and pirates and corruption, but it is the 3rd most valuable city in the area and taking it removes a major thorn and potential flanking force is off the map. Alzar reaches out, and today, it appears that Norlans forces won. The skycastle and troops were too much, and the city fell.


Alzar reaches out to Vix and Lambert.

“It seems Alphaks is cleverer than we thought. He was willing to sacrifice one of his own Immortality Pawns to check us hard. This was never about your quest Lambert. Everything, the village raid, the earthquake machine, and the earth elemental plane side-trip were designed to keep us off the board as long as possible. I wouldn’t be surprised if he had already worked with the Dao to keep us from getting back quickly and adding the adventuring we had to do.”

Abe Sargent
02-11-2018, 11:38 PM
Alzar gathers his court, soldiers and everyone else outside of his keep. Within 90 minutes all of Evenarrow is assembled.


“As you know, for the last ten days, our nation has been invaded, and we are now at war. It appears we are battling against Baron Norlan and some friendly forces from Alphatia who are “punishing” Norwold for it’s independent desires. It’s clearly a front. These aren’t punitive raids. They are battles for occupation. They are taking our lands. So far, Oceansend and Landfall have fallen.

I am damned tired of these people who think they can manipulate us. As you may have heard, I and your Grand Duchess stopped a raid on the western flank of our mighty nation of more than 100 giants and 50 hellhounds and 2 dragons. That’s who we are! Do you see other rulers out here doing that? Making that sort of change? And we sent away from this plane to be lost, manipulated, sent astray when you needed us most. But did it work? Are we still gone?

Yes, two major cities have fallen, that’s true. One by deceptions, and the other by magic. They haven’t even won a single battle on the high seas or a battlefield. They cheated in Oceasnend. But are we going to fall to deception? To magic? Do you think they’ll out-magic us? No, of course not!

And we all know they are coming here to Evenarrow. You won’t be able to win this war without taking Alpha, our capital. The only way there is through Evenarrow. Almost ten years ago I was given an option to choose where in Norwold I wanted to settle and build. I did not choose a valuable or wealthy area in the south. No! I knew this was important militarily. Taking this area is a sacred trust, because of it’s strategic value. And I built a fortress here at Evenarrow that would be one of the largest out there, and again on Bergholm Island and another in Raider’s Point. We knew that someday, this would happen. At some point in time, our enemies would come to Evenarrow. They would through themselves at our walls. They would throw themselves at our troops. At you and at me. At some of best soldiers in all of Norwold!

Our time has arrived! Your Duchess and I have returned in time to rally the defenses. Together, all of us will take on this great challenge, and we will win. Have we fallen to demons? Giants? Is the baron of some tiny island worth less than one-tenth of Evenarrow going to end us? NO!


And starting today, we will remind the world that our name is not just a trick. Not just a bit of subterfuge. Our name is not a misnomer. WE ARE MIGHTY. WE ARE MIGHTY! And we will answer the call of war with arrows and axes. We will show the world the power of our name. We. Are. Mighty. Go win this war!”

Abe Sargent
02-12-2018, 06:38 AM
Lambert offers to stay to help with the war effort, and his magic and healing and artifact will all be very useful in the upcoming battle.

(I have a book of the entire timetable for the war effort, and I have, and this is not a joke, more than fifty armies with various battle values ready to go, as well as tons of ships. Now in the game timeline, they assault Landfall in week 4, giving the PCs time to react after Oceansend falls. I don’t like that. These are two separate armies and navies, and striking that far delayed is silly. Six days later is pretty good, very little rallying could happen in that time, but four weeks? Nah.)

(In the book, Alpha, the capital, is attacked in week 10. We are in week 2, so I am adding an attack on Evenarrow in Week 6, with the flying castle as well, to win quickly and secure transportation to the capital. If we hold here, and prevent them from entering the Great Bay, then they can’t win this war, and we’ll have essentially won the war as a proxy for the entire region. See why Alphaks really wanted Alzar to have a slow response?)

The flying castle is nasty. When involved in a siege, it removes the huge siege bonus to a defender. When used to raid behind lines each week it’ll drop the battle rating of one enemy army by -10. Nasty stuff.

Alzar spends a long time getting ready. He knows the massive value of defending Evenarrow will be removed if the sky castle attacks, and it clearly will. Evenarrow has to fall, so Baron Norland and his allies will pore everything into this assault and that includes the flying castle. Alzar has an ally he can call on to help though. A flying cloud castle Alzar helped to clear of flying demons. And he was given a cloud gem to summon aid if he ever needed it. He needs it.

Abe Sargent
02-12-2018, 07:18 AM
Week 3 –


Alzar uses his Cloud Gem. Four days later, Lachlan’s cloud castle arrives. It’s on a thundercloud and made of a cloudy material that turns solid as people near it. Alzar heads up to talk with the cloud giant about helping, Lachlan agrees. Damage to the Cloud castle can be repaired by mental control of Lachlan bringing in more cloudy material. They aren’t risking much. Lachlan will help Alzar out twice more and then his debt is paid for freedom and his family and castle making it through unscathed.

The goal is to have the Cloud castle hidden away above the sky castle. Then as battle is entered, they can be hit from higher up. Alzar also brings up the Skyfish and preps the flying vessel.

Alzar teleports to the local Aarakocra in the Ljallenvals, greets them including Tcho’eh and they agree to help out as a surprise raiding force on the skycastle. After helping them survive the demon attacks, they are willing to help out the Lord of Wood and Fire.

Alzar calls on his 2000 dwarven army in Hammerhelm to rouse and ready, and move into Evenarrow. They have historically been a reserve force only to be next door in case the worst happens. He does not call on Barkal the Red, the barbarians, or others.

Abe Sargent
02-12-2018, 07:23 AM
Week 4 –

Alzar Worldwalks to Gammar in the Star Kingdoms and buys four more Phase Ships and brings them over for his navy. His full army is assembled. He hands out the sixty +2 polearms, and uses the time to make sure his magists and himself are working overtime to get Spellcache Rings on soldiers. A simple Sleep spell or Hold Person unleashed at the right time can win a battle when it comes from enough hands.

Alzar brings some special aerial shock troops from Saffir. As you may recall, Saffir has 50 mounted griffins and aerial cavalry. Alzar brings them over to Even arrow to help out with the local defenses, and has them work out with the local forces too.

The Army at Evenarrow:

Light Foot Soldiers – 1000 troops, 20 leaders – 2000 gp – AC6, longsword + dagger
Heavy Foot Soldiers – 600 troops, 15 leaders – 1900 gp, AC4, longsword, spear, dagger
Light Horse Soldiers – 400 troops, 10 leader – 2600 gp, AC6, longsword, lance
Heavy Horse Soldiers – 350 troops, 8 leader – 5600 gp, AC 2, longsword lance
Crossbow Troops – 750 troops , 20 leaders – 3000 gp, AC 5, heavy crossbow, shortsword
67 Officers – 670 gp, AC 2 better than troop they lead

The Mighty Navy

1 war galley
3 large galleys
15 small galleys
19 Phase Ships

BR 94

Phase Ships are nasty harassers that phase in and out like the blink spell, but the rest are weak. It’s more a light engagement force and great at fighting pirates and such but not strong in a ship for ship battle.

For example, here is Baron Norlan’s Warfleet:

5 war galleys
8 large galleys
25 smalls

BR of 123 with 5300 marines in the fleet ready to launch and attack

That’s so much better than ours

They also have a pirate mercenary force with 80 longships with a 109 BR and 4000 troops, and then a transport Guild Fleet with 50 troop transports. Big stuff.









As you can see, it’s around 3100 total troops. BR is 112, +20 with the Baton of Victory

We would normally get +50 for defending a siege. Hard to deal with! But….

That’s not going to last too long.

Alzar has his engineers make and mount more artillery, mainly ballistas that can be turned up at flyers or castles that fly overhead.

This week, unbeknownst to Norwold, Thyatis secretly swaps forces into Oceansend and Landfall, and all of Baron Norlan’s forces are freed to descend on Evenarrow.

Abe Sargent
02-13-2018, 07:36 AM
Week 5 –

It appears that Baron Norlan has mercenaries, his own forces, and Alphatian loyalists on his side. The skycastle is the only one in the Alphatian military, and was brought by a loyalist. There are more than 12 young Alphatian scions that see this as a worthy war for Alphatia against the independent minded Norwold, and Baron Norlan is clearly the ringleader in bringing them to “victory”.

Coming towards Evenarrow are three separate fleets, as well as the Skycastle, and troops. They are about to hit, hard, in a few days.

Alzar spends the last few days preparing everything. Traps. Defenses everywhere. Teleporitng all around, making sure that Bergholm Island and Raider’s Point are also defensed in case this is an elaborate feint. He doesn’t think so. This has the feel of an invading occupancy, and Evenarrow is the 4th largest and most valuable economy of any city in the nation, and in a strategically important place and on a key trade route. With the Sky Castle, taking it feels like something normal.

Abe Sargent
02-13-2018, 11:39 AM
Week 6

Battle arrives!

These forces are here:

Baron Norlan’s Warfleet:

5 war galleys
8 large galleys
21 smalls

BR of 123 with 2200 marines in the fleet ready to launch and attack


Pirate and mercenary force with 65 longships with a 109 BR and 3500 troops
Army of Qoedhar – 4500 troops - 145 BR
2000 cavalry
1000 archery cavalry
1500 spellcasting pegataurs with bow/sword


Transport fleet, being being involved in battle.
Sky castle, fully stocked with troops.

We have.

Mighty Militia – 112 BV
Light Foot Soldiers – 1000 troops, 20 leaders – 2000 gp – AC6, longsword + dagger
Heavy Foot Soldiers – 600 troops, 15 leaders – 1900 gp, AC4, longsword, spear, dagger
Light Horse Soldiers – 400 troops, 10 leader – 2600 gp, AC6, longsword, lance
Heavy Horse Soldiers – 350 troops, 8 leader – 5600 gp, AC 2, longsword lance
Crossbow Troops – 750 troops , 20 leaders – 3000 gp, AC 5, heavy crossbow, shortsword
67 Officers – 670 gp, AC 2 better than troop they lead, 67 polearms +2



2. Dwarven Fighters, 2000, 101


We have two Batons of Victory, Alzar has given one to the fighters:

Abe Sargent
02-13-2018, 06:58 PM
The big issue is their key force and it’s pegataurs. That’s nasty. The sky castle leads, and is trying to create a landing spot for their force first. Alzar orders the attack on the sky caste, and within a minute, a cloud castle descends on it, and Alzar teleports over.


The following forces are ready to force the sky castle out.

Vix on Flying Chariot
Alzar on Skyfish

150 Aarakocra
2 Air Elementals
4 Dire Bats
1 Aerial Servant
50 Griffin Riders

And this is behind the normal Cloud Castle. The Cloud Castle is hitting from surprise above and taking the artillery and such, and responding, and then swooping behind from four flanks are the flying folks above.


As Alzar approaches he feels a vague necrotic pull from the sky castle. Undead? Why and how are there undead on that sky castle? Flying out from the skycastle are four wings of 12 pegataurs each to defend it. Vix is leading the south flank with Alzar’s bats and a Servant, Alzar has the north with just his Skyfish and the elementals are secret powerful troops on the other flanks have the riders and Aarakocra wings.

Alzar takes a few magic missiles and then drops the flank with Wail of the Banshee.

Alzar – 66/89

Vix takes a few rounds and works more normally. She takes more damage, but the pegataurs are slain.

Vix 88/144
2 Dire Bats remain

The other two flanks are out smashed by the large number of troops. Griffin Riders lose 5 and the Aarakocra 13.


Flanks are down. Alzar can see 100 Pegataurs launching from the fleet up to help with the Skycastle. They are a few minutes away. They were escorting ships to keep the Mighty Navy inside the defense. Alzar orders Vix and the various forces under her control to attack the flying pegataurs and to head back to the Cloud castle to defend along with the cloud giants. If they, long distance, see everyone fly back, then Alzar should be able to board. Alzar, two Elementals, and Aerial Servant arrive


Alzar arrives on the battlements and there are six Manscorpions here manning the battlements and artillery, one each. This is an odd choice for a sky castle. Chaotic evil manscorpions? Weird. They are very powerful here on Pandius.

Alzar can’t get into a prolonged battle here on the battlements if he wants to hide his presence from the oncoming Pegataur force. He casts Time Stop, Wail of the Banshee and Skull Trap. Just one is still alive. He could only get 5 Mans in the range of the Trap, so it’s unwounded.

Abe Sargent
02-13-2018, 08:45 PM
Battle,

It wins. It stabs out at Alzar for 14 damage, and Alzar makes the poison save (Alicorn, Periapt) easily. Alzar’s axe carves it twice for 33, he misses with his shield, an Air punches it for 16.

Alzar wins init and slays it with melee, and he orders the elementals and servant to hide the corpses in a side room, and then hide the Skyfish while Alzar penetrates the sky castle.

Inside the gatehouse he hits another 5 Manscorpions who come out charging. One is a cleric who casts Remove Magic. Alzar casts one spell too before the 4 charging for melee are in. His Death Spell drops two more Manscorpions.

6 vs 5

Alzar is hit twice for 11 damage and then Cause Critical for 25, He casts Heal and cures his damage.

89/89

5 vs 8

Alzars hits three times and kills a Man. He takes another 25 and they miss him.

64/89

7 vs 4

They hit once with a claw for 11, and the cleric hits with Cause Medium for 15. He clashes and kills another scorpion. Just the cleric left

38/89

4 vs 3

The cleric hits for another Cause Med for 15. Alzar casts his other Heal spell.

8 vs 9

Alzar carves and finishes the cleric. All dead.

He moves on. 89/89

Abe Sargent
02-13-2018, 10:28 PM
He finds some storage with more than 2000 +2 ballista bolts and such. Then a kitchen with a few humanoid slaves Alzar tells them to hide in the guardhouse and runs around.

By now the Pegataurs are not arriving, so Alzar bought some time, but his airs didn’t come back either, which he expected.

He finds a servants quarters with 7 more slaves and sends them scurrying.

He then arrives into a room with almost 100 soldiers and they are a conventional artillerists barracks. They were readying weapons and such when Alzar arrived, and move to attack him.

Round 1 - Alzar casts Mass Charm. 10 are now his friends and they move away from battle. 92 left.

Alzar is missed this round by everyone (Cloak)


Round 2 –

Alzar uses Ring of Quick Action. He casts Mass Domination. 11 begin attacking their friends. 81 left. He takes 19 damage from a few missiles and melee attacks that manage to hit.

70/89.

5 vs 6

Alzar casts Mass Suggestion, and 13 more drop their weapons and move off. Three die from Alzar;s suggested force. 65 left. Alzar takes another 15

55/89

5 vs 4

Alzar takes 22 and casts heal on himself. 4 more die. 61 left.

89/89


5 vs 8

Alzar casts Hold Person and six freeze. 3 more fall. 52 left Alzar takes one hit for 3.

86/89

8 vs 7

They hit Alzar for 18 and then kill most of the remaining suggested people, just one dies back. Alzar casts Hold Person and another 6 fall. 45 left

68/89

3 vs 6

Alzar casts Chaos and most fail their save. 5 fall in the Chaos. Alzar is attacked half as much and hit just twice for 8.

60/89

/3 vs 1

They hit him for 11. Alzar grabs hits weapons and kills three. 6 more fall to Chaos. 31 left

49/89

5 vs 6

(random.org, Alzar kills the room, drops the 24/89 hp before he does. Chaos was the big winner.)
Alzar kills three more


Alzar cast Cure Crit for 25 and Cure med for 15

64/89

Abe Sargent
02-14-2018, 12:29 AM
He feels a necrotic tug in the next floor down. This is the castle’s commander. Alzar slows down, switches his Quick Action ring and swaps it for Free Action, scrys, sees a Lich here, who is fully ready for battle, with magical shields up. Alzar grabs some anti-lich and anti-magic stuff and goes in hot.


Alzar sees 6 specters and a lich here – the lich has up a few magical defenses. Alzar casts Laudryn’s Defenses to drop them. One remains (Total Immunity, 9th level spell). The specters fly to attack him and close, and the lich casts Time Stop.

It casts Strip Resistance, Power Word Kill, Power Word Stun, TS drops. Alzar is immune to the 2nd, and the 1st hits the Ring and….70% reflects, so Alzar gets +7 to his roll, only a 1 fails. He makes it (11).

6 vs 7

Alzar wins init and needs to take out the Lich, but it ha a total immunity. Just a five round spell. He focuses on the Specters instead and his axe kills one dead, and they miss a bunch, and one hits but he is immune to energy drain from his items, and he just takes 5. The lich casts Power Word Blind, again, he makes the save

59/89

3 vs 1

They hit twice for 6 damage. The Lich casts Finger of Death 40% rebounds and…..Alzar only fails on a 1 or 2 and….tosses a 2. ALZAR DIES. Well, except for that Protective Amulet. If you’ll call, Alzar sets Protective Amulet for each spell, and when it resolves and would work, it instead is stopped and the protective amulet has to be recast for that level. So the next FoD that works will kill him in this adventure, before he reloads that spell tonight. Alzar’s axe a weapons drop another specter, just 4 left


53/89




1 vs 6

Alzar kills a third specter, is hit for 5, and then a Magic Missile flies in, but they are redirected and/or Magic Resistance (it’s down to 20%) and only 9 more hits. The Lich took 4.

39/89

7 vs 5

The magic shell on the Lich drops. It casts Anti-Magic shell and moves to melee range. The Specters miss. Alzar casts Mordenkainen’s Disjunction, which drops the AMS

8 vs 7

Alzar takes two scrapes for 8 damage. Then the Lich casts Disintegrate and…..it gets through MR and….20% redirected, and Alzar….just needs a 3 to save. It makes it (16) and then carves with his axe and its the Lich twice and misses with the shield for 29.

31/89

6 vs 9

Alzar’s axe snicks out and hits twice again (he just needs a 2) and then he smashes for 36 and the Bright Barrier (needs an 8) hits for another 9 for 45 damage. The lich is badly wounded but remains. It’s phylactery must not be near if it’s confident it won’t; permanently pass. Another Disintegrate? Fails in the MR. They hit him for 5 more

26/89

4 vs 3

They miss, and Alzar takes a Polymorph Other spell and….gets past MR, 50% reflect, _5 to his save, he makes it, but the lich tosses a 2 and is polymorphed to a snail. Alzar kills it and finishes the two specters

22/89

He casts some Cure Lights and one Meds and such and is now 77/89.

Abe Sargent
02-14-2018, 06:50 AM
He still feels another necrotic tug coming from the main navigational chamber…


On the other side of the main chamber are another barracks, as 200 troops are here. But are fleeing right now, and the Pegataurs are landing after killing the airs and in about 5 minutes or so Alzar penetration deeply into the air castle will be reported and acted on by authorities

In the control room, are covered by a copper-life metal, and sitting on a massive crystal=lined throne is a small human male child who barely seems alive. Alzar walks in. The child opens its eyes and claims to be a captured subject and doesn’t know, but Alzar senses a necrotic…presence. He grabs the Star of Mo-Pilar from his belt, and it shows the true form of the child is an undead creature. Seeing Alzar use the Star, the creature rises from the throne, and the castle lurches a bit as if unpiloted, and then it transforms into it’s normal giant undead form. This is a powerful Nightwalker. When It resumes its form, all potions and food is spoiled. Thus Alzar is potion less for this battle.

Nightwalker – 149 HP, -6 AC, 2 attacks for 3d10 damage each.

Alzar needs a 5 to hit with his Axe and he cannot be hit with the Barrier (too weak of a +).

Alzar could just try to melee it, but without his Heals or healing of potions, that would not be easy. He guesses it would take four 4-5 rounds to finish it off, but not enough time in here to rebuild himself.

Alzar casts his 4th level Priest spell Protection from Undead as it closes. This will act like a scroll for just five round. Alzar’s Amulet vs Undead gives him he entire initiative round.

Round 1 – Alzar hits twice for 37. It misses, and sees the protection. It breaks a gem and the protection dissipates.

Round 2- Alzar slashes twice for 32. He is hit once for 3+5+5 – 13.

64/89


Round 3 – Alzar hits once for 14. He is hits twice for 31

33/89

Round 4 – Alzar casts the Pro Spell again, another gem is used

Round 5 – Alzar casts the Pro spell again, the gem is used

Can Alzar out-gem him?

Round 6 – Alzar casts Time Stop from storage. His final Pro is cast, and he casts Hold Undead…

End… Hold fails.

Round 7 – Alzar swings and hits twice for 41. It uses a gem.

That was Alzar’s last pro, but combining it with TS gained full turn,.


Round 8 – The Nightwalker is at 124/149. Can Alzar kill it this round? He rolls…8 so he hits for when he hits, he does +5 for Selnyr, +3 for Weapon mastery, and +7 for STR, so +15 to hits 1d8. He tosses a 3 and hits for 18. Alright, just 6 left. Can he hit again? He tosses a 13 and hits. Dead nightwalker.


In those 8 rounds, the castle has been veering uncaptained.

Abe Sargent
02-14-2018, 04:42 PM
Alzar steps into the throne to control it. You need a combined WS + CHA of at least 32, and he does easily. He is able to glide it over the battlements and gently to the ground in about a minute. The folks outside are panicking and Alzar’s forces take out the small Pegataurs and such in and around the castles. Guiding the castle gives off a nasty necrotic energy, and Alzar can’t keep it up for long. He teleports in Draconus, the LG ghost who will control it for the battles today

The cloud castle remain overhead and their beachhead under the castle is threatened. The other 1400 pegataurs left are enough to force the ships to land and drop off forces without any major harassing force to contest their presence.

Battle begins, but now we have the +50 seige bonus.

Abe Sargent
02-14-2018, 05:24 PM
Battle #1

They lead with their best:

Army of Qoedhar – 4400 troops - 145 BR
2000 cavalry
1000 archery cavalry
1400 spellcasting pegataurs with bow/sword

They also have a Baton of Victory.

Alzar leads his force

Mighty Militia – 112 BV
Light Foot Soldiers – 1000 troops, 20 leaders – 2000 gp – AC6, longsword + dagger
Heavy Foot Soldiers – 600 troops, 15 leaders – 1900 gp, AC4, longsword, spear, dagger
Light Horse Soldiers – 400 troops, 10 leader – 2600 gp, AC6, longsword, lance
Heavy Horse Soldiers – 350 troops, 8 leader – 5600 gp, AC 2, longsword lance
Crossbow Troops – 750 troops , 20 leaders – 3000 gp, AC 5, heavy crossbow, shortsword
67 Officers – 670 gp, AC 2 better than troop they lead, 67 polearms +2


We get +50 for siege, , and we both have Batons so they cancel each other out. Any other issues or benefits?

They get +15 for ratio

+10 Home field

+50 siege

Result:

We have 162 to their 160, or a +12 differential in our favor

That’s so close t’s pretty dead even.

We each roll d100 and…


We get a 22, they a 65. They win with 20% losses to our 30%. They are not fatigued, we are moderately fatigued.

Battle 1 over

Battle 2

Dwarves of Hammerhelm, 101

Vs

Baron Norlan’s Warfleet:


BR of 123 with 2200 marines in



Alright, they get another +10 for a unit of theirs winning vs our +60.

The dwarves toss a 55. They a 66. Result? Dwarves win with 20% and they lost 50%. Dwarves are not fatigued, they are heavily fatigued.

Day one ends. Result?

The walls by the main force have fallen enough that tomorrow, only ongoing battle with the dwarves will get the siege bonus

Abe Sargent
02-14-2018, 09:13 PM
Day 2

They will try to crack and break the dwarves again with their best unit:



Army of Qoedhar – 3600 troops - 145 BR
1300 cavalry
1000 archery cavalry
1300 spellcasting pegataurs with bow/sword

Vs

Dwarves of Hammerhelm, 101, 1600 dwarves
+10 for each side winning, +50 for dwarves, +10 home field, +15 for ratio for Qoedhar

Dwarves toss a solid 68. Barony a 49. Result? Dwarves win 0% damages to 20% to their foes. No fatigue to either side


Battle #2

Mighty Militia Army – 2100 troops remain, 112 BV

Vs


Mercenary force with 65 with a 109 BR and 3500 troops


Bonuses

+35 for them ( we’re moderately fatigued, ratio, friends won)

+20 for us (home, friends won)

So this is slightly in their favor, although as you saw yesterday, they won a battle that was in our favor.


They toss a 61, which puts them at 73 after you add their BR. That’s rough. We toss a 7…..9. Win barely. We win with 0% to 10% for them. No figure.

Results? We win both battles, but they were small tactical skirmishes that did little

Abe Sargent
02-14-2018, 09:45 PM
Day 3

Battle #1

Again they are going to try and crack our dwarven nut with their best unit. Value are same as yesterday. Dwarves need to hold, with the siege bonus. They just get a 51. Not big, that puts them at 65. Opportunity for them to push back. They toss a 33. That’s 10% losses for dwarves, 30% for them, and there are moderately tired. That’s a nicer win.


Battle #2

Same forces as last time. This time they toss a 44 to 61 with the BV, and we get a 24. So this time they hit our mains forces hard. 20% to 40% but we are both moderately tired, so that makes my main until seriously tired.


End of day 3. The dwarves won a great victory, they won a great victory…


Day 4

Battle #1

Who do they send against our dwarves? All of there units are tired. The dwarves are going to get +70 against two of these units (another +10 for beating that specific unit before). But the other is seriously tired and gives us +30, the other just +15. So as an example, should they want to fight against the dwarves today with their main:



Dwarves of Hammerhelm, 1450 dwarves, 101BR

Vs

Army of Qoedhar – 2050 troops - 145 BR

Qoedhar - +15 ratio, Army gets +10 for others winning

Dwarves get +50 siege, +10 defender, +10 winning against that force, +10 allies winning, +15 foe is Mod tired.

That a 101+95 to get to 195 vs their 170. That;s a BV of 25. Hard to win against those odds. Possible. But hard. None of us have rolled super high in the 80s or higher, or super low. I think our 20s once was it.

So they come, but it’ll be hard to crack that dwarves nut, a force that beat you twice in a row.

They toss a solid 60. Nothing too bad, but we’ll win with a 36, and with a decent number win decisively not just a tactical victor. I toss a 64. That’s huge. That’s another 10%/30% they are moderately tired result. That makes them seriously tired.


Battle #2

Here is where they take my force to the woodshed.

Same forces as before, they get +10 for beating us before. They get a +8 margin after we toss dice and drop another 10% of our forces to none of theirs. No tired.


Day 4 Close – Again, very tough to crack the dwarves, but…there’s not a whole lot of value in my Mighty Militia left

Abe Sargent
02-14-2018, 10:05 PM
Day #5.

Battle #1

Their main vs our dwarves. They lost the +15 bonus for ratio, so now it’s a +40 difference in BV. But anyone else is worse. Its possible we could toss a 10 to their 55 or 88 or something. It doesn’t happen. We toss a 42 to their 40 and get +40 and we lose 20% to their 50%, and they are routed and flee the battlefield. That is the first rout result by either side. That force flees. It’s down to 1025 troops.


Battle #2

Now, they choose to continue on. Our force has lost a lot and could be routed anytime soon as well. We lose by 23 after tossing dice and lose 10% to or 30%


End of Day 5, our army is getting smashed hard. Their dwarves are at 1225.


Day #6.

Battle #1

Who do you send against the dwarves and their remaining siege bonus? They remaining armies are tired, they have lost to the dwarves, and they get a -10 for having a co-unit rout. So you have +80 or +75 vs the dwarves. You have to get through the dwarves to save us. Is it worth a likely rout? Nope. They pull back their two armies and begin a siege instead.

We win the Battle of Evenarrow!

Abe Sargent
02-14-2018, 10:16 PM
Week 8 – We have fully explored the flying castle, and it’s now under our control. I’ll get you magic items later.

The cloud castle and sky castle are flying over their sieges, and their Pegataur force that could deal with it was routed and is gone from the battle. After three days of aerial bombardment, they decide to flee, and they head out into their boats. Our fleet and forces keep them from penetrating the Great Bay.


Week 11 - They land a wounded and damaged army at an overland pass and will try to make for Alpha overland, but that includes the Wyrmsteeth Range. Good luck on that.

Week 12 – Baron Norlan captures the Alphatian nobles and Thyatis threatens their death unless Alphatia stays out of the war.

Week 14 – They return from the Range damaged and head back to the boat.


Week 16 -Baron Norlan captures the Barony of Moonhold, to the south of Raider’s Point

Week 17 – The County of Sommerplass falls

Week 18 – The Barony of Solvhane is theirs

Week 20 – After totally failing to capture Alpha, or even assaulting it, the war is growing long and expensive. The lacked the forces to crack the fortress at Evenarrow, and thus were unable to get to Alpha. Alphatia assassinated Baron Norlan, and Thyatis is tired and has long lines for a few holdings, minor counties, Landfall, and Oceansend.

King Ericall declares that since Alphatia and Thyatis attacked him, that Norwold will now be fully independent.

Alzar has a big decision to make.

Abe Sargent
02-14-2018, 10:42 PM
Here is what was on the flying castle.

12 +2 Poleaxes
50 potions of healing
2000 +2 ballista bolts



Potion: Climbing, growth
Cloak of Shadows
15 Eggs of wonder
137500 gp worth of gems and assorted jewelry
20000 gp of coins



Skycastle:

This floating castle is a large flying castle with barracks for 200 soldiers, 50 pegataurs, and training and storage facilities. It has 6 large ballistae on the battlements, a larger entrance that can be opened when on the ground, and can be used to harass, defend or to attack as needed. It can only be controlled by a crystal throne in the control room and it requires at least 32 combined WIS + INT. The result is mobile castle that can relocate and move as needed. It’s powerful. Alzar leaves the 12 +2 poleaxes, 50 pots of healing, and 2000 magical ballista bolts on the sky castle.


After healing, Lambert will be involved with helping out around Evenarrow until everyone is healed, and then he’ll head out and finish his Path.



End of M2. The Vengeance of Alphaks

Abe Sargent
02-14-2018, 11:01 PM
Vix levels up. She gains Spear Grand Mastery. Watch out.


Year 10, Month 3


“Thank you for meeting with me King Ericall. You know what I want to talk with you about.”

“I suspect I do, although I hope that I am wrong.”

“You are not wrong. I have here the letter for you, and another I am sending back home to Empress Eriadne.”

“I appreciate that you came here to give me letter in person, Alzar.”

“Of course. It’s the least I could do. But King Ericall, I also wanted to remind you that you owe your independence to me. Did you free Oceansend or Landfall? Did you free the various coastal lands that were taken? Did you defeat them in battle on the seas or on land? No, you didn’t. The only place that was able to defeat the combined mercenary, Qoedhar, and Alphatian forces was us, and we had all four armies and navies turned against us, with the Sky Castle, not half of each that took Landfall and such.”

“I know, but you are from Norwold. You do not deserve thanks for helping your lord win a war. That is your role as as servant.”

“And that’s one of the reasons you’ll never be a good leader, King. You weren’t trained for it, and you haven’t learned it after a decade on the job. But remember, we are the only reason you are free today. My people won the war for you single-handedly. Now we have the very sky castle that threatened Alpha itself on our side. I’m sure your scouts told you about the cloud castle as well? It’s true. Don’t overestimate your forces or underestimate ours. I have no desire for war against my new neighbor. And if we were at war, you know I could choke Alpha off at the entrance to the Great Bay and you could not get out without failing to crack the same nut they just need.

You need to help rebuild Landfall and your infrastructure. You can’t sustain another war, nor can you succeed against us like you want to. You will always prefer us as friendly neighbors, to, well, less friendly. So what I would like to do is to get your assurance, neighbor, that you are going to us go our mutual way, and not attack me, and I’ll try to be neighborly as well.”

“I agree. I don’t know if you chose the area you did at the beginning in order to give yourself the strategic advantage that you are flexing now or not. But the facts are the facts. I will not wage war against you unless provoked.”

“That’s fair enough.”

They shake.

“Now for the other piece of business. You have a part of Norwold to your west that has always been uppity, and they don’t respect your rule. Right now, it’s hard to deal with them and the many other crises you have going on. I’d like to offer to buy, or otherwise give you something, for the halfling holds of Leeha and the surrounding area and the shires of the halflings out there.”

“I have lost enough today, I am losing no more.”

“That’s fair. But the offer will remain moving forward. I’ll happily lend you my aid in rebuilding Norwold or giving you a lot of money or magical items and such. Leeha will be happier with me than you. As you know, the various demihuman populations of Norwold respect me very highly for a human. The dwarves and myself get along very well, elves, halflings, Aarakocra, and many more similarly see me as available ruler and ally. So, if at some point in time, I hope you reconsider, it’s the best for your people in Leeha.”

Alzar rises, and Ericall’s wife, previously watching the conversation to ensure no lies were told, rises and they shake hands as well, and Alzar teleports back home.


Alzar has declared his independence from Norwold.

Abe Sargent
02-14-2018, 11:06 PM
That night:

The Path of the Dynast

Alzar must create a realm with a human population of at least 50000 or demi-human of 15000. DONE

Alzar’s March must gain independence from Alphatia and Norwold, and stand on its own. DONE TODAY!

Alzar must quest for, find, and destroy an artifact from the Milenian Empire. DONE – Destroyed the Milenian Scepter!

Alzar must create a dynasty that will endure from his realm, and his successors must rule for at least 20 years. DONE

Alzar must travel into the future to three separate times, and secure his realm and dynasty’s future. DONE

Alzar must face and defeat 4 major challenges to his rule. FOUR COMPLETED
– the last two were war against the Queen of Chaos who sent around 1000 demons to hit his nation and the most recent war from Alphaks that tried to conquer him.

Therefore, Alzar has completed the Path of the Dynast

Vanya teleports to him. She is not normally the sort of immortal that does too much manipulating or pointing people in the right direction all of the time like others. No. She rewards success. Vanya is the immortal of winners. Conquerors. This is the third time Alzar has won a major campaign. So she visits him and talks of her approval of Vix, and such. Alzar’s path is concluded and now he just has to do two more, and he will have secured immortality.

Abe Sargent
02-14-2018, 11:07 PM
Two Paths remain

JAG
02-15-2018, 05:05 AM
Fun read as always Abe, thanks.

Abe Sargent
02-15-2018, 06:25 AM
Fun read as always Abe, thanks.

Thanks JAG!!!

ntndeacon
02-15-2018, 11:51 AM
This was a lot of fun to read!

hoopsguy
02-15-2018, 01:48 PM
Congrats on completing the Path of the Dynast. Excited to see the final two paths unfold.

Abe Sargent
02-15-2018, 07:27 PM
Thanks thanks!

Abe Sargent
02-15-2018, 07:29 PM
Alzar was able to decode and work out the details of the Crook during one of the quieter moments during the siege.




Crook of Infaust

http://cdn.obsidianportal.com/assets/97070/Crook_of_Rao01.jpg

When wielded by a monk, it counts as a +5 Holy, Mace of Banishment that banishes any creature from one of the outer lower planes when hit in combat.

By any other user in combat, it’s just a +5 Mace without the additional abilities

When unlocked, can cast Heal once/day.

When unlocked, will create an Anti-Demon barrier for five miles around the user. No demons can teleport it or out.

When unlocked, it can “Banish Permanently” targeted at any lower planar creature once/day. This works, without a save, (although Magic Resistance still applies) and they are banished for 100 years from the plane. It won’t work on a Demon Prince or similarly powered creature.

When unlocked, it will turn lower planar creatures as undead of the same level, as a 25th level user.

It cannot be wielded by a chaotic or evil person. Any attempt to do so will result in 20 damage to the wielder.

Alzar has learned that he’ll need to unlock the Crook, but it seems pretty powerful. He’s not sure how he came across such as powerful weapon against the forces arrayed against him and the Rod of Seven Parts, but it was probably manipulation behind the scenes to get the Crook of Infaust out from the demi-plane it was trapped in for thousands and thousands of years.


Infaust

Patron of Perfection, Master of Mind and Matter
Level, Alignment, Sphere: 12th (Temporal), LN, Matter
Symbol: the Vitruvian man
Portfolio: perfection, completeness, unity of mind and body, universal harmony (inner and outer)
Worshiped in: Small communities of mystics and monks in Brun (especially Sind and Thyatis), in Hollow World (Shahjapur), on Patera and in some outer planes
Appearance: a human of perfect size and physique, with pearl grey skin, grey eyes and white hair, completely nude and with a serious and focused expression.

Suspected History (See below for why this is suspected): Jojannes Silberstein, known as “Dottor Infaustus” (for his custom of intervening in discussions and in erudite dissertations in order to destroy the thesis’ of others – something he is always successful at), he was during his mortal life a student, alchemist, erudite and Hattian mage, who lived in the metropolitan territory of the Thyatian Empire about the II century AC. Driven by his thirst for knowledge, he devoured the most ancient books of human wisdom, learning all that he could on mundane and arcane science, on the history of the world, the planes and the divine. Soon, armed with this knowledge, he embarked on journeys that took him to the majority of the known lands, and in wild lands until now never visited by civilized eyes. His powers, always increasing, allowed him to visit many planes, meet the inhabitants, learning their secrets. However, Jojannes was always a dissatisfied human: in his continued quest for absolute knowledge, he established as the final perfection were elusive and unreachable, as the human mind is unable to take in one gulp the greatest secrets of the cosmos. Jojannes was also always extremely uncertain and undecided as the great knowledge he sought brought him to long reflection on whatever choice he must take on, to slowly ponder every consequence of such choices – a shortage that in most occasions caused not a few problems, especially when he found himself up against choose to quickly make or to more crazy or determined adversaries. Johannes, ascertained this indomitable of the thought to sudden action, after having meditated at length, arrived to consider the dualism of the mortal world: from one side the mind, ethereal, elusive, infinite and potentially powerful in the imagination (but unable of being realized); from the other the body, crude, anchored to inexpressible needs, short-lived, finite and incapable of break off from land (but also always the only means by which his can be translated into real action). Jojannes, deemed that in the solution to this dualism stays the key of perfection, he embarked on further research, that led him to always investigate more before in person the reality of the natural world, animals and of the creatures without great intellect – for understanding the true nature of the body. During this quest he encountered Djaea, who, intrigued by this unusual and complicated quest of inner and outer balance (the microcosm in the macrocosm), direct him to the search of an ancient artefact, the Root of the World, which could finally be at the end of his quest. After many adventures, Jojannes found the mysterious artefact, but barely had it in his hand, when he completely lost his memory and found himself reincarnated as a dog. Despite his bewilderment and sudden amnesia, the mind of Jojannes has though the knowledge of found in a crude body, unable to host it. The only thing that he remembered was the mysterious artefact, which, he thought had taken his memory, therefore he had to go and retrieve it. Therefore he was put again in search of it, being forced to use every sort of mental stratagems for overcoming the difficulties enforced on him by his new undesired body.

Nevertheless, he succeeded in the task and retrieved the Root of the World, only to once more lose the memory and was reincarnated as a minotaur! Once again he went in search of the artefact and found it, and once again lost his memory and was reincarnated as a djinn. When also finally in this form he retrieved the Root of the World, returned to his original form, rejuvenated, and Djaea appeared to him in all her splendor: he had barely completed his Quest on the Path of the Polymath towards Immortality, experiencing the various levels of complementary of body and mind: the animalistic (the dog), the half–animalistic (the minotaur), the dualism (the human) and the volatility of the body (the djinn). Today having finally understood that a mind and a body are intimately bound, their growth is contemporaneous and the perfection must contemplate the growth of one as much as the other. Strengthened by this new knowledge, Jojannes is dedicated to moreover perfecting the proper union between mind and body, founding an order of mystics dedicated to the philosophy of which he himself was made spokesman, that always invokes the greater correspondence between mind and body as the key for understanding the secret of existence and perfecting himself, in order to be at one with the cosmos. When finally Djaea saw fit to return at that moment, called him to herself in the ranks of the Immortals, but Jojannes (now that he felt he had attained the total harmony of his mind and body) asked her to first grant his final wish: removing his previous memory, in order that no residue of his mind could no longer undermine his complete unity of thought and action. Djaea, surprised and pleased by this thus profound dedication to the cause of Matter, consented, and Jojannes became one of the few Immortals to not remember the conditions of his ascension and his mortal life (even having had one). The only thing he remembered was his academic nickname, "Infaustus", from which he derived his new Immortal name, Infaust – to also signify his pain, ominous loss of that which his belief of having learnt that it is in the face of whom pursues the way of perfection.

Personality: For many Infaust is determined and hasty; in realty few understand how mind and body act as one in him. In fact, Infaust doesn’t think: he just acts, since the action that he accomplishes is nothing other than his will made material. Infaust has few allies, and he doesn’t even have many needs, given that he also doesn’t have any enemies and is generally disinterested in having followers; the only ones that honor his memory are his priests and the mystic followers of his philosophy.
Patron: Djaea
Allies: none
Enemies: none
Alignment of followers: Lawful
Favoured weapon: natural weapons (allowed all mystic weapons)
Clerics’ skills and powers: clerics of Infaust pursue a philosophy of perfection that makes them similar to Mystics. For this they gain the special abilities of the Mystics (and only those) at the same level.
Domains: Matter, Law, Knowledge, Will
Preferred weapon: unarmed blow
Source: IM3

Abe Sargent
02-15-2018, 08:20 PM
Infaust is a LN Immortal of Matter who specializes in mind, perfection, completeness, and universal harmony and will. He is a major patron of martial artists, monks, and mystics. No major allies or enemies.

Infaust was once most popular immortal among the thinkers, the reasoners, and the focus and meditative ones. No one was more worshipped among those that cared about such things. This was in part due to his creation of the Crook of Infaust. The Crook was the center of Infaust’s power on the plane, and he invested it. In fact, it’s unlike most other Pandius artifacts, due to its age and nature. As it has been gone from the plane for millennia, Infaust’s power, reputation, and acknowledgement have faded and ebbed to very little.

In order to unlock the Crook, Alzar met with a Monk of Infaust about week 18 of the siege for a few hours. He showed Alzar the holiest and rarest tomes of Infaust that show that to unlock the Crook, he would need to go to the ruined great temple of Infaust, on a high mountaintop, and intone a plea for his aid. He will likely come quickly, given just how much of himself he put into the item and how important such a task would be. The monk asks for the Crook to be returned after Alzar’s battle again the demons concludes, and Alzar agrees to consider it, based on whether or not there is an ongoing struggle with demons after the quest against them with the Rod of Seven Parts finishes.


Alzar scouts and teleports to the mountaintop. He intones the prayer in the book, and Infaust appears shortly after. In order to give his aid and turn on the Crook, he wants Alzar to agree to build a large temple in his capital of Evenarrow, and then to give the Crook over to them after his Demonwar concludes and he agrees. Alzar will build a large temple to Infaust, and help to recreate his worship here on Mystara, as there are around 25 monks left that serve him and a handful of other erudites here and there. Alzar asks to let Infaust to slightly modify the magic to allow any cleric of the Sphere of Matter so Alzar can fully use the weapon in combat as well, and he makes the change. Infaust also gives Alzar the location of the 6th piece of the Rod. It’s in a demiplane which is why it was impossible for him to locate. Infaust points him in the right direction.

The Crook of Infaust now fully works. Alzar, as a cleric, can use a mace and will slide to this as needed in battle. It’s likely Alzar will fight with the Crook solely until the quest against the demons concludes.



He teleports back home and orders the construction of a temple immediately, engineers draw up plans, and within a week they are ready and he has a dedication ceremony where all 26 monks of Infaust arrive and dedicate the ground to him. The 2nd strongest of them, Monrave, will help oversee the construction of the temple, and she’ll take it over and run it once it’s built and will be the monk in control of the Crook of Infaust:

Abe Sargent
02-15-2018, 08:41 PM
Alzar has spent some time locating the fourth patron he will seek:


Ssu-Ma

(GANETRA, PANGLOSS)
Patron of Memory, Father of Written Knowledge, Keeper of History and Order
Level, Alignment, Sphere: 23rd (Empyreal), LN, Thought
Symbol: an open book
Portfolio: memory, history, books, wisdom, education, order, sages, scribes
Worshipped in: Alphatia, Bellissaria, Hollow World (Shahjapur), Known World (Sind), Patera
Appearance: Ssu-Ma has two manifestation forms, a human and a pachydermion.

* Human (Ssu-Ma, Pangloss) : a venerable, bald and barefoot oriental sage, with a short white chin beard, wearing a simple linen tunic, a parchment at his waist and often under his arm a well thumbed tome.
* Pachydermion (Ganetra) : an enormous humanoid with the head and feet of an elephant full of wrinkles of venerable age, with a profound and wise look, a red dot marked in the centre of the forehead, a white tunic fastened at the shoulder and a book always underarm.

History: PROBABLE THEORY: the origins of Ssu-Ma are uncertain and even the Immortal hasn’t so far been able to dispel all the doubts on his past. Ssu-Ma believes that this fact, and his obsession for history and memory, are derived from a manipulation that his patron (from which Ssu-Ma has also lost all memory) must have made to his Immortal mind, removing all the memories. For this now Ssu-Ma desperately tries to archive every single piece of information that he encounters, with the hope of also successfully finding the roots of his own origins. Ssu-Ma is considered of having probably been the first creature of the Multiverse who was able to codify his thoughts in words and his words in writing, and that for this achieved Immortality. Given that the cult of Ssu-Ma is linked in first place to the Ochaleans and to the Alphatians, he assumed that maybe during his mortal life he belonged to one of these peoples, even if he hasn’t established which. That which is sure is that in the first centuries after the arrival of the Alphatians on Mystara, his cult appeared both in Alphatia (where he was however called Pangloss) and in Ochalea, and possessing many similar characteristics. Shortly after, Ssu-Ma was of interest of the pachydermion culture of Patera (the invisible moon), and here was worshipped as patron of memory, history, wisdom and writing, gave to the pachydermions a new system of codification of the language and a series of sacred books (the Rig Veda) that have heavily influenced their spiritual and social growth. For this, with the pachydermions, the Alphatians and the Ochaleans he is considered the creator of the codified system of ideograms that has allowed the gathering and cataloguing the acquired knowledge. Among the most ancient texts and works considered sacred of his hands are numbered the legendary Rig Veda (transcription of the philosophical teachings of a pachydermion cleric of Ganetra with the court of the Sindhi Great Moghul during the VI century AC), the Tablet of Celestial Balance (also known as the Tome of Ssu-Ma, that with the Ochaleans constitutes the basis on which stands the philosophy of the Celestial Court and the art of good writing), and the Tome of Gambia (that according to the Alphatian legends was written by the First Mage, who discovered the arcane arts, and in which all the knowledge of the world can be found).

Personality: Ssu-Ma is an extremely calm and compassionate individual, faithful to the precision and order almost ending in an obsession. He doesn’t support chaos or disjointed thinking and for this is often in conflict with Korotiku, who loves to provoke him with disjointed and paradoxical arguments and to drag in his incapacity to remember his own past for making him more humble. He is often so absorbed in his own thoughts that it results in him being distracted, but when speaking he is always aware of the cause. For this many young Immortals turn to him for advice, as the mortals consult his followers, who are shining lights among the sages and learned of all the world. Ssu-Ma is the patron of meaningful knowledge like memory, history and education, and has taken particularly to heart the transmission of knowledge through writing, the only defense that he can interpose between the knowledge and the forgetfulness brought by time. Ssu-Ma has little predisposition to adventure and prefers avoiding the fight for power. For this despite his long time in the Immortal ranks, having never reached the apex of his Sphere. He doesn’t have any allies or enemies because of his detached character, but nurtured esteem for Noumena, who he considers an important interlocutor and a stimulating rival in games of logic and wit.

Patron: unknown [presumed: Korotiku]
Allies: none (respect for Noumena)
Enemies: none (antipathy for Korotiku)
Alignment of followers: Lawful
Favoured weapon: mace (allowed all bludgeoning weapons)
Clerics’ skills and powers: +1 bonus to Intelligence, permanent power of read languages, +2 bonus to librarianship and concentration (not free)
Domains: Thought, Law, Knowledge
Preferred weapon: light mace
Source: Master and Immortal set, WotI, HWA3, IM3

Abe Sargent
02-15-2018, 09:18 PM
Ssu-Ma is not your normal immortal, mostly dialing out of the struggle and rat race and such for the quest for knowledge, something that resonates deeply with Alzar. Alzar also doesn’t want to have issues with Immortals. Take Halav for example, who is a Lawful Neutral Thought immortal that has a lot of synergy with Alzar. Well, Halav and Vanya are big enemies, so Halav is highly unlikely to accept an offer of supplication from him.

Alzar teleports to a giant mountain where Ssu-Ma’s worship used to be the greatest. He has with him copies of some of the best historical books in his extensive collection from Thorasia and Hamedh (he’d likely have anything Alzar also had).

Alzar climbs the Mountain over five days, and takes on the seven challenges. Unlike others, all seven here are intellectual in nature. It’s clear that Ssu-Ma cares more for intellectual acuity than anything else. You will note that Ssu-Ma is one of the oldest immortals and yet Alzar couldn’t find any immortals of Thought that were believed to have been sponsored by Ssu-Ma. Although he only has around 55 Thought immortals on the list that have such a detailed history in Alzar’s library of the hundreds of immortals in the sphere that are known. (Although there is at least one on the path of Immortality right now for Ssu-Ma.)


Alzar meditates for 6 days. I roll a d10 for Ssu-Ma and add these modifiers:

I am not sure about one. Right now their alignments are identical, normally a +3. When different, -2. Is that a +3 or -2? I am going to ignore the modifier. Total result is +2, which means only a 0 won’t get Ssu-Ma to respond physically.

Alzar sees a servant of Ssu-Ma appear before him, and his master will visit in 10 days.

10 days later, Alzar is visited by Ssu-Ma

A giant book the size of the mountain top reveals itself before Alzar and opens to the first page. This is a list of Ssu-Ma’s history as an immortal, believes, requirements and such. The pages turn automatically as Alzar reads. 3 hours later the book has been read.

Alzar feels a presence and looks up from the book. The entire time, Alzar was reading, Ssu-Ma’s hands were turning the page, without him seeing it. Revealed in his glory, Ssu-Ma is larger than the mountain. Alzar supplicates him. He gives to Ssu-Ma the great historical works from Hamedh and Thorasia he compiled, more than 30 books on lost civilizations and cultures. It includes the book Alzar wrote after encountering the lost civilization in the Hidden Shrine of Tamoachan on the Isle of Dread. They are accepted as an appropriate gift.

Alzar gets +5 to the supplication and presentation roll, +2 for the gift, +3 for passing the tests. The d10 is rolled. Alzar gets a 4. Suu-Ma is happily accepted. He gives Alzar a Codex of Understanding, and reading this magical tome will allow Alzar to quadruple his reading speed forever.

Abe Sargent
02-15-2018, 09:54 PM
He has pre-written a document for Alzar he made ahead of time, outlying the Path.


Ssu-Ma explains that the normal path for Thought is that of the Epic Hero. But if Alzar had been assigned this path earlier, he would have easily have accomplished it multiple times in his 10 years in Pandius. Defeating Baba-Yaga? Killing a demon prince in her own home? Stopping three demon invasions on his territory? Winning two wars? Founding a dynasty? Building monuments? Dueling wizards? Taking out the Ice Queen and Icelia? Finding the Throne artifact in the Endless Stair subplane? Recovering the Crook of Infaust? Destroying the Milenian Scepter? Conquering Gammar? Alzar has clearly done much that is in the genre of the Epic Hero.

The goal of a Path to Immortality is to challenge the entrant. The normal path is:

Destroy an artifact of entropy
Find and recover an artifact of Thought
Name and train a successor
Create a legendary weapon
Do one nearly impossible task (drive away all giants in the area, etc).

Ssu-Ma points out that the recent victory was likely #5, as was killing the Queen of Chaos. He is already working with his heavily pregnant wife and will train their daughter to take over after they have completed their paths. He has just brought back an artifact of matter, doing so for thought won’t be hard. He has already destroyed an artifact, and shown an understanding of how to continue.

So, after Ssu-Ma accepted Alzar’s mediation, he met with the leader of the Thought Sphere, Odin. They agreed that Alzar would have an altered path, that reflects new challenges for him as well as Ssu-Ma’s personality and sphere.

Ssu-Ma’s Path of the Epic Hero

Win the Demonwars for Law without using the Crook of Infaust
Create a legendary weapon
Have the best library in Pandius. (Ssu-Ma currently ranks it 6th best). Also…
Open up his library to more knowledge seekers
Turn over some of the control of his library to Ssu-Ma
Increase the literacy rate of his nation by at least 50% (Currently 40%)


And those are the steps Alzar will need to complete for Ssu-Ma

Alzar agrees to them, and smiles sadly at the first. He had just acquired that tool to help win the Demonwars he was previously dealing with.

Abe Sargent
02-16-2018, 11:11 AM
Alzar heads back home and will read the Codex tonight.


Tomorrow, he spends getting caught up on the 16 days he was away, and Vix was ruling, in he 8th month.

Year 10, Month 4


A few days into the next month, Alzar has budgeted a few hours for creating the plans for his legendary weapon.

He can use an Axe. But Selnyr is a powerful and great Axe, one of the best ever forged by the dwarves.

Instead he’ll make a legendary spear for Vix. She just has a +4 spear, with no other abilities other than returning.

Alzar is going to make:

Nykthos, Spear of Vix: +5 Spear, sized for Vix (She is bigger and taller than most people due to her heritage)

And give it these abilities:


Teleporting – A hit character is teleported adjacent to the person who threw the spear
Returning – It will return to the hand of the person who tossed it.
-2 AC when used in combat
User is immune to level drain

That’s pretty good.

Alzar has researched a path for making it:

Ivory Horn from an extra-planar elephant to be carved into the point by a knife made from flint gathered from the oldest mountain on Pandius.

Wool from a tiger from the future must be secured, and used to rub down the spear after it’s ready

Verite to make the end of the spear forged by an evil ghost, mined from another plane, and forged in the fires of a dragon’s belly. Then the metal must be cooled on the Elemental Plane of Ice and dried in the Positive Material Plane.

The shaft of the spear must be cut from Yggdrasil, and carved by a shearing knife blessed by two enemy immortals.

Then the spells must be enstarred into the spear itself:

Negative Plane Protection
Boneblade
Aid
Chant
Blink

And that will be it and Alzar will have given his wife the powerful and soon-to-be legendary “Nykthos”

Abe Sargent
02-16-2018, 04:17 PM
Alzar spends the next week acquiring some components, like the wood, and creating Focal Stones for the five spells that are going into the item he is making. He is using this month quietly to work on this object and they expect that Vix will give birth in a week or two.

Alzar has also launched a literacy program, working to create a temple for Ssu-Ma here in Evenarrow as well as Infaust, and he is working on building up his library.

Alzar also has his apprentices meet and gives copies of Alzar’s Bookread, a 2nd level spell that speeds up reading, away to as many mages and wizards as possible. This is his gift to knowledge.

Abe Sargent
02-17-2018, 07:28 AM
Begin Greyhawk Ruins

In order to push his library quickly, Alzar teleports back to the dungeon, this time focusing on the third and final remnant of the keep locked away. The first was the military part of this castle that he incursed, and then the second was the old magist’s tower that had a unparalleled amount of treasure from 30000 ogre control rings to tons of books including information on how to break the level barrier and still level up and tons of stuff.

The final of the three surviving areas of this ancient complex is a ten level dungeon of magic and power that were the under levels behind a giant keep that was destroyed long ago, but this was locked off and down.

(I find this this dungeon to be logically inconsistent. Alzar is about to find out that it has a very active economy, stores, people living here, and so forth. But despite the presence mages, genies, and such, there are still places on each level where you have a humanoid clan of trolls or something raiding and feeding on the others, or a group of weaker shadows doing the same and such. It makes no sense. If you live here, and you are very powerful, why would not fully take out each level and then fully embrace the level and remove any threats at the same time? Why let a group of trolls snack on your customers or your staff when you can send your genie to clear them out, or a quick foray by a mage and a few apprentices will end it? So I am going to be removing the various aspects from this dungeon that are different. Instead I will be amplifying the living feel of the place, and thus, I will be changing about 30% to 50% of the dungeon to make it logically consistent.)

Abe Sargent
02-18-2018, 06:22 AM
Alzar arrives at the final dungeon. As a reminder, this is near his border with Alak Dool’s Barony, and Alak Dool was a chaotic evil problem he dealt with who allied with Thyatis in the first War of the Crown about 8 years ago now against Leeha and others. Alak Dool was left in charge after a geas spell secured his loyalty, and he didn’t join Baron Norlan or Thyatis in this recent war, so at least that was okay. He fields an army of more than 1500 evil humanoids of various sorts, like gnolls and hobgoblins. Alzar prefers his own dwarves, much more reliable.

Because this place is a former central castle and keep for the entire region, there are still a number of smaller villages and such in the region, despite the fact that, it’s pretty remote from anything anymore. They are a little less than 150 miles to the dwarf hold, a little more than 50 miles from Alak Dool’s and the border with Norwold. About 10 villages are within a half day ride from here and still in operation, even after all of this time.

Alzar arrives at the doors down, and he notices that they appear newer than the previous two places he explored here last year. There is a new lock here as well. Seeing newer people here, Alzar uses some Dust of Disappearance, and his Griffin flies off. He moves carefully to the door and puts his Ear Ring up to it. He can hear a number of voices talking about seeing someone approach, no one is scheduled to arrive today. His scrying won’t work too far. Someone is blocking it – it was the same in the other two places here as well. If you’ll recall, the bottom of the first dungeon had an unusual source of magical power that interfered with things, gave additions to making magical items, and more. It screwed with scrying attempts to the area as well. That’s why they built here. So that seems to linger over this third dungeon beneath the old castle.

The door opens and out come a quartet of half elves, looking around. They see Alzar’s Griffin flying away. One of them cries out and points. They talk to each other about the flying creature and are actually sad that it’s not someone come to buy anything. Alzar moves into the open door and they close and bar it about a minute later.

As Alzar steps further, he passes an Invisibility Purge field he didn’t notice. He is made visible! They cry out for him to stop, and one of them shouts out that Alzar is the Duke (yes they used the wrong title) and that they have been found and draws steel and moves to attack. Two others follow her, the fourth shouts her down, but battle has already been joined.

Abe Sargent
02-18-2018, 08:28 AM
Round 1

6 vs 4

They miss him three times. (Cloak). Alzar hits the first and kills it for 19, and then second for 18 and kills it, and the third is bashed and slain for 10.

The fourth just shakes his head. “I told them.” He apologizes to Alzar for the welcome. But what would you expect when the lord of the land sneaks, not knocks, on your door? He asks Alzar what he is here for, and he replies that, honestly, he was looking to explore and get some more books for a project he was working on. The guard’s Know Alignment is working and sees Alzar as LN, and welcomes him, knowing he is unlikely to be lying.

They enter, and the guard commander shows Alzar the first floor entrance and a few places to visit, and then will report to the guard captain and replace the dead guards and report the arrival of Alzar.

Alzar turns the corner, emerges from a magical chamber that scans to ensure nothing bad is happening and all illusions are dropped, and the another entry room behind it, and then and sees a long hallway that stretches about half the way down the dungeon at least, with a number of smaller rooms of each side of the wide corridor. There are about 5 or 6 stalls down each side with vendors hawking goods, and as Alzar walks down he can hear the sounds of light armor making and crude weapon making coming from some of the rooms off the corridor. The goods offered here are pretty minor things.

About 5 minutes after he arrives, the leader of the first floor arrives to greet Alzar. “I always come out to meet first time visitors, but when I heard it was you? I wasn’t sure if we were being raided or if I was being lied to.”

Abe Sargent
02-18-2018, 10:17 AM
Alzar and the leader agree to voluntarily fail some detect lie and ESP magic so they can be sure of what they are each saying. The leader here rungs the first floor of a 10 floor operation. It appears that this area is mostly off the books for a number of reasons. Their clients are often illegal, often of either an evil or chaotic element to them. Many of the things provided here aren’t legal, but more are legal than illegal.

There are a few ways into this place. One is through a few tunnels. Each level 2 – 9 has at least one tunnel to it from deeper that you can come up. Only the top and bottom floors don’t, for security. There are also the top entrance Alzar just entered through, as well as many places for people to teleport or use other transit magic, which is apparently also really common as a way to enter the dungeon. They keep the top looking like a normal dungeon door to prevent prying eyes.

This area caters to various economic desires for this region of the nation. Nothing else works. This is where local villagers can buy and sell weapons, you can hire mercenaries, and so forth. There are a few things that are not allowed. On the 8th floor is a huge arena. The only people allowed to duel there are summoned creatures like Fire Elementals and anyone who wants to volunteer, although they haven’t had any non-conjured folks fight in a few years. It’s more fun watching a demon and devil smash each other‘s face, and gets more bidding. Secondly, slavery is not allowed. No slaves are bought or sold here, and no slaves are owned here. It’s party for purely selfish reasons. It keeps the place off the map. It helps to keep things safe. But it’s also a hassle too. And a lot of folks here really like freedom, and they don’t take with the idea of people owning each other.

Alzar asks about thieving elements, and sees that there is an active thieves guild here, and that it’s only connected to one in Alak Dool’s barony. There’s no central authority to the dungeon either, although each floor has a captain to keep things in line and respond to any issues. But the place polices itself.

Some of the things available here include a teleport maze in level 4, a gambling den in level 5, and in level 9, the home of five powerful mages who’s apprentices make magical items for sale. That’s the big place. Alzar had mentioned being interested in books. There is a library here guarded by a pair of peaceful Beholders. He gives Alzar a Ring of Levitation to levitate up and see the entire library of books. Alzar mentions that was what originally brought him here, but he was coming to explore and clean out a dungeon, not what he found instead. He’d like to explore the entire dungeon, and the leader will join him for the entirety of it.

Abe Sargent
02-18-2018, 11:08 AM
Level 1 –

The shops here on the entry level are minor – crude weapon and armor making, food, and such. There’s a mushroom-based beer here that’s pretty popular and the brewery for it takes up about 10 percent of the area.

They pass around 50 different human, half elf, and orcs that are on guard duty or in the grand hallway eating. Alzar enquires but there is no name they have for the place. It’s easier to keep it off the radar is one is overheard talking about going to a dungeon as opposed to going to Hotbar or whatever else you might call it. Less curiosity is raised.

A great table of purple marble is at the end of this corridor, and there are some soldiers that are guarding a large stair down, but Alzar moves off to explore this level first. We have a few minor golems, like Necrophidus, as well as tavern called the Green Leaf. There is an altar and old temple converted to a modern temple off to the left. It was originally a shrine to a long forgotten immortal, but now is a modern person. Alzar doesn’t recognize the dedication, and is told it’s a new immortal named Loup who is worshipped heavy by lycanthropes and Lupin. He’s an evil Thought immortal.

Off to the left are some recent magical constructs. There are two black pyramids here, made of a dark, unknown stone. Alzar inquires and is told that they were built about 50 years ago after the supporting structure collapsed with time. It’s the home of clerics of Loup. Alzar knocks and enters and they greet him and welcome him. There is an entire set of books on the faith, worship, and history of Loup here, a and Alzar wants to add them to his growing library. He mentions to them that he is seeking to create the largest library in Pandius in Evenarrow, and they have two extra copies. He buys a set for 100 gp from them

Set of 7 books on the History and Worship of Loup


They also have 142 books on various faiths here worth 25,000 gp that Alzar is allowed to come and copy later, and he’ll do so with some apprentices, and he will donate 1% of their value to the temple (250 gp)

They finish about the level and head down

Abe Sargent
02-18-2018, 12:18 PM
Level 2 –

This level has most of the public areas, as the first level with tunnels as well as more secure locations. This is where there are a few inns, restaurants, and such. This also includes the first barracks for soldiers, and sleeping quarters for people who live and work here. There are people who are born here and have lived in the dungeon complex their entire lives.

He enters to another guard room, and then passes into another large corridor. Here are stools and mats and such lining the area. The upper floor was much more sparse than this one, which feels more densely populated.

About 100 soldiers line the area and protect things, or are off duty. There is a large gong by the entrance for emergencies, and a magic mouth effect announces discounts at two local inns as they pass down the main corridor. There is a permanent illusion to the left that points to a local tavern called “The Mad House” and a clown carved into the wood and a clown motif sign in front of it.

Near the end of this central passage are more decorations and such. There is apparently a pretend haunted dungeon effect behind the Mad House where programmed illusions and hit and the continually light lanterns are snuffed out. Alzar sees a giant table carved like a pearl in a restaurant to his right, and the living quarters continue. On the back side the Mad House Alzar sees a small fountain carved into a clown. The restaurant to his right is serving a meal of cooked giant cockroach right now, which apparently to his guide, tastes delicious, but he is not going to head in. A tattoo parlor to the right is past the inns, and Alzar sees a well in front of the parlor. They head down.

Abe Sargent
02-18-2018, 12:52 PM
Level 3 –

This level includes a number of infrastructural needs. His guides mentions that the 2nd level is the most populated. So the third level has a lot of the trash and garbage and cleaning devices and locations needed to care for the dungeon. There are some wererats to the left over a large chamber of trash and refuse that the upper level dumps through the rock. Apparently, there are chutes here up to level 1 as well. There are some bats and flying birds here, and even a few Stirges, but they east quietly. Up here, the guide mentions that trash is normal. But down below near the mages they use and control magical dungeon cleaning like feeding their refuse to a contained gelatinous cube.

There are about 20 wererats here guarding and working in the refuse. Back here is also a crypt and tomb, where people are buried. Alzar and his guide walk by it, but he doesn’t feel any necrotic tugs so he doubts there are any undead here. The tombs and markers go back centuries. The rest of the 3rd level are some crafts shops, that make clay or pottery, carpentry, and an embalmer for the graveyard.

Level 4 –

The next level is really interesting. There is a an old teleport maze here that is the whole left of the dungeon. Each room has four teleport spots and you have to go in the right order to get out. There are riddles in each room that, if solved, will clue a person on which pad to step on. Otherwise you go in a random direction. It’s used as entertainment, although it was clearly designed with different purpose.

On the right side of the level is a large courtyard and garden. Down here are a red dragon relief that breathes fire when you pull it’s metal tail and a runes marking the area and pointing out various parts of the floor. There are some people here talking or walking around. It’s all underground foliage, mosses, and such that lives here.

That makes this an open and spartan level. They head down.

Abe Sargent
02-18-2018, 01:22 PM
Level 5 –

Level 5 has a number of guards here as well. It’s one of the more durable and lived in levels with a number of living chambers, as well as another restaurant, and two wells , as well as a natural chimney outside that lets heat and smoke out. There are also more shops here, and there are weapons and such. But the biggest feature here on level 5 is are a few recruiters and hirelings for mercenaries. You can hire some mercenaries here, with tables and rooms converted to meeting rooms and negotiation chambers.

Alzar’s ongoing ESP can see the problem. How can you tell the difference between a mercenary who is worth the money, won’t leave you, and is just looking for an opportunity to do something interesting as opposed to mercenaries that are going to stab you in the back? The mercenary profession here on Pandius can have a bit of a bad reputation. Alzar just fought against some mercenaries in war. Is there a
chance to change that?

There are some iron and flesh golems here that protect the peace and keep control. Probably just in case to keep the mercenaries in check, as well as at least 50 more troops on guard Alzar notices. This appears to be a pretty tight ship. Alzar asks about funding, and then 5% tax on all transactions occurs here.

Alzar’s guard captain points him to a certain shop with eight golem guards and they head in. In here is a golem making store. There are more than 100,000 gp of value of books and tomes on making golems, ivory tubes with scrolls of spells needed to make golems, and every some equipment here. The proprietor has apparently been here for a long time and they swap shop for an hour. He makes the golems for the area, and then sells the extra supplies he doesn’t need Alzar bends down and grabs some loose rocks from in front of the Golem Shop. Now, if he ever wants to Worldwalk here, he can.

Abe Sargent
02-18-2018, 01:55 PM
Level 6 –

Level 6 is the gambling dens, and this floor, in addition to guards both living and golem, there are tons of gambling tables, sleeping quarters, another pair of inns, and there is also a perfectly legal set of prostitution here, with 5% of the funds here also being taxed. There are also some drugs being sold here as well in a pair of stores with some stools and tables out front. Alzar sees a group of four soldiers smoking something in a tobacco pipe that doesn’t smell like tobacco, but he can’t identify it.

They head down.

Level 7 –

This is the final level with things for sale in it. This is the place with some additional food stuffs, and water, some clothing and such all sold here. Also about a third of it is storage, on the left hand side there are some warehouses. The right has more living quarters. There is also more large foundations and another trash chute room that goes up to level 4 and collects trash and refuse here, but it’s behind some closed doors they check out.


Level 8 –

This floor is dominated by one huge central room. This must have been where people once sparred for training. Now they spar for life. Creatures are summoned to this space, and here they fight. There are runes and circles of protection around the sparring circle in the ground that were added more recently than the stone, and carved there so they would remain. Many seats and tables circle the sparring table, and bets are placed, taken, and creatures are summoned. Another battle is schedule in a few minutes time. It’s between a Hydrodaemon and a Alu Fiend. As they explore the level, the battle begins, and the Hydrodaemon wins in a about a minute.

Most of the rest of this level appears to be living quarters and supplies for the fights, but not all. As they move over to the left wall, Alzar senses something beyond the dungeon. His Star is out and reveals a passage in the earth that was hidden by a high level illusion and there are some Dao-esque accoutrements here. The guard captain didn’t know these were here, and they explore. Soon they run into a Dao mining facility. They are under the summoning and control of the mages, and they are exploring and looking for gems and high quality metals in the earth. After mining, they use their earth-control powers to rebuild the place immediately, so it’s state is identical to the one left and doesn’t weaken support structures. Alzar uses Genie Lore to talk with them and find out why they are here.

They head back and go down.

Abe Sargent
02-18-2018, 02:07 PM
Level 9 –

Level 9 is noteworthy as the shops of the five mages that live here, and their apprentices. Each of them has a specialty, one an alchemist, another a conjurer, and so forth. Their apprentices set up a selling station here with goods, and a number of magical wards on in place to ensure proper sales. Everything from trash to water is provided or handled magically. Because this area gives boons to things made here, the golems are more powerful, the potions more potent, and the magical items have an additional +1 to them.

However, level 10 is their homes, workshops and such down there. There are powerful magical channels in the earth here that protect it, and there are no side tunnels to it, so it’s safer

Alzar reviews the goods, and notes a few things he might want to pick up later. But the final feature here is the library and he heads to the library. He heads in, and is greeted by two Beholders who are smaller than normal, they were shrunk with various spells to make them more agile and powerful in the confines of the library. They can use their Telekinesis eyestalk to move something down. Alzar bends down to fill out a visitor slip and there are thousands of visitors, including Alak Dool and Claranesa the Seer. As he fills it out, he is hit with a geas to force him to not reveal the library or the dungeon, and a Forget spell so he’ll forget being geased. Neither crack his 75% Magic Resistance. He can tell the geas and reads it’s trap in the sign pad, but doesn’t protest the basic idea of secrecy anyway. The captain has shown Alzar around and then leaves.

There are five rings of Levitation used here to help folks browse, instead of stepladders. There is a platinum candelabra on an onyx table that lights up when Alzar moves in with a continual light effect.

Alzar browses the library and these are many of a sagely type, with titles like Social Graces Among Gnomes and Structural Mathematics. There appear to be more than 1500 books here. There is also a back collection protected by Beholders not allowed to be accessed by Alzar. Alzar’s Star of Mo’Pilar reveals that every book back there is trapped with at least one spell. That’s the good stuff. Alzar quickly counts 75 black-bound volumes. Spellbooks? Grimoires of a dark and personal nature? (They are, in actually, atlases of every known dungeon, places, city, castles, and more.)

Abe Sargent
02-18-2018, 02:58 PM
Alzar will return.

He wants to set up a meeting with the mages, and the apprentice for the diviner reaches out and she arrives first. She knew Alzar was here. She invites him downstairs. Down here the five mages and their apprentices live a sort of collective with everyone sharing everything. They need to, in part, due to the space. You can’t have five separate work rooms or summoning chambers, for example. She introduces Alzar to the other wizards here, one of the five is out right now. She tells Alzar that she knew he was coming today, and that she prepared a gift for him. Alzar looks over and spies a stack of 25 books, wrapped in ribbon. Those are rare books you’ll want for the Great Library. The group of five mages want two things, and she wants a third, and Alzar can have that stack of books, and make a copy of all of the books in their library above.

All five mages will get full access to the Great Library, starting now with the stuff Alzar already has. He negotiates making them pledge to geases not to destroy or attack anything, nor to use the info against him or his people, and they agree.
Alzar will give them the various spells he has made on books, copying, and such that are rumored to have made
She wants full knowledge of Rhabdomancy. She scouted Hamedh and saw it had a new and unusual sub-school of divination she had not encountered before, then scried Alzar using a divining rod for his divination magic. In exchange, she’ll let him copy every one of her 121 books on divination from her personal collection. They agree after Alzar reviews the 25 books.



Alzar gained:

75 black-bound volumes of atlases of every known dungeon, places, city, castles, and more.
25 rare books on summoning and conjuration used in the dungeon arena.
121 specialist books on divination
1500 Sage books from dungeon library
7 book set on the full History and Worship of Loup
142 books on various faiths worth 25,000 gp

That’s not bad. He may come back here later for spell trading and such as well.


Alzar teleports home and begins to send out apprentices to make Bookcopies.

End of Greyhawk Ruins

Abe Sargent
02-18-2018, 04:39 PM
A week later, Alzar announces plans to expand to fort of Evenarrow. Even though he built it with plenty of space inside for future expansion, he expanded too quickly. Since then he has built temples to Morena, Vanya and Pflarr, and Vix one to Nyx. Temples for Ssu-Ma and Infaust have just started. He has built a huge barracks for a vastly increased army. He needs more storage for his army’s support structure like food, drink, armor, weapons, boots, bedding and such. He built an alchemist’s shop and foundry, and a huge paper-making and book binding industry, one of the five largest in the Known World, taking wood milled north and nearby and turning it into pulpwood and such for paper and books. He also has the gravity fields and such he made as well.

So he is going to double his wall to the northeast over land and gobble up some land that way, and then rebuild his moat there. He is going to move his barracks, storage and military inside of the new structures, and then a giant library where the barracks was. Alzar’s goal is to build the biggest library in Pandius.

The first stage of this is to build the walls and defenses out, and the barracks and such at he same time, then transfer, destroy, and move. I am told by the Castle Guide that after Alzar helps, the price is around 185,000 GP and then multiplied to get to 320,000. He spends it from the cash he brought in in the last M2 adventure.

Alzar has announced two separate campaigns.

Anybody who brings in 1000 unique books for his library that he does not already own will get a 10,000 gp finders in addition to the full price of the books. He has Draconus prepare a list of all of the books they currently have and distribute them.

The second is a literacy campaign. Any family that achieves 100% literacy will have a taxfree year for the next 12 months in celebration. He’ll be sending his apprentices around to set up reading learning stations across Alzar’s domain.

Abe Sargent
02-19-2018, 06:41 AM
Year 10, Month 5

In the first week of the month, Vix gives birth to a daughter, who is one-quarter immortal. Vix and Nyx’s blood runs strong in her as well. They name her Vixzar!






(LOL. Sorry :)) They actually named her Intaria.

Vix will be ready for battle again by the end of the month

In the meantime, Alzar won’t be heading out adventuring this month. Instead he hosts a giant Birthday Tournament and hosts a jousting and magic dueling event, and gives a +1 sword and Ring of Protection +1 away as prizes, and domain confidence continues to rise.

He also works on copying over books, working on building the expansion, and more internal stuff. He also spends a few hours in Hamedh with the College of Wizardry, and they allow him to copy 100 books they don’t think are major threats to knowledge that Alzar wants to copy.

But the main thing Alzar does this month is he begins working on a new spell…



Alzar’s Bookfind, Divination

Level 5
Duration: 1 turn/level
Range: 1 mile
Components: VS
Save: NA

When the caster casts Alzar’s Bookfind, they feel a gentle tug in the direction of the largest unclaimed book collection with the range of a mile. If there are no such unclaimed books or collections, then the caster can move about, or fly around, until they feel one or the spell ends. As they near, the tug will change and pull harder. The value of a collection is deemed by the size, so an unclaimed collection 15 common trashy novels is going to win over a collection of 10 valuable rare tomes. If the collections are equal in number, the closest is the destination. If the caster finds and secures the collection before the duration runs out, then a tug will pull them to a new collection. The range is a full circle, and will notice books above or below the caster as well.


Alzar is creating this to finish his Book Quest. It will take 7 weeks of research, and then I’ll roll dice each week to see if it was completed that week.

It’ll finish after 9 weeks, week 2 of Month 8. Alzar cannot adventure until then

100 minor books from the College of Wizardry

Abe Sargent
02-19-2018, 07:18 AM
While working on his spell, Alzar continues to put together the Nykthos Spear for Nix. He used clerical magic to survive and Astral Spells to the Yggdrasil and carves a length off for a spear shaft a few months ago. He researches how to carve it and practiced. He looks at rival immortals to find two to bless the knife and he uncovers Liena, Lawful Neutral and young immortal from Oceansend and Bemarris. Both are local immortals, one pro-Norwold and the other pro-Oceansend. So when Norwold annexed Oceansend, you can imagine how happy they were with each other.

Both would clearly be interested in making inroads with Alzar’s nation. One as a thorn to Norwold and the other an ally of it to bring them closer together. Alzar promises to build a shrine to each to their church, and they each bless his dagger.


Alzar is going to make:

Nykthos, Spear of Vix: +5 Spear, sized for Vix

And give it these abilities:


Teleporting – A hit character is teleported adjacent to the person who threw the spear
Returning – It will return to the hand of the person who tossed it.
-2 AC when used in combat
User is immune to level drain

Alzar has researched a path for making it:

Ivory Horn from an extra-planar elephant to be carved into the point by a knife made from flint gathered from the oldest mountain on Pandius.

Wool from a tiger from the future must be secured, and used to rub down the spear after it’s ready

Verite to make the end of the spear forged by an evil ghost, mined from another plane, and forged in the fires of a dragon’s belly. Then the metal must be cooled on the Elemental Plane of Ice and dried in the Positive Material Plane.

The shaft of the spear must be cut from Yggdrasil, and carved by a shearing knife blessed by two enemy immortals.


The shaft is now carved.


Year 10, Month 6,


This month Alzar is working on the tip. He Astral spells to the Wildlands and after a few hours found and slew a giant mammoth, and carves the tusks off and teleports back. Then Alzar is trying to find the oldest mountain on Pandius but he can’t find it yet.

He has gotten the wool ready too.

The metal is rough. The problem is that Alzar can’t summon an evil ghost right now (he’s not evil). But he found a lode of verite on the Mineral plane, he just needs to rest to jumpstart it.

Abe Sargent
02-19-2018, 07:33 AM
Return to The Rod of Seven Parts

In week 3, Alzar is flying around his domain when a Pit Fiend teleports in front of him. Surprised, Alzar pulls up. He introduces himself as Ulthut and he is very surprised to have this conversation with a mortal.

Flying in the air, they talk about the Rod of Seven Parts. Apparently, about five or six decades ago, the 6th part of the Rod was found by a devil and turned over to its superiors in Hell. As soon as it arrived, a portal opened and more than 100 Spyder-Fiends pored out and attacked, trying to return the Rod’s part.

They fought them off, and then Ulthut and a few other pit fiends met and realized they needed to find a safe place for the Rod. If they kept it in Hell, bad things would happen. The Queen of Chaos was so focused on the Law/Chaos wars with the Rod that she had forgotten the Blood War between demons and devils millennia ago. If they kept the Rod in Hell, then she would essentially rejoin the war against them. So they created a pocket plan and Ulthut agreed to guard the 6th piece. He knew that the Queen and the other pieces wouldn’t scry it, or know where it was. It was safe from all scrying eyes. The goal was to remove this piece of the Rod from the conversation completely, so the Queen and her minions were unable to get it, as was anyone else.

But Alzar has, surprisingly, proven himself able to deal with the added attention of the Queen if chaos and took her down and stopped multiple waves of Spyder-Fiends. So Uthut can take Alzar to the pocket plane and then can assault the Citadel of Chaos, where Miska is to get the 7th and try to take him out.

(The adventure is meant for the characters to sneak into the plane, and take out everyone and grab the rod and leave. But it begins with, “Ulthut and his servants defend the segment from mortals that are too stupid or too weak to prevent it from falling into the Queen’s hands, but the pit fiend will surrender it to any lawful group who seems capable of evading the queen.” It’s hard to do so, however. Alzar does!)

So Alzar acquires the 6th segment of the Rod, teleports home, and that night uses the Glyph he prepares to connect them

Abe Sargent
02-19-2018, 10:08 AM
With 6 segments:

Alzar takes everything literally. He must follow all instructions perfectly he gets from charms or commands. He can create a whirlwind once a Day and command it for seven hours, and he can ride the whirlwind.

As soon as Alzar finishes, the 6th piece of the Rod, it begins to pull him. He casts some priestly magic before they head out. Vix is in the room with him, and she grabs his hand, and they head to the farflung plane of Pandemonium....

Abe Sargent
02-22-2018, 03:28 PM
Alzar had done research before. This is the Citadel of Chaos, a mostly open place that was the site of the fall of Miska and the Queen of Chaos, and the powers of law surrounded it in a Cocoon of Law. Alzar cannot cast more planar protection that protects him and Vix from the plane’s maddening effects and sharp winds, because priestly magic doesn’t work here inside the Cocoon, just in the plane.

After capturing the 7th piece, the Queen of Chaos brought it to Miska, and penetrated the Cocoon of Law. With the law-minded artifact in tow, they penetrated the Cocoon and created a tear that anyone else can follow. But only law people can leave, so no one else has managed to leave. Miska will have to have been half-alive, still wounded from the battle, but not dead either.

Inside is the 7th piece. Alzar summons a Nightmare for himself and a Mount griffin for Vix as she doesn’t have her chariot.

They penetrate the Cocoon of Law. Inside here, no conjuration/summoning magic will work, and you cannot teleport or leave from inside to outside, although you could move around the Citadel of Chaos


They fly over and investigate. There are a few towers here on the top of the citadel. One set apart from, the others, has no windows or entrances save through the guardhouse below. They land on a nearby tower, and then enter. In a walkway near the tower, are a group of 5 Spyder-Fiends.

Battle Begins

(If you’ll recall, there are multiple types of Spyder-Fiends, and they tend to be weaker demons in the 4 5 or 6 HD range.)

3 vs 1

They miss Alzar (Cloak) and hit Vix once for 8 damage. This is the chance for Vix to try out her newly enhanced skills in battle and she slays a Spyder-Fiend and Alzar badly wounds another/ Here in Pandemonium, their weapons and effects suffer from a -1 effect. But a +3 spear and +4 Selnyr are still nasty.


Vix – 141/149


5 vs 7

Alzar slays two, and Vix another. They are missed

4 vs 8

They slay the last Fiend and move on

Abe Sargent
02-22-2018, 03:44 PM
Alzar and Vix and their mounts move down the battlements up here and they arrive at an inner level of stairs that goes inside the fort and down. They head into the building and leave their steeds outside


Alzar suspects that they should be able to get to the super tall tower to find the Rod. It’s over down this hallway, down some stairs, over a bridge, into the guardhouse, and then over to the tower.

They head over, and twice face small groups of Spyder-Fiends, once in the stairs, and then the other across the bridge.

First group

They defeat in four rounds and take 8 and 11 damage respectively. Second group? Three again, and 0 an 22. Vix quaffs a healing pot before they enter the tower

81/89
132/149


This tower is much more decorated than the other places they’ve seen and lush. As they enter, they see a well-furnishing room with a Succubus here on there ground floor. She tries to seduce Alzar, then offers to help. She is tired of Miska, who treats her cruelly and will aid Alzar and Vix with information. Up two floors and to the left is a secret door to Miska’s room, and in there is the final piece of the Rod. She’ll distract his guards and bring them down here to do some meaningless tasks that will take time and delay a response. Then Alzar and Vix can grab the 7th piece, secure it, and use it to kill Miska permanently.


They head up and follow the Succubus’ instructions, and slip into the bedroom.


The final piece is here


http://3.bp.blogspot.com/-RDZ7-XKObpI/VcuaC6NFfLI/AAAAAAAAFCk/UfApf8MXapw/s1600/258finalpiece.jpg


Alzar scouts the room, and the Rod and dais are untapped, and there is even a glyph here so Alzar could immediately attach it. That’s…odd

Abe Sargent
02-22-2018, 06:46 PM
Is Alzar being manipulated?

Is he supposed to grab the 7th part and attach it? The Succubus “distracted” the guards….they’ve only encountered 15 Spyder-Fiends in the entire castle…the Rod is here I the room open, and untrapped and has a glyph ready to go…. It all feels off. Like Alzar is supposed to play this part.

But why?

What’s the value? It’s not a fake part, Alzar’s tug proves otherwise. That’s a real glyph too, not a fake. That will let him attach the parts without them flying apart.

As a reminder, the Rod of Seven Parts was used by law to kill Miska here, but Miska’s chaotic demon blood ignited chaos in the Rod, it broke and there have been chaotic parts ever since. Why would Miska need a fully assembled Rod here in his kingdom? Well the obvious answer is because he needs to. Maybe it’ll restore him to his full powers or maybe it will destroy the Law Cocoon and summon massive allies from the Abyss. Alzar does not feel like playing the part of a puppet.

Instead of taking the part and adding it now, he tells Vix to grab the 7th part. They will head back out. Alzar will take the glyph, 7th part, and then leave Pandemonium and research what is happened.

They grab the part and Alzar casts Mass Teleport (you can use it within the cocoon) to get to the steeds outside and fly immediately away. Their steeds have been slain. Alzar casts Mass Flight and 10 Spyder-Fiends appear at the battements and try to intercept them. Alzar order Vix and him to flee quickly, they evade combat and move to the tear. About 30 seconds away, suddenly a foe teleports in front of them. Miska, the Wolf-Spider

https://wiki.greyparticle.com/images/e/e0/Miska02.jpg

Abe Sargent
02-22-2018, 08:34 PM
And then Alzar realizes what is going on, Miska cannot regain his power until the Rod is brought back together here. But, Miska cannot be slain unless they restore his power, because only the Rod can kill him now that he has invested his soul into the Rod. If they flee, nothing changes.

Miska is trying to enrage Alzar and make him angry. Alzar pretends it’s working, back’s up, grabs Vix’s Rod, and spends two rounds putting it back together.

The Rod is reformed.

Alzar looks up and Miska arrives and is trying to wrestle. Alzar flies back to the castle and drops down on top of a tower. Vix and Miska follow. Miska jumps and grabs at the Rod. As soon as he grabs the Rod, he is restored to his power and raging power erupts from Miska. The cocoon is falling, and he looks over at them with new power:


Miska, the Wolf Spider, Restored:

-7 AC, 50% Magic Resistance, 100 HP, THAC0 -3, DMG – 6 attacks for 2d6+2.

Normal demon abilities like casting Darkness or regenerating (I added the 50% MR)

Abe Sargent
02-22-2018, 09:15 PM
Round one

4 vs 3

Miska is immune to Alzar’s Cloak, and goes after Alzar for 4 hits for 44 damage. Zang. Vix attacks and hits once for 13, Miska’s blood spurts a deadly toxic spurt and Vix just dodges out of the way. Alzar casts Time Stop. He Heals, casts Strip Resistance…and gets one more turn and drops Protection from Demons

Miska – 89/100

Alzar is healed, the Strips fails his MR and will try again each round until it cracks.

Round 2 -

6 vs 4

It cannot attack Alzar so Vix takes 6 attacks, and three hits for 38. Vix misses twice, hits once for 13 and the blood hits her, but she is immune to poison due to her immortal divine blood and Alzar misses and hits once for 20 and his axe carves it open to, more blood, but his items keep him safe from poison.





Miska – 68/100
Vix – 94/149
Alzar 89/89


Round 3 –

5 vs 4

Vix is hit FIVE times for 55. She hits back twice for 23. Alzar hits for 16 once. Again, no need for poison saves.

Strip Resist works, and the MR of Miska drops to 17

Miska – 31/100
Vix – 48/149
Alzar 89/89

Miska is vulnerable….

Round 4 -

Alzar uses the Ring of Quick Action. A couple of options. Time Stop from his stored spells, Heal Vix, cast anything else, resolve, next turn. Or, try to kill Miska this turn with the five attacks they have. If they can’t finish Miska in melee, Miska WILL teleport away, and we all know it. But, Alzar uses his Quick Action ring so that would leave a 50% of killing him next round unless Alzar’s Power Word Kill or Finger of Death or whatever he has left would potentially finish this guy off.

So what has a better set of odds? Attack now with everything or heal, try to cast some death stuff, and try to finish off Miska next turn if not?

Well, what’ the math for hitting this turn?

This is the every other round Vix has three attacks with her spear.

Vix needs a 5 to hit, she’s just been unlucky. Alzar needs 9s. Alzar has a stronger battle range

Vix will deal 1d6+3+4+4, so 1d6+10. She

I think the math is better to attack now. Miska will die in three hits out of five, and maybe two that do very well.

Vix’s first attack- 4
Vix’s second attack, 19 – Damages roll 4, +10 – 14 damage
Vix’s third attack – 18 – Damage roll 2 – 12 damage

Can Alzar hit once?

He connects on the first hit.


Miska falls. While down, Alzar gabs the Rod of Seven Parts and pieces him strong, and penetrates his heart.

Abe Sargent
02-22-2018, 10:09 PM
Alzar gains a level (he can now use another 7th and 8th level spell)

With the chaotic element that imbued the Rod with more chaotic power and broke it gone, the pieces has fused together, and the Rod of Seven Parts is now The Rod of One Part. However, it’s also going to be a little powered down too, not as dominant a force as before.

Alzar doesn’t want to keep it. The power isn’t that much where he is and the restrictions are tough. He teleports to the Vale of Aaqa, where the Wind Dukes were on the Elemental Plane of Air, the original enemies of the Wolf-Spider and the Queen of Chaos. They also advised him early, and they made the Rod. He leaves it with them, and they give him one of their Wind Chariots as thanks. It’s a silver disc you can turn into a giant flying wind-driven chariot that protects from wind based attacks, and then turn it back, it can work four hours/day.


End of Rod of Seven Parts

Abe Sargent
02-23-2018, 01:12 AM
WHEW!

When they return, the area ceases being a desert and has returned its old terrain.

Year 10, Month 7

With himself now fully evil, he summons a ghost, opens a worldwalk, and heads to the mineral plane and the ghost mines the verite with an implement Alzar has that can be used by an incorporeal body.

After verite ore is mined, Alzar has had his gold dragon allies in the Ljallenvals agree to eat the verite and smelt it. They regurgitate it, and Alzar opens a portal to Ice, then to Positive Material after it’s cooled down.

Complete

Abe Sargent
02-23-2018, 06:54 AM
Alzar is going to make:

Nykthos, Spear of Vix: +5 Spear, sized for Vix

And give it these abilities:


Teleporting – A hit character is teleported adjacent to the person who threw the spear
Returning – It will return to the hand of the person who tossed it.
-2 AC when used in combat
User is immune to level drain

Alzar has researched a path for making it:

Ivory Horn from an extra-planar elephant to be carved into the point by a knife made from flint gathered from the oldest mountain on Pandius.

Wool from a tiger from the future must be secured, and used to rub down the spear after it’s ready. READY!

Verite to make the end of the spear forged by an evil ghost, mined from another plane, and forged in the fires of a dragon’s belly. Then the metal must be cooled on the Elemental Plane of Ice and dried in the Positive Material Plane. READY

The shaft of the spear must be cut from Yggdrasil, and carved by a shearing knife blessed by two enemy immortals. READY!



Alzar works on rebuilding his defeated military and expanding aboard. This month a comet is seen in the sky and confidence falls by 25. A small raid by humanoids out west is stopped. Vix is back to help pacify the area and takes out two lairs.

Abe Sargent
02-23-2018, 07:23 AM
Year 10, Month 8

Alzar’s spell is completed. He’ll begin book searching next month.

While researching a book he was referencing, Alzar found a note about the oldest mountain, it’s petty far away, but he heads there and secures a flint. He’ll make the tip and then the spear should be finished next month.

Alzar is dealing with a number of latent issues with the world change back. When the area was arid and desertish, it didn’t get water from rain. When the switch happened, the area still wasn’t watered and now Alzar’s area is undergoing a major drought. He spends the month allowing resources to help, and uses these items: 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.; 3 Decanters of Endless Food; to help. Him and fellow clerics are helping. Create Water is a simple 1st level spell. He and his folks are teleporting and bringing water to crops and villages and such to help bring water and either save the harvests possible, or to get water and food out there.

Every little bit helps.

Alzar also heads back to Thorasia for a tour. He is looking for books. He heads back to places he had been to before, like Saltmarsh, the Isle of Dread, the Cave of Horrors, and more. Most have been cleared out. But he does manage to find a few books here and there he either never took with him because his space was limited at the time, or prioritized other things.

167 Assorted books from Thorasia

Then he heads to Vala and his old domicile. His star pupil, no one did as well as she. She lets him in and shows the expanded library and there are around 1222 books he wants to add. He trades some new spells he either made, like his Bookfind, or found, like some of his shadow spells. She agrees to make copies of the books and will have her apprentices send them over when completed.


Finally he swings back to Hamedh and again tours areas he hit up before, like the Lion Castle or Neconolis ruins or the Sand Mire and Bone Hill. And again, he finds a handful of books he didn’t take around 12 or 15 years ago when he came through.

188 general books from Hamedh
500 books from Lion’s Castle

Next he heads back to the Astrologer and fortune telling folks there he helped out. They had a sprawling library. They will let him borrow 325 of their books on Astrology, Astronomy, the Stars, and Numerology, for copying, for a magical donation. Alzar gives the Tower of Heavens a +1 short sword.

Alzar had never cleaned out the general knowledge books from Lion’s Castle (I went back and checked…)


Nice haul this month.

Abe Sargent
02-23-2018, 07:50 AM
Year 10, Month 9

Alzar finishes Nykthos, Spear of Nix

So Alzar this week spends some time reviewing library competition:

#1, Serraine
#2, Great Library of Glantri
#3, Alphatia’s
#4, Lighthouse in Hollow World
#5, Longrunner Clan Library, Elvish Clans in Alfheim, Mealidor
#6, Alzar’s Library in Evenarrow



Lighthouse of the Hollow World

https://c1.staticflickr.com/1/487/18617059100_971c0cf667_c.jpg


Thousands of years ago, the Immortal Ka inspired learned people from the many cultures of the Hollow World to make a dangerous journey to the mountainous area where the Valley of the Lighthouse is found. There they could shed their cultural bias and dedicate their lives to the accumulation of knowledge.

Alzar continues his Book Quest

He spends 40,000 gp to double the size of book production here.

All of those libraries have been around for hundreds and hundreds of years, and represent the centers of learning on the Plane. Alzar is taking on this quest by himself alone. But he relishes it. As we know, Alzar is a bit of a bibliophile. He has always loved books and reading, even as a mercenary.


Draconus has agreed to be the head librarian for the new library. Alzar and Draconus sit down to discuss the new building and create plans. I am going to go ahead and plan it and reserve the funding now. It’ll be….425,000 gp for the whole project, aimed at a full 25 floors. Entry, then 24 floors on top, reinforced, room to breathe and grow, and more. Serraine is 15 but with wider floors, and Glantri is 20.

I go ahead and pull the cash off Alzar now

I want to get a full book count for Alzar right now. Some libraries or books found are given in GP values, not a volume count, like a collection of books on a given subject worth 1500 gp. I am going to assign a good value (25 gp/book) for these collections to figure out how many books Alzar actually has.

In a few cases, I think the collection has a few more or a few fewer books than it should, and then I assign a total number of books in an excel sheet. According to that, Alzar has, right now, 45,156 books. That’s a lot of books.

One of the issues is that Alzar’s library has been specific to himself and Fivefold Path to Power adherents. How many of Alzar’s books are on magic? At least half, and most of those are on artifice (like golems), undead, conjuring, or enchanting. How many books does he have on evocation or illusion? Because it’s a topic that’s meaningless to Alzar it’s not something he has invested time and effort into.

If there are 400 books per bookshelf that’s 6 feet tall with each shelf 1 foot high, then that’s just 112.89 bookshelves. But if my quick math is off because the average size of a book in the D&D world is much bigger than my Salvatore books, then suppose I can only get an average of 300 books a shelf instead. If that’s the case, we are 150.52 shelves, or about one floor of a library.

Alzar has a big way to go.

If the average book costs 25 gp per, then Alzar would be able to buy 4000 books with a 100,000 gp investment. Thus his collection would be worth roughly 1.125 mill. This is not going to be easy. Collecting enough books to get to a collection that’s truly epic is going to be hard. For competition’s sake, I am putting the Elven library at 250,000 volumes, the Lighthouse at 450,000, the Alphatia one at 675,000, and then the Glantri one at 850,000, and finally Serraine at 1.1 mill. So I want Alzar to get to 1.15 mill. That’s a ton of books. Right now, that would cost 28.750 million gp!

Even if he brought in 4000 books a month with magic, trades, and purchases, it would take him around 250 months, or 22 years at 4k/books per month to get there!

That’s a big task that Ssu’Ma has given him!

Is Alzar going about this wrong? Instead of copying and buying books, should he instead steal them?

This month is the first time one of the Shadow Mages arrives at his main castle to negotiate for the shade-making formula. Alzar agrees to share it for 500 books on The Demiplane of Shadow, Shadow Magic and Shadow Creatures

Abe Sargent
02-23-2018, 11:12 AM
Year 10, Month 10

Alzar sets up a large bookcopy shop back in Thorasia. The good thing about Thorasia is that magic works and allows mages to cast more than one spell per day of the same spell. You can cast more than one Bookcopy, so Alzar isn’t limited to the 10 or so daily copies of Bookcopy him and his apprentices can cast of Bookcopy, but instead more like 20.

Alzar heads to Khaibar, former capital of the Sand Mire on Hamedh for his first use of the Bookfind spell. The decaying old area seems like the perfect place to have a few lost books, and the drier heat would allow them to survive longer. He is correct, and in one month, he’ll recover around 3344 books from Khaibar, which includes damaged copies he’ll restore with his Bookmend spell. But this is an investment of reducing value. Each month his Bookfinds will find few and few books, as the good stuff was gathered first.

He buys 1250 general knowledge books from Khaibar as well for 31,250

The library project here will clearly be the biggest and hardest of the group by far.

Vix heads out and brings back a previously unknown undead creature from the ruins that she found. Alzar spends a couple of days trying to figure out, and adds it to the knowledge of undead. This completes the 3rd of five tasks for Vix’s Path to Immortality. She just has two left.

Building stops on all projects for the year. Alzar has begun building a new army of 4000 for the northern part of his realm. It should take about three years to fully build.

Abe Sargent
02-23-2018, 12:04 PM
Year 10, Month 11


On the 2nd night of this month, Alzar gets a vision one night while studying Nefti’s Spell Recall and then casting it later. It’s a few hours after midnight, when few are awake, and totally dark outside. It’s the time of the strongest connection with Nyx, Vix’s mother and Alzar’s mother in law. A direct communication from Nyx is arriving.


Alzar heads down to her temple and one of her high priests is here, he motions for Alzar to enter, and the Grand Duke does (they kept their title). Her Nyx herself is wrapped in a shadowy darkness that is formless but suggestive of a physical presence that belies normal existence. Alzar bows his head in respect. Words pour from her form.


She informs Alzar about the issues concerning the Entropic Path to Immortality. She reminds Alzar that it was decided that he had to do all five paths, but he didn’t have to do them sequentially. He took on one while still wrapping up one of Morena’s tasks.

Nyx really likes the idea of supporting Alzar. He helped her take over as the main immortal of The Milenian Empire in the Hollow World, he’s bringing back knowledge of the long-lost shade-making process, he has research and created countless undead, sees the power and beauty of them, and more. He’s a great match. Nyx doesn’t have a lot of allies in the Sphere of Entropy. She does have some outside of Entropy, but not in it. Her major rivals are Orcus and Thanatos, both of whom seek to use undead as cannon fodder. She is also directly opposed to the Neutral Good Ixion from the Sphere of Energy, the immortal of light and banishing darkness. But that’s it.

One of the main reasons Nyx helped to give birth to Vix was to bring in an ally, and she sees Alzar as another ally. There aren’t a lot of entropic entities out there that are easy to deal with. Having allies within her own sphere would be really helpful to spreading darkness and undeath.

Abe Sargent
02-23-2018, 06:13 PM
Therefore, she is willing to be Alzar’s sponsor proactively. This will also cut off Thanatos, her rival, whom she knows was intending to Alzar’s sponsor as they share an alignment, and very few entropic immortals are lawful. It helps her get Alzar sponsored, moves him to immortality more quickly as he can work on both at once, and he agrees. Nyx is actually one of the few entropic immortals who creates rather than destroys. (In fact in the third Edition of the game that rewrites the immortals of Pandius as actual gods, she is officially Lawful Neutral, not NE any longer, and the only LN deity in Entropy in 3rd Edition, and you can see that here with her. She even has lawful good followers).

Nyx’s 3rd edition description:

Nyx, deity of darkness, death, and magic, is most often portrayed as a stunning woman with pale skin, beautiful and exotic features, long black hair, and black eyes wearing some piece of jewellery with a skull motif. Nyx is a creature of darkness and night, and her followers would like darkness to encompass all the world. Many of her highest level priests are in fact undead, but unlike most Entropic immortals Nyx is not particularly evil. She simply wants to change the multiverse to a condition where most other Immortals find abhorrent. She promises that understanding, personal power, security, order, and control over fate come with the study of magic. She admonishes her followers to respect those who came before, because they left their knowledge and died to make room for them. Her priesthood has a strict hierarchy. Clerics are known for their discipline and obedience to their superiors. They arbitrate disputes, give advice on magic, investigate magical curiosities, create magic items, and administer funerals and wear black robes at all times. Temples to Nyx are few and far between, but she counts many powerful wizards (especially necromancers) among her worshipers. Most of her temples are located in or near graveyards or catacombs, and they always contain crypts where powerful wizards are buried. They also contain extensive libraries of arcane lore and large collections of items that once belonged to great wizards from past eras.

(As you can see, her Third Edition take is not dissimilar to how I have been presenting her, and I am going to push that a little here below.) (Vanya was demoted in power and shifted to Lawful neutral from true neutral as well). (Pflarr and Ssu-Ma were removed, and I made Morena for this campaign as their weren’t enough dwarf immortals).

Alzar has started the Entropic Path

Unlike other Spheres, there are many Entropic Paths. As the end of things, Entropy has four counter-paths that seek to undo Thought, Time, Matter and Energy. Instead of the Epic Hero, you have the Destroyer. Instead of the Polymath you have the Manipulator. Instead of the Paragon, you have the Dungeon Master. Instead of the Dynast, you have the Tyrant. However, more than any other sphere, Entropy encourages the immortal to come up with pretty much anything that works…

Abe Sargent
02-23-2018, 06:27 PM
Nyx’s Fifth Path to Entropy

1. Create a new race of undead, introduce them to the world, and have them grow and flourish for 2 years.
2. Find an artifact of Ixion, and destroy it.
3. Defile a temple of Ixion’s
4. Create a new school of shadow magic here on Pandius, and support it’s creation
5. Add darkness to Pandius in some major way (literally, not figuratively)
6. Create a magical item dedicated to the cause of Nyx

In a few ways, Nyx is tapping in Alzar as a wizard in a way not dissimilar to how Pflarr did as well. And yet, it will help her two main spheres of influence with darkness and undead grow.

Abe Sargent
02-23-2018, 06:43 PM
Ixion is one of the most powerful Immortals out there. He is worshiped pretty much everywhere:

Ixion
(Ayazi/ Himayeti/ Aksyri, Dazbog, Horon, Idu, Orisis, Otzitiotl, Pyrak, Pyro, Solarios, Sun Prince, Tabak, Tubak the Lawgiver, Tyr, Warruntam, Xi-Yang)
Lord of Light and Energy
Level, Alignment, Sphere: 36th (Hierarch), NG, Energy
Symbol: a flaming wheel
Portfolio: light, sun, fire, power, heroism, war, knowledge, banishing darkness, fighting Entropy and Evil, preserve universal balance
Worshipped in: Alphatia, Bellissaria, Immortal's Arm (Eshu, Gombar), Cestia, Savage Coast (El Grande Carrascal, Dunwick, Gargoña, Narvaez, Nimmur, Wallara Tribelands, Torreón), Davania (Brasol, Emerond, Izonda, Meghala Kimata, Meghales Amosses, Vulcania), Great Waste, Pearl Islands, Isle of Dawn (Redstone, Shadow Coast), Hollow World (Azcans, Jennites, Milenians, Neathars, Nithians, Oltecs, Tanagoro, Traldars), Known World (Darokin, Ethengar, Glantri, Ierendi, Northern Reaches, Sind, Thyatis,), Skothar (Jen, Minaea, Nentsun, Tangor, Thonia, Zyxl), Yazak Steppes, Yavdlom
Appearance: a male whose race changes depending on those who observe him. No matter which race he belongs to, however, he has always a long mane of shining golden hair, flaming eyelids and his skin tone has a golden hue. He wears a golden silk robe and carries a flaming sword at his belt, and always moves around on a giant flying flaming wheel.
History: Ixion is one of the so called "ancient immortals", since his origins are lost in the mists of time and he states he does not remember (or he does not want to reveal) how he became immortal. Ixion has helped Ka and Ordana to create the Hollow World, in the attempt to save the endangered races of Mystara (and thus earning the scorn of Fugit from the Sphere of Time, who instead thinks nobody should play with destiny), and is much active as Hierarch of Energy in whichever plot involves the safeguard and the growth of the Sphere of Energy.
Personality: Ixion is the embodiment of the sun in all its glory, and he has been worshipped by mortals since the beginning of times as patron of light, life and the natural order of universe opposed to chaos and death. As Tubak the Lawgiver he is revered for his ability to rule using the wisdom of common sense rather than through iron laws. Ixion promotes knowledge as means to reach salvation: the wise men are those who leave the darkness of ignorance to gaze upon the light of knowledge (and this is another aspect of his role of "light-bearer"). He pursues the victory of the positive spheres (led by Energy) against the negative influence of Entropy. He does not like strict codes or laws, so the only rules he preaches to his faithfuls are not to oppose Entropy and its followers, to maintain peace with every means (also with war) and to always pay him due worship.
Ixion embodies perfectly the sphere of Energy: full passion and vigour, ironic, hot-tempered and always in motion, but also contemplative, thoughtful, wise and lenient. His most trusted allies are Valerias (his eternal soul-mate, despite all the quarrels that mark their relationships), Asterius (the most clever and merciless enemy of Entropy) and Ka (who shares Ixion's goal of protecting universal balance and the Hollow World). His most hated enemies on the other hand are the most powerful and ruthless among the Entropics, that is to say Thanatos, Hel and Atzanteotl.
Patron: Unknown (probably nobody)
Allies: Valerias (his mate), Ka, Asterius
Enemies: Atzanteotl, Thanatos, Hel
Classic D&D Stats:
Followers' Alignment: clerics and follow to us can be of any alignment
Favoured weapon: none (clerics can use all types of bows and crossbows, mace, warhammer, two-handed sword, scimitar, and the thrown weapons that belong to the cleric's culture)
Clerics' skills and powers: +1 bonus to all dices rolled to turn undead; +1 bonus hit and damage rolls against undead; clerics can freely cast the druidic spell Produce Fire twice a day.
Paladins' skills and powers: Lay on Hands, +2 bonus vs Death Ray.
D&D3E Stats:
Domains: Energy, Good, Fire, Sun, War, Knowledge
Preferred weapon: two-handed sword
Sources: HW, WotI, GAZ12, HWR1, HWR2, HWR3, SCS, CoM, DotE, GAZ4, IM1, IM3, Immortal set


So, it will not be hard for Alzar to defile a temple of Ixion as there are everywhere. What about his artifacts? Alzar does some research

I found a good one from the Forgotten realms I am bringing over here:


The Beacon of Light

Created by Ixion to help his followers in old Atlantis, it was used to guide their great ships in the void as they went from one star cluster or kingdom to another. After Alpha’s tyranny was too much, they fled here led by a vessal that lit up the night using the Beacon, and they arrived here and formed the Empire of Alphatia. Since then, The Beacon of Light has been used as everything from a navigational aid to a dungeon delving tool. It’s also been used to fight the night, and even allow a battle for a war to continue after night fell, with enough light to win by. However, the Beacon of Light has been lost for centuries. Alzar suspects that, like the Rod or Crook, it could be in another sub plane or dimension, but where?

Abe Sargent
02-23-2018, 06:47 PM
Alzar casts Bookfind this month in Hamedh’s city of Arjuna, another place he spent some time in, as well as the nearby desert that included Neconalis. He only got 1888 books from it, and he purchased a few hundred book from local places as well to increase his number acquired to 2500 ish

In other news, Alzar has reviewed the libraries. The only one of the five libraries above his that are used poorly is the Elvish one. They won’t even let elves from outside f their clan see those books, let alone non-elves. It’s the opposite of hospitable or library-ish. All the other ones can be purchased, or aided, or are freely open, and thus fulfill the role of an actual, proper library. But not this one in Alfheim. Could Alzar penetrate the Library Tree and secure some books?

Alfheim:

http://pandius.com/alfheim.jpg


Not today, but he will begin scrying and such to increase his knowledge of Alfheim, a forest surrounded by the nation of Darokin.



Alzar invests 80,000 gold to build a large Mage’s Tower in Evenarrow that can be used to be a future Shadow Mage home. Work won’t begin until next year though.

Abe Sargent
02-23-2018, 07:34 PM
Year 10, Month 12


Alzar finds another 3322 books from Bookfind and purchases in Hamedh, this time in the Vale of the Forgotten Serpent, and those mountains and lairs, as well as purchasing books from local Rhabodomeres and other folks selling books.

This year, literacy in the Grand Duchy of the Mighty only increased to 41%.


Begin the Crypt of Lyzandred the Mad


http://d2ydh70d4b5xgv.cloudfront.net/images/0/6/crypt-of-lyzandred-the-mad-dungeons-dragons-ad-d-d-d-tsr-greyhawk-module-bc86e30fba29df206d72d4ca2b747bb0.jpg


This module should prove a little interesting as the module is intended to so some different things than a reader or player might expect on the first run through. I was initially expecting to run this as part of my grand Sand Mire campaign, but I ran out of time, and it wasn’t required. I like dropping hints of this module in previous places as well. But it fits Alzar and where he is now as well.

Abe Sargent
02-23-2018, 08:16 PM
On the 9th day of the last month, Alzar is holding court in his throne room and listening to a judicial case that was appealed to him from a local magistrate. About half way through, Alzar fades from view, and reappears in a new location that clearly isn’t in Norwold. Alzar looks about himself, and he can’t even see a clear or cloudy sky, stars, or anything else, despite a sort of light-neutral cast that let’s people see, but without any obvious signs of being outdoors. And yet, Alzar clearly is in fact outdoors.



It doesn’t appear that he is on Pandius at all. Alzar reaches out and cannot enter his OtherSpace, although he does have a bag of holding that seems to work. He was about to go head out on his quest for more books after his cases and work, and this was the penultimate task scheduled for him to do today for his realm. Alzar tries to planeswalk back with his own ability but is unable to. He suspected that. Anyone who would grab him would know enough about to keep him from going anywhere without allowing it.

Alzar looks about himself more carefully. There is a large overhang to his left of a dark red stone Alzar doesn’t recognize and doesn’t look to be naturally formed. Alzar heads to it, down a russet colored path, with reddish colored plants. The scene is bizarrely colored, but the actual things are normal. As Alzar walks to and past the overhang of rock, he sees a giant and large crypt. On the crypt in front of him are runes written in Hamedhi’s Sand Mire Common that spell out the name “Lyzandred.”


Is this the final resting place of Lyzandred the Mad, who was killed centuries ago in the battles that engulfed the Sand Mire? The most powerful of the successor states to form after the fall of Amun-Re was Lyzandred’s. But Lyzandred only engulfed the Sand Mire in destruction and battle, and ultimately fell to the Dragon of Shades. And then Lyzandred disappeared from history, and his final resting place had never been found. The Sand Mire covers many sins, so it was thought that Lyzandred was one of them, but clearly, there was a subplane that Lyzandred was on.

Abe Sargent
02-23-2018, 09:02 PM
The crypt is extremely large and oddly shaped and colored.

Alzar walks around, and about an hour later he has fully scouted the crypt from the outside. There is a large blue tinged brass door in the front that is closed, and the rest has no traps, no secret entrances. Alzar cannot get to many of his lesser items, like a Crystal ball, due to being cut off from his OtherSpace, as well adventuring gear like his Crypt Key (opens any lock at a grave or crypt) and Ear Ring. He doesn’t have a bandolier of potions or wands, or his useful adventure equipment. Instead, he will move forward with the stuff he does have, including Selnyr, which is always across his back in case of a surprise attack, Ring of Wizardry and Greater Sustenance, and more. (With his ring of wizardry, Alzar doubles his 1st and 2nd level spell load, which means he can cast around 16 Bookcopies a day without casting anything else. That does mean he’ll have access to a ton of level 1 and 2 spells today, but he won’t have the defenses of his Ring of Spell Turning, Free Action, or the sheer value of the Quick Action Ring.


After checking the area, Alzar unlocks the door with his thief skills, and heads into the crypt.

This plane’s rules on magic. You can cast multiples of the same spell, like Thorasia, so Alzar could cast 4 Vampiric Touches, as an example. Conj/Summoning spells do work. Div spells work twice as well as long as they are not divining the crypt, otherwise you cannot see into the crypt and such. The connection with clerics and gods is very strong, and divine casters are not effected in any way. It takes twice as long to cast any spell, so a spell with a casting time of 5 now has 10. A casting one of one full round is two, and such.

Alzar arrives, and there is a great map of the crypt on the wall as he enters. The first section is a group of 40 square rooms called “Life Challenges”. There are no doors that connect any of them on the map. The next section of 20 rooms is beyond those, and is labelled, “Death Challenges”. Then, finally, is a set of five rooms that have doors leading from one of the Death Challenges, and called, “Lyzandred’s Challenges”


There are even a few rules on the wall carved there hundreds of years ago. In each room is a great archway. You need to move through the first archway to go to the first Life Challenge. Once you have finished that room, there is a Ruby Archway which takes you to the next challenge, and an Emerald archway that will take you home. Going home is a one-way trip, and you will never get back.

This challenge is designed to challenge the bravest and strongest and smartest of souls. The Life Challenges are designed around major life experiences you have already had.

(I am changing the game up a bit, adding 10 more rooms. The actual module has 50 rooms but you have 100 room descriptions and you can mix and match and use what would make sense, until they have reached the final room, then on the 51st room, it’s the way out to the Crypt of Lyzandred. There s a very cool thing the dungeon does, as a sub-plane of Oerth, and many of the dungeon rooms are just subplanes of real places from Oerth. I love that idea! For example, here’s the Vault of the Drow! I love the idea of an adventure that could retrace the steps previously take by adventurers, but I felt that spark wasn’t fully fleshed out. However, I am modifying that for Alzar…)

I will be writing all 40 of these rooms, but using that central idea and doing a better job of it!

Abe Sargent
02-23-2018, 10:23 PM
He arrives in the hallway of a underground facility. He recognizes the architecture as done by experts of stonecraft back on Thorasia called Svartálfar. One of the prisoners he rescued back in Thorasia was Wassilon, a Svartálfar. He recreated Alzar’s home in the beautiful traditional of his people. Back on the Isle of Dread, encountered a deserted outpost of Svartalfar that was later found to be hit hard by Gauntlet and Sentinel artifacts. This room is identical to that home, and there are 10 Svartálfar here. They give Alzar five separate math based riddles. If he fails any, then he’ll have to fight. Of course he does answer fine, and the Archway out lights up. Alzar heads to the next room…


So, as you can see, in every single case, there will be a room from Alzar’s past that has a riddle or a puzzle or a test If he fails, then he will have to fight the people in the room to move on. These are not challenging. They are things like the classic logic puzzle about crossing the lake with the wolf and the cow on the boat and such, as well as logical problems like, “Each day, a toadstool doubles in size, and on the 30th day it fully covers a small cave and prevents anyone from getting in. On what day was it half full of that mushroom?” Obliviously, the 29th day. Alzar has a 22 INT, and an 18 WIS so I am just auto-assuming that he can do them all and fully pass out of the Life Challenges without really pushing himself too hard.


The 2nd room is a giant throne room that Alzar immediately recognizes. This is the throne room of Norwold, and sitting waiting for Alzar are the King and Queen. After arrives, Ericall intones an 8 line puzzle, and Alzar answers the verbal puzzle, and then the archways light up, and again, he heads to the next challenge arrives.

The 3rd challenge is here. Alzar arrives in a central room of the Hill Giant’s Steading, where the Hill Giant Chief is listening and feasting. There are five Hill Giant retainers here. Alzar finds a physical puzzle and pushes pieces of the ground around to the right combination and then the puzzle is complete. The Hill Giant Chief points him to the right archway and he moves on.

What about challenge four? Alzar arrives at a final room of the Tomb of Horrors. Laying on a plinth at the end of a small hidden room is a skull with gems for eyes and teeth laying in a pile of bones and dust. This is Acererak, a Demi-Lich. The skull opens, and speaks a triad of mathematical riddles. Alzar answers each one, and then the archway behind the Demi-Lich opens, and out he goes.

Abe Sargent
02-23-2018, 11:04 PM
The 5th room opens up before Alzar. He sees a large portal to another farflung place here, and a mutated and controlled Nigil a wizard is here, bringing creatures from the Far Realm to assist. Out comes a trio of Gibbering Mouthers from the final room of the Gates of Firestorm Peak. They each have a riddle that comes from all of the mouths that sounds pretty weird. Alzar answers the riddles correctly, and they are saddened and disappear back to the Far Realm. Alzar moves on.


Room 6? Alzar’s presence here in the final courtyard of Castle Caldwell comes across some hounds and humanoids. Luckily for Alzar, the hounds are pointing to a riddle in the earth, and he digs up various clues in the earth here in the courtyard of his very first adventure as a mage. He puts them in order and assembles a puzzle correctly, and then passes on.


Room 7 is here and with it, the next challenge. Alzar arrives at the Sabre River and speaks with the dark mage at the heart of his realm with the sword-no-longer Cutter at his side. The mage gives a long mathematical problem that Alzar answers quickly, and then the river opens up, and on the other side are the archways, and Alzar heads on.


The 8th challenge is here. Alzar is in the room with the Sage of the Heavens in Hamedh’s Tower of the Heavens acquiring the quest to secure the Books from the local creatures that had the Books of Prophecy, but instead, Shalfey gives Alzar a quest to find some books in this room. He walks around, finds the five books, and then puts them in the correct order on a book shelf and the doors open.


Challenge 9 arrives. Alzar is here on the Demonweb layer of the Abyss, under the control of Lolth. Here Alzar must weave together correctly five separate strands of fate on the Demonweb proper to free himself and pass Lolth’s challenge. There are a few demons in front in case he fails. He succeeds and weaves all five threads, and Lolth’s angry cry signifies his victory, and on the Web, two archways open and he moves on.


The 10th challenge is here. Alzar is in the underground Ruins of Neconis outside of the city of Arjuna I the local desert. There is no plantlife here, but there is a giant genie here who guardian of this level of the ruins. The genie gives Alzar his hardest riddle yet, but he easily passes, and the genie sighs, and then uses his wish power to open the archways.

Abe Sargent
02-23-2018, 11:29 PM
Alzar’s arrival at the 11th room does not go unnoticed. Out from the side of this room comes a quartet of Dwarf Crusher Golems, from the former dwarf hold in his land, where the Axe of the Dwarfish Lords was located. Alzar finds written on the ground in front of the Golems a logical puzzle that points to which of the flagstones on the floor in front of him that he cannot step on without fight a golem. He solves it, dances across the room, and leaves

Alzar arrives at the dark Kopru room in the final place in the ruined temple on the Plateau in the Isle of Dread. A kopru lounges methodically here, looking up gently at Alzar as he arrives, with its withering gaze settling on the human mage. It’s clearly hungry. It tells Alzar the keys to a puzzle, and he answers correctly. It’s angry, and splashes away to a corner of the room, and Alzar heads out.


This is the 13th room and challenge room. Alzar arrives at the key chamber of the Pyramid of Amun-Re in the Sand Mire. Here in front of Alzar is where he got the Star of Mo’Pilar, a super Gem of Seeing that has arguably been one of his most used magical item. Alzar has to require the Star to get out of this room or fight Amun-Re. He sees, entombed in hieroglyphics, the problem of getting to the Star, and he follows it, secures the Star, puts it in a dais, and the wall slides back. He heads out.


The 14th room arrives. Alzar is in the central garden of the spaceship that was unearthed in Norwold after the earthquake hit in his Expedition. This central garden was the result of nasty plants that were genetically engineers and got out of control. Alzar arrives at the bridge heading over the central garden, and sees the giant Froghemoth in the water glinting at him. He solves a puzzle that enables him to cross the bridge safely, and heads away.


In the 15th challenge, Alzar arrives at the final room of The Veiled Society at the end of the Search of Adventure campaign where he fought against a secret society in the local capital of his kingdom. All of the various members are here, and each gives him one word of a six word riddle, and he solves and passes under the table to the next room and challenge though a ruby archway.

Abe Sargent
02-24-2018, 12:00 AM
In the 16th challenge, Alzar is here at the mastabas in the Sand Mire, where the village of local people allowed him to rest. A mastaba is right next to him, and he has to enter it and avoid the various traps. Each one is written on the wall beside him in a different language, and they involve different metal tasks, that he completes. In the center of the mastaba are two archways, and he heads out.


Alzar arrives at the Shrine of the Kuo-Toa where he was entranced and force to become their friend and learned their language. They cry out on Koa-Toan and ten Kuo—Taos are here in the Underdark and and a logical riddle is given, that Alzar passes and heads out.


The 18th challenge arrives and with it, Alzar at the tavern in Orlane, the small town where he fought Against the Cult of the Reptile God. This is where one of his companions, Aleigha was spirited away in the night by Derek Densleigh and the locals and taken to the ruler of the Cult and prepared to join them. This time, Alzar has to stop them from taking away Aleigha. And to do so, he must pass three separate physical puzzles, and does. Aleigha is fine, and Alzar heads on.


The 19th challenge is next, and Alzar arrives at the end of the Nightmare Keep where he faced the countless horde of Lichlings that were created by Icelia, another demilich. Alzar will have to face the 10 Lichlings here, but he passes the tests they give him, and gives an answer that impresses the undead,


The 20th challenge is here. Alzar arrives at the underground Pyramid of the Forgotten One in the Sand Mire. In this room, Alzar faces a Greater Mummy, who will fight to the end unless the answer is given. A math puzzle is given by the Greater Mummy that takes around a minute to speak. Alzar answers, and the hard stone wall cracks open, and to archways emerge. Alzar is now halfway through the Life Challenges.

Abe Sargent
02-24-2018, 12:40 AM
Alzar arrives at a Camp in the Secrets of the Slavers’ Stockhold, and can see the various slavers here. They are whipping a few slaves, and if Alzar does not stop the whipping, they will die, but he must deal with a physical challenge from the slavers. He figures out which of 10 bricks is the secret panel that opens to a button, that will free the shackles of the slaves, and then two archways rise from the ground and Alzar moves on.


This room is the home of the 22nd challenge. He has just transformed into a Devil Swine to face Alzar’s party here at the end of Drums on Fire Mountain, where this evil lycanthrope has used magic to set himself up as the king pirate and bandit in the Sea of Dread to step into the power vacuum made after Alzar dropped the slavers. The Devil Swine is giant, and his daughter, Maerie is behind him. Alzar must answer Maerie’s challenge, or face and slay the Devil Swine. He takes it on, and instead two archways open and Alzar heads through the ruby one.


The 23rd challenge arrives. Alzar steps into the Aarackocra aerie under assault from the evil demon ba’utun. Unless he solves their problems, the Aarakocra will be delayed and their aerie and village atop the great peaks will be destroyed! Alzar Is given a set of ten distinct but quick math riddles, and then answers them and moves on.


The 24th challenge gets here. Alzar steps forward. This is the pelota playing room of the Hidden Shrine at Tomoachan. Alzar must play palota against the greatest gamers in their generation, and execute a physical challenge doing so to defeat them He does, and at the end if the game, as his ball goes through a vertical hole on the wall, a door rises and two archways beyond turn red and green. Alzar steps into the red….

….and arrives at the 25th challenge. This is a subplane where Skarda’s Mirror dropped him and many others off and created a nasty dictatorial state that kept them under. But if Alzar can free them, they can even the score. Alzar has a physical challenge, then three more, and passes them. He opens up the fortress, and they escape! Two archways are behind them as they leave, and Alzar goes though the ruby one.

Abe Sargent
02-24-2018, 01:16 AM
The 26th challenge opens. Alzar is in Evenarrow, looking out over an invasion of almost a thousand Spyder-Fiends. He has to step forward and engage, but he can’t handle that many demons, so he’ll have to trick them, and answer some mathematical challenges. He does, and the scores of demons dissipate back home, leaving two archways behind to prove they were one here Alzar heads through the Ruby one.


Alzar arrives at his old home in Thorasia, in the central chamber where is instructing his first apprentices. Vala, as always, is smarter and cleverer than the others, and picks up on the Fivefold Path to Power much more quickly than any other he ever taught. The apprentice each ask him riddle about one of the paths, and he must answer them on charming or conjuring. Once their riddles are answered, the apprentices head up and out of the room, opening two gateways on their way out.


Alzar arrives at the 28th room. This is the Star-Kingdom of Gammar in the Into the Maelstrom adventure he had with immortals where he won the appreciation of the immortal Vanya. Alzar steps into the Star Kingdom, and then sees a ruby gate here, beyond the phase ship docks, that will get him to the next challenge. First he must answer a riddle, given by the locals here, and does so. He skips past the Phase Ships and through the gate.


The 29th room is here. Alzar steps in and looks around. This is the chamber of the Master of the Desert Nomads, with his golems here. The cleric shouts to Alzar that his golems will attack unless Alzar can give him the answers he seeks. Five questions and answers later, Alzar has stymied the Master, and he cannot think of any more, so Alzar leaves.


The 30th room arrives. Alzar steps into the room where Zuggtmoy is about to attack in the Elemental Temple of Evil. Luckily, Alzar’s assembled artifact, the Orb of Golden Death is holding her back. She barks an order at Alzar and he has to answer the riddle contest, or else the power of the Orb will fade and he’ll have to face some of her minions. Alzar wins….

Abe Sargent
02-24-2018, 07:58 AM
The 31st room is here. This time Alzar arrives at the home of the Rhabomancer he stayed at for a year in the Valley of the Serpent in Hamedh, and learned how to make a divining rod and many of the Magic spells of the local area. This is where his appreciation for divination magic’s power was honed. In a quest for power, Alzar’s ongoing realization that Knowledge is Power is increasing. Alzar is in a Divination contest with his mentor, and must answer five riddles about the magic. He does, and then moves through a Ruby Archway in the back of the building and into the next challenge…


The 32nd challenge is here. Alzar arrives at the beautiful flying city of Serraine, and the skygnome Questrix is here, welcoming him to the city, along with the pegataur Rolane. In order to secure entrance to the city, Alzar must pass a written quiz first, and does so. The entrance to the city opens, and Alzar steps through a Ruby Arch.


He arrives at the 33rd room. He is in the speeding passageway that goes under the mountain and connects the Bone Hill area with the Sand Mire underground, in All that Glitters. In order to send himself through, Alzar must assemble 100 different gems and do so correctly. 20 minutes later he does, and then the portal opens, Alzar turns into a gaseous form, is blown to the other side, reforms, and then heads through the Ruby Arch here…


The 34th room arrives Alzar steps through it and into the central room of the castle of Saffir, where the red-bearded Duke of Saffir waits. If Alzar doesn’t want him to turn into a red dragon and fight him, Alzar has to humor him and answer a few questions. He does, and the large toothy grin is satisfied. Archways open, and Alzar steps through the ruby one


And emerges into a dark room with no lights. He is a prisoner outside of the city after being captured in his first adventure. He must give the guard an answer to a math problem or else remain trapped in his cell for the rest of his life. Luckily for Alzar (and arguably for the guard as well) Alzar is easily able to answer the question, and his bonds melt off, and the door to his cell opens. He steps out, and is challenged thrice more by guards. Eventually, he moves through eh last door and opens up a room with two arches, and heads out.

Abe Sargent
02-24-2018, 08:31 AM
The 36th challenge is here, and Alzar arrives at the throne room of the Queen of Chaos here in the Steaming Fen of her level of The Abyss. She smiles in gratitude for his arrival. Her ten tentacles slash out to grab the Rod of Seven Parts, and wrest it from his weak (in comparisons) human grip. However, as she does, Alzar suggests a riddle instead, and she loves the idea. Her and Alzar exchange ten riddles, and he wins, and she allows him to leave via the archways behind her and keep the Rod.


The 37th challenge arrives. Alzar arrives at the basement of the College of Wizardry as Japheth Arcane is describing their Primal Language of Magic they uncovered. Is Alzar smart enough to understand it? Japheth challenges him to three logic puzzles to test his intelligence, and Alzar passes all three. Behind the central learning chamber about the Primal Language are two arches, and Alzar leaves via the Ruby one…



The 38th challenge comes next. Alzar is at the chamber of Xaene, the lich who has poisoned an entire city as part of a God of Poison and Decay’s desire to build her name. Alzar is underground, and they are at a small library here. Xaene agrees to give Alzar the cure if he’ll defeat the lich in a little logical puzzle. Alzar agrees, and he handles the challenge. Alzar is given the spellbook with the spell the lich made, and send out of a ruby arch.


Alzar arrives at the home of the penultimate challenge in this first round. He is at the primal undergrowth that Alzar faced the Oerd challenge to go back in time and stop magic on the plane of Pandius. This is where Alzar is assembling the locals to fight back, and where his legend as the Lord of Wood and Fire begins. He just needs to find the secret route to the Oerd base to stop their spaceship. He must choose the right steps, and there is a code written on the ground that Alzar solves, and he opens the route and steps through and into a archway of ruby.


The final challenge is here and Alzar is at his own wedding to Vix. As her mother is the immortal Nyx, she won’t marry anyone, so Alzar must defeat her. He can choose any venue, like fighting or wrestling or athletics, but he chooses a mental exercise instead, and they have five logaic puzzles she gives that her future husband answers. Alzar defeats Vix, and the wedding goes on. After, the arches open up and Alzar steps through the ruby one, and onto the first Death Challenge……

Abe Sargent
02-24-2018, 05:32 PM
A light rain wets Alzar’s hair. He is in the center of a ring of smallhills, and the skeleton of a huge reptile is on the ground next to Alzar, in a carpet of grass. The abandoned remains of a small garden grow wild to the left and two large compost piles to the right.

As Alzar arrives, the two compost piles rise, and Alzar’s facing two Shambling Mounds.

AC0, HP 58, THACO 9, 2d4x2

They need a 15 to clock Alzar, he needs a 3 for them with axe, and 8 with Barrier.

They win init and hit once for 6. Alzar hits three times for 16, 19 and 10.

On the next turn, they keep init. Alzar takes another 5. Then he lay the wounded Mound and injures the other. On the third turn Alzar defeats the Mound without taking additional pain

Alzar 81/90

Alzar heads on to the next challenge….

https://d2ydh70d4b5xgv.cloudfront.net/images/8/c/crypt-of-lyzandred-the-mad-dungeons-dragons-ad-d-d-d-tsr-greyhawk-module-e89be6f46e0c7a7cb75944c179bb2348.jpg


Alzar arrives at a bright sun shining in a clearing at a dense jungle. In the center of the clearing is a two-level ziggurat like structure that has ramps leading up to each level. Two small domed buildings flanks it, and a pen half-filled with deerlike animals is just visible behind a well. Three people in simple tunics with baskets of goods are walking up the stairs.

Alzar approaches, and the three people turn into Yuan-Ti abominations!

https://www.aidedd.org/dnd/images/yuantiMalison.jpg


As they slither down at Alzar, another 5 emerge!

Initiative -

Alzar loses. In order to hit them, he needs 3, or 2 for each one with his axe, and the biggest abomination has 50 hp.But they have just one attack and need a 17 to hit.

Round one:

Alzar takes 5, and deals 40.

Round two:

Alzar is missed. He kills the wounded one


Round Three:

Alzar takes 8, he slays another


Round Four:

Alzar takes 15, He misses twice with Selnyr (rolled 1 twice) and only his shield cracks a yuan ti


Round Five:

Alzar slays a 3rd,and just is hit once for 3.


Round 6:

Another halfbreed falls (HP 35) and Alzar is missed

Round 7:

Alzar slays a 5th, and is missed

Round 8:

A 6th dies, and Alzar takes6


Alzar finishes the last two without being hit. He casts cure serious wounds for 25. He passes through a ruby gate made behind the animals.

Alzar- 71/90

Abe Sargent
02-24-2018, 06:12 PM
Death Challenge #3

This 120 foot diameter circular chamber is divided into eight equal sections, with a domed ceiling of arches up to 50 feet high. Floating about 5 feet off the ground is a multifacted white gem the size of a head. Without warning, a burst of brilliant yellow light bursts from the gem and momentarily envelops one of the room’s sections.

This room is identical to the Soul Gem room of the Ghost Tower of Inverness that Alzar found in the Underdark back in Thorasia. Each round, the gem will fire in a random direction into one of the 8 sections, and it will duplicate one of the rays of a Prismatic Ray! Any critter in the beam is automatically hit and does not save. And the gem is protected by a box of force.

If you will recall, Alzar was able to defeat this room once before, and then secure the Soul Gem., which Vala has now. He watches it for a while, and then moves it, with the artifact Bright Barrier as a shield in case it comes down. He has to make three d8 rolls for the three angles of approach needed. On an 8, the beam fires in his direction. I toss a 3, 4, and 3. Luckily not an 8 twice! He secures the Soul Gem, casts Dispel on it, and then the power ebbs and the door opens…


The 4th Death Challenge awaits


This is an underground maze of stone. The walls are carved in reliefs of tortured faces and bodies fused together into a hideous mass. The air smells of fire. Alzar’s Star reveals a creature in the wall that is a carnivorous wall, that will need to be killed to advance.

There are 9 such walls here.

AC3, HP 64 down to 32. 1d10 + paralyze. Alzar’s Selnyr is out and the Bright Barrier as well and he steps forward. He casts the 4th level Free Action spell and heads in. random.org…. Alzar took 22 and slew them all.

He heads through a ruby gate…

49/90


His 5th Death Challenge arrives.

Alzar arrives at the entrance to an underwater passageway, and he just make out a glint of ruby on the far end, but he also sees a number of sahuagin in the water, at least 20. He tosses in a Skulltrap and clears out many, but the rest emerge and attack him! He drops another skull trap t finish them, and took 16 from the trap. He casts Cure serious wounds.


58/90

Abe Sargent
02-24-2018, 09:45 PM
Challenge 6!

Alzar arrives at a giant chessboard of alternating stones at his feet, and large white and black figures on either side. He begins on the rook space, and must play chess. As he does, whenever one of his pieces or another, is taken, he must defeat the piece, which is a golem. The pawns are stone guardians (AC2, 24 hp, 2x 1d8 for punches, need an 18 to hit Alzar.), the Bishops and Knghts are lesser stone golems, the rooks are greater stone golems, and a king and queen are marble golems. (random.org) he has to kill 4 pawns, 2 bishops, 1 knight, and 1 king before winning but because they are solo matches, and only the king has 65 hp, they ae easy kills, and he loses just 19 hp.

39/90


Challenge 7


The air in this chamber is bitterly cold, and colder than Alzar has experienced. The walls and floor are covered by clusters of needle sharp ice the lights are dim, and a stone block around 12 feet by 4 feet by 10 is in the center of the room, the only feature thereof. The room is so black that the eyes hurt to look at it.

Each round Alzar is in this room he’ll take 1d4 cold damage. Alzar’s star is out and he spies a secret corridor under the block. He disarms a trap, moves it, head down, and into an underchamber where the arches are. He heads out after four rounds, and took 09

30/90


Challenge 8

This is a totally normal, featureless room, with a boom on the center on the floor and two stone archways on the other side. Alzar casts Heal now that he’s not on a cold clock. His star is out, and he sees that there are a number of micro holes in the floor on the far side, but no traps. He slowly moves around, and soon a caustic gas enters the room, totally filling it, and a few minutes later leaves, having shined the room. Then the broom animates and cleans the space up. Alzar was not damaged by the gas as he doesn’t need to breathe air in the room due to his Necklace of Adaption.

Abe Sargent
02-24-2018, 10:01 PM
Challenge 9

Alzar stands in a long natural passage underground, with darkened earth all around. He sees a number of vague moving earthlike forms, but there are no traps or anything. He heads down, and as her does four earth elementals animate and move to attack.

AC2, Need a 9 to hit, 3d8 damage from a punch, 80, 78, or 75x2 hp

Random.org

One heal spell later, Alzar is at 66/90.

That was the roughest Death challenge thus far!


Challenge 10

This bowl-shaped valley is a very unnatural seeming place, surrounded by cliffs and a grassy area. Part of the grass has been blackened by a fire and a small pool with twisted plants is to the left. A strange green radiance shines from above.

After Alzar arrives, an extraplanar beats arrives and reveals itself and attacks! It looks like a 20 foot ovoid looping maze or growth of intestines.


The Thing That Should Not Exist – AC – 2, HP200, Thaco 2 (8 to hit Alzar), 3 attacks for 1d10 and once per day can set something on fire, Magic Resist 100 (I increased its stats to make it a match for Alzar and gave it full MR).


Round 1:

Alzar wins init and carves it once for 20. He takes no hits (cloak) back

66/90
180/200


Round 2:

The Thing wins and hits twice for 12, Alzar carves for 35.

54/90
145/200

Round 3:

The Thing keeps init and hits thrice for 16. Alzar hits back for 29.

38/90
116/200


Round 4:

Alzar regains initiative and carves for 29. He takes one hit for 8 back.

30/90
87/200

Round 5:

Alzar hits for 15, and is hit for 12.

18/90
72/200

Round 6:

Alzar takes 7 and cats his 3rd and final Heal


Round 7

Alzar slashes for 33 and takes 11.

79/90
39/200

It regain init and misses twice, hits once for 4. Alzar misses and then hits for 15 and misses with the Barrier

75/90
24/200

Round 8

Alzar regain init back and slays it

All Heal spells used

Abe Sargent
02-24-2018, 11:40 PM
Challenge 11

A stiff breeze catches Alzar by surprise. He is up on a giant cloud in the sky and will need to ski across 10 other clouds to reach the archway in the distant cloud cover. He scouts out first, and as he does so, a Manticore flies around and tries to shoot him, but misses. Alzar drops it with Flesh to Stone. He skips over, and more and more Manticores fly over. He slays a few with Wail of the Banshee and Power Word, Kill and kills 15 after taking just 9 damage (cloaks helped a lot).

66/90

Challenge 12

Alzar is in an ordinary looking corridor carved from solid rock. Only one exception is carved in the wall, which is mortared with bricks. In the center of the new section is a bronze door with a tiny barred window, and o the other side of the door are two hanging iron sconces with torches burning. The door is barred on Alzar’s side.

He heads over after checking for traps and sees none. He heads to the door to see what is over on the other side, and the door is a greater mimic. (Random.org) Alzar takes 15 before taking it out

In the room are two archways out

51/90


Challenge 13

Alzar stands in a maze of white stone walls, and from above it is a harsh light that prevents anyone from seeing what is above the maze. Alzar can make out the silhouette of a giant ghost cat. Hit perks its back and moves and Alzar follows it around the maze, checking to make sure that there are no traps along the way. He finds and disarms two. Upon reaching the center of the maze, where the cat has some ghost kittens, it spins and attacks Alzar!

AC -6, HP85, Needs 6 to claw Alzar, 2d6x2, ages you if hit.

Alzar casts Protection from Undead which will last for 5 rounds and act as the scroll. The cat will be dead before then. Dead cat! Alzar also takes out the kittens. An archway appears and he steps through the ruby one.

Abe Sargent
02-24-2018, 11:47 PM
Challenge 14

Alzar arrives in a room in the center of a tower, with portals to his right, left, forward and back, and a large teleporting device in the middle. Alzar recognizes this place as the teleporting room in the Lost Island of Castanimir. He found this place long ago, and there was this teleporter in the middle of the tower that would teleport in annoyingly bad stuff. In this case, it just teleported in 20 ogres!


Alzar casts Mass Domination, and 6 fight for him (cloak) then Mass Domination and more. In four rounds, he has 11 ogres left and the others are dead. He heads to the archway, but they won’t follow him.


Challenge 15


The temple Alzar has arrived at is bizarre, with carvings of frogs and other amphibians decorating the walls as well as the large altar. The pillars supporting the high ceiling glisten with a thick green leathery slime, and sixteen giant frogs are here. One skull trap later, they are mostly dead, and behind the altar is a mutant amphisbaena, a great two headed poisonous snake!

Round 1. It surprises Alzar. Free attack, misses due to cloak

Round 2. It bites Alzar twice for 6 damage, no need to save vs poison due to his items. Alzar hits for 28.


Round 3 – Alzar takes another 11, no saves, and then kills it.


He casts his last serious wounds, and steps through the ruby archway

59/90

Abe Sargent
02-25-2018, 12:58 AM
Challenge 16

This hillside is covered with strangely colored stunted plants and dotted with many cave entrances, and overhead, the sun rushes by very quickly. There are a few statues here, suggestive of a creature that petrifies, and sure enough, from the caves emerge three fast basilisks. Alzar casts Protection from Petrifaction, and takes 22 from attacks.

After slaying them he casts cure moderate wounds twice. Inside one of the caves he finds the archways out.

57/90


Challenge 17


Alzar arrives at the end of a square bound corridor that is extremely wet and damp, with ooze dropping from thick build ups, and the archways at the end of the corridor, about 100 yards away. The entire corridor is covered by goo. Alzar suspects various oozes or jellies of sorts, typically, although there are exceptions, but typically they are vulnerable to fire.

Alzar casts Meld into Stone and walks into the stone and heads down the corridor, bypassing hundreds of oozes and jellies, and then arrives at the end and leaves.


Challenge 18

This room is fiery hot, with lava oozing in the corners over coals like fountains, and making the room hotter than almost anything, and Alzar would immediately take damage if he wasn’t immune to fire. Over those foundations sit four Greater Fire Elementals which move to fight him. If you’ll recall, Alzar’s Axe, is an axe of extinguish as one of its powers, and he is immune to normal fires of any level (as are his items) and he takes very little damage from magical fire.

Between the two, this is not going to be a long battle. Alzar takes…12 damage total, and then leaves via the ruby arch


45/90

Abe Sargent
02-25-2018, 08:04 AM
Challenge 19

Alzar arrives in a place without any light, and his light source is not working. In seconds, he is attacked by something! He uses blind-fighting for this fight to keep himself in it, and….he takes 26 damage, and after slaying his foes the light reappears and he finishes and casts he remaining moderate wounds spells



50/90

He is almost out of healing magic. He steps through the final ruby arch to the last Death Challenge.



Challenge 20


Alzar arrives at a room not dissimilar to the one in the end of the Magist’s Tower in the Greyhawk Ruins, where he faced an elder demilich. But here, it’s just a normal wizard, who’s spell trigger fires give her three protective auras.

Alzar wins and casts Time Stop he casts Laudryn’s Cleaving, Power Word, Stun, and Finger of Death. The first works, the other two nope. She casts Time Stop back and points Power Word Stun, and more shields. Alzar is immune with his spell, and then the shields raise.

She drops another Cleaving and Alzar does the same.

Alzar’s axe stabs her for 29. She casts Flesh to Stone and….he tosses a 4 (needs a 3 so he made it). Next round she wins against and uses Stoneskin, and Alzar casts Miscast Magic on her. She casts Mirror Image and fails. He casts Dispel and drops the SS. She wins and casts another skin, this time working, and Alzar another DS. Alzar wins init back and stabs her for 44 and she dies.


Her body and the room fade

Abe Sargent
02-25-2018, 10:21 AM
Alzar leads the final Death Challenge,

He arrives in a long corridor where a female cleric and mage are waiting, and a larger-than-normal-sized lich is waiting, hands crossed. He introduces himself as Lyzandred. He bids his cleric to heal Alzar.

Lyzandred offers Alzar a seat, which he takes. He compliments Alzar and tells him that Alzar is the fight one in 8 years to make the gauntlet and pass all 60 challenges without taking the emerald archway back home. He offers Alzar a prize for his success. Alzar tells him of his library quest, and asks specifically for a large number of illusion or evocation oriented texts. Lyzandred has 4500 evocation books he’ll let Alzar borrow to read and add to his library later. He also has about 1000 more illusion works on its theory, casting research, use and more, just like illusion magic.


Alzar asks about Lyzandred in the Sand Mire, and the lich gives Alzar the entire story. When he was a child, he saw a Rod of Command misused by a vile person who used it to create slaves and push decadence. His family was hurt by it, and he swore that as long as he was powerful, he wouldn’t let people have a level of magical items if they couldn’t handle it, and for years he quested for powerful magical items that were too powerful for bad guys.

This led to him joining the Sand Mire nation as a sort of agent that went out and did some tasks for his ruler, Amon-Re. His success raised his profile in the empire considerably, and soon he was one of the most powerful men. He also began to be obsessed with removing objects, any objects from people, even things like potions. He created this demi-plane to store away magical items.


Eventually his power grew to the point that after the empire fell, he was able to carve the greatest state from the corpse of the Sand Mire. His massive bank of magic items didn’t hurt. His obsession and madness grew. He fought other nations, and pushed his people into battle again and again for his delusions. Near the end of the campaign, as his force was losing badly to the Dragon summoned by the College of Wizardry near Khaibar, he was tucking a number of items here on his demiplane and a moment of lucidity struck him, and he saw how far he had fallen. He sent the items he would need to get into his plane out with his allies, thus locking himself out of going home, and he built up this area, and became a lich. Afterwards, he saw all that he had done, and realized he had erred, and now he dedicated his undeath to putting things back, as well as bringing over people and working to make things right.

And thus the adventure Alzar went through. The idea is to demonstrate who people truly are, and then bring out greed from those unable to deal with it, or selflessness for those who are, and send those who show good deeds away with the magical items stored here with his blessings, and those who are villainous are stripped of their items and send back. Anyone who dies here is held until raised, there is an enchantment on his plane that Lyzandred installed that keeps people from fully dying.

And now the Challenge is complete, and he’ll send Alzar back with a library. He saw that Nyx had contacted Alzar, and thought that investigating this fellow master of the undead would prove useful.

However, if he wants, Alzar can do a little quest for him, and when complete, Alzar will get the illusion library as well.

Alzar agrees, and Lyzandred tells him a story about Thorasia….

End of The Crypt of Lyzandred the Mad

Abe Sargent
02-25-2018, 01:34 PM
Alzar hears from Lyzandred that his old apprentice on Thorasia had lost some weapons that Alzar had acquired around 20 years when adventuring on the Isle of Dread in a volcano. Three powerful weapons that Alzar really didn’t use much – Wave, Whelm, and Blackrazor.


Something happened to pull them back from Vala about two years ago. She never told him, but it’s not like they have daily pan-planar conferences or anything either. Alzar is to head to the volcano, reacquire the weapons, and then turn them over to Lyzandred.


Begin Return to White Plume Mountain

https://upload.wikimedia.org/wikipedia/en/f/f9/ReturnWhitePlumeMountainCover.jpg

Alzar does a little research at the Isle of Dread for a couple of days. It looks like the layout of the surrounding area has been modified in a few major ways here and there from lava flows. It’s likely the inside has at well, in at least a few places

Abe Sargent
02-25-2018, 02:17 PM
After spending two days preparing and scrying, Alzar teleports over at arrives the White Plume Mountain again.


Earlier, the White Plume Mountain had been the home of a older mage called Kareptis who had built this dungeon in the heart of a volcano along with svartalfar to secure these powerful weapons that had been created. Inside of power, cleverness was required to get them. But he left the scene a while ago, and Alzar and his party on the Isle of Dread came across the volcano while exploring. They entered, passed a number of puzzles, and then found the various weapons, and although there certainly was some amount of fighting, Alzar infiltrated and got the goods without too much combat, and if the dungeon layout is the same this time, he imagines the same is about to be true of his new adventure here.

It doesn’t look like the old entrance survived the passage of time, and Alzar heads to the edge of the volcano trying to find an entrance. After around 50 minutes, he makes one out. He temporarily makes out the face of Keraptis in the volcanic gas for a moment, and there at the base of that gas cloud is the belch of a way in.

Abe Sargent
02-25-2018, 03:02 PM
Alzar heads up the stairs that lead through a small crevice, and then sees a small dvergr in a hole here watching guard. It shouts out to Alzar that it serves the real Keraptis, and Alzar inquires. Apparently, Keraptis recently returned and found three usurpers to his title, and was suitably annoyed. Anyone looking to ally with Keraptis and take out the others would be most welcome. Alzar agrees, and the guard pulls out a sticks and draws a rough figure of this area of the volcano on the ground, shows Alzar where some traps are, gives him a passcode, and shows him where to meet Keraptis. Alzar heads in.


Alzar passes a hallway of great oaken doors and then passes a about 10 more guards of various races, mostly humans, including some from the local natives here on the Isle of Dread. He passes the pit traps marked, and then finds a long passageway covered with spikes that has to be approached from the correct angle and the precise moment or be stuck by spikes.


Next Alzar reaches a long corridor recently carved into the rock before arriving at an empty natural chamber beyond with nothing but bats here. One of the good things about adventuring back on his home plane of Thorasia is that Alzar’s full power work, including controlling extra-planar creatures. So he is very comfortable here.

A sliding disease ridden pole must be slid down to the next level, and Alzar is covered by 20 or more guard with weapons down here. He does not contract the disease.

Next is a destroyed wooden bridge he crosses with the stench of smoked fish strong in the air. While Alzar is in a long, quiet corridor passing the bridge, he is scanned by a watcher and after confirming his identity, she opens a door and offers to confirm for him all of the crazy stuff that’s really been happening here. This is Kuhlefaran, a female human mage.

Alzar heads down a side passage with her and they go to another floor in some secret passages and arrive at the domain of Nix, a male efreeti. Nix introduces himself to Alzar, and he uses some Genie Lore to know the language to talk appropriately with the efreeti. He tells Alzar that the four main areas of the old dungeon were each taken over by an imposter who was able to summon the old weapon of Keraptis.

Four separate clones, using the Clone spell, were created by Keraptis to allow himself to continue after he died, but apparently, all four activated when they weren’t supposed to. All four have memories of themselves, and all four have the same connection to the four weapons of Keraptis. Each have arrived here, carved out a part of the original Keraptis’s dungeon, and decried the other three as usurpers. They used that connection to summon their weapon.

“Four weapons?” Alzar asks.

Yes, four weapons. Whelm, Wave, Blackrazor and Frostrazor. Alzar is the one who took three of them, but Frostrazor was also made and hidden here, and was the first to leave by someone who came before Alzar arrived the first time. There is a resistance here that Nix leads, including a small but powerful cadre of people. What Nix is trying to do is to go to an old and ancient crypt of Keraptis that was not found by Alzar on his first trip here, but into which can be placed the four blades, and then the real Keraptis will return to life and will know what to do. So the goal is to infiltrate and secure the four weapons and then return to Nix, who will get them to the crypt.

Alzar casts the binding spell, and Nix is bound with Genie Contract and must do what he offered.

Abe Sargent
02-25-2018, 04:57 PM
Alzar heads back to the first area, and goes through about 6 more rooms and areas before arriving at the central audience chamber of “Keraptis”. The room is medium sized, with four ogre guards, and another 12 servants of various types, including a cleric.


The False Keraptis greets Alzar and tells Alzar that his magical trident was just stolen from him by kelpies in a secret door to the south. He wants to hire Alzar to retrieve the trident, and Alzar nods and says simply, “I will get and return Kerapti’s trident!”


Alzar heads out and to a secret door that leads to a small underground lake, with about 15 Kelpies down there. They are a water elemental creature, so Alzar immediately controls them, and they back off and show him Wave. It’s been a long time. Alzar grabs the halberd and returns, with the 15 kelpies leading the way. He orders them to fight, and in moments, the Kelpies have destroyed the clone of Keraptis, and the various guards, but were eventually dropped to 5.

Behind Keraptis Alzar finds three rooms, a lab, library, and personal room. In them, and on the bodies, Alzar finds:


466 Nightfear Library books
135 scrolls and maps of Thorasia

Decanter of Endless Water
Amulet of Inescapable Location
Robe of Stars
15 Arrows of Fire
+2 Ring of Protection
+2 Dagger
+2 Mace
Clerical Ring - +1 1st level spell when worn for 24 hours

16000 gp of lab equipment

Random Wizard Scrolls

Keraptis Clone Spellbook #1


Alzar casts Animate Dead and animates 12 skeletons and cuts off the head of the clone.

Alzar heads on, with the Kelpies as an accompaniment

Abe Sargent
02-25-2018, 07:25 PM
Alzar finds an entrance to the next false Keraptis clone’s region. There is an open hallway. Alzar uses the Star of Mo’Pilar and his skeletons to walk in front, with Kelpies as a powerful central shock troops. Alzar conjures an Earth Elemental for the rear, and then is right in front of the elemental.

Alzar finds and it attacked by 10 ghouls, but they are not normal ghouls but much stronger. They cannot be turned or controlled. Alzar has to conjure another Earth Elemental, but manages to take them down, lost one kelpie, and most of his skeletons. On the corpses are:


10 Amulet of Repudiation – make the undead immune to turning, controlling, or destroying, give them 50% MR, and add 1 HD to them/month for a year, at which they will have 12 HD more and are capped. - AC, +2 THACO, and double damage in attacks.

(Alzar has secured Wave into his OtherSpace, so it can’t be seen).


After killing the ghouls, a number of guards of this area arrive after hearing combat. Alzar tosses the head of the clone to them and says that, “One usurper has fallen. Allow me to give praise to the real Keraptis.” They praise the news and escort him and his small army of undead, kelpies and elementals. (As they do, Alzar casts Mass Charm and charm them all). Five rooms melt away, and the orcs and ogres here move aside or join the parade.

While heading, a tunneling Purple Worm emerges and they have to kill it. The guards handle it, Alzar’s short bow did 30% damage to it, and controls just two kelpies afterwards.


They pass a large fungal garden, with a boiling lake directly after. They also arrive at a prison with nine cells, each with a locked cell, Alzar heads over, and the guards are ordered away for the “Ally of the true Keraptis”. He charms a few more, and then looks around. In here are a few lycanthropes. A female werewolf he releases named Snarla and she agrees to serve Alzar fully. A few others are freed, a wererat or two who will join his squad. Then he hears a familiar voice…


A werebear…

Abe Sargent
02-25-2018, 08:48 PM
In the 8th cell, Alzar finds Aleigha, now much older. She joins his squad, and five other lycanthropes were still alive, and join his squad. A back closest is here, and their gear is secured, including her ruby Sword of Spartusia and some additional armor.

They head back out and further into the complex.


(I am not making that up, they find a prison of lycanthropes. How could I *not* bring Aleigha back? Especially after no one knew where she was for years and years, and she missed Alzar’s wedding?)


In the final hallway to the second Keraptis is a Flesh Golem marked “9” in its flesh. Not dissimilar to the one Alzar secured. Alzar is announced by the guards, and 9 backs up, opens the door, and moves back into to the main room.

Alzar meets the 2nd clone of Keraptis and offers him the head of the dead clone. This one smiles a wide, toothy grin, and agrees to hire Alzar to kill the others, and bring back the weapons they stole to him.

Alzar is meeting him in his study, with a vampire ally and two golems. Alzar reaches out and controls the vampire with his powers, and it is under his control.

Alzar orders the vampire to bite the neck of the clone from behind, and it does. As the surprise attack succeeds, the clone’s golems activate, and Alzar’s elementals each take on a golem. Alzar peppers the surprised clone and kills him, and he cuts off his head. The controlled vampire joins his unit, with the undead, kelpie, elemental (one killed) and lycanthropes left. The charmed guards stayed out of the battle. Alzar asks his friends to show him the secrets of this area, and they do,

He finds


4 secret tomes on cloning, total value 55000 gp
433 Spatterdock Library

+2 quarter staff
+1 two-handed sword

Cloak of Gaseous Form

Keraptis Clone Spellbook #2



65000 gp of gems


Whelm, the magic hammer in a locked chest

Abe Sargent
02-25-2018, 09:15 PM
Alzar moves to the next area, with the charmed guards staying behind

They move into some lava tubes between the 3rd and 4th clones, that have been scoured but not secured in that war. They arrive and a quarter of Burning Golems mark the entrance to this area. Alzar steps forward with Selnyr, whose Axe of Extinguishing will make short work and tanks them. In three rounds he tanks them (they have just an AC6 again the Selnyr, and have 40 hp normally, but his extra damage is just nasty).

Alzar – 71/90

Some more lights and crystal and flames belch from various vents, and they are closing to nearer the center of the volcano.

A few rooms melt away, and they are at the chamber of the third clone. Here is a clone of Keraptis holding Blackrazor in his hand. Alzar offers to serve, and tosses the two heads of the dead “usurpers”. Alzar also shows Whelm, and places it on the ground as well.

The clone grins, and rises, with two Efreet here flanking him. Alzar cannot control them they are too powerful. He has created an indoctribation chamber that forces everyone here to serve him completely, and he escorts Alzar and his party there, with two Efreet and another four Burning Golems following. Alzar makes a silent command in the hallway, and suddenly his group attacks, and launches a number of attacks. Alzar deals with an efreet, his Earth the other Efreet, his Kelpie the and vampire the clone, and the others the lesser golems.

Alzar casts haste on his team. Their clone leads with Stoneskin, then Mirror Image, then wades in behind Blackrazor. Alzar swaps targets and casts Laudryn’s Cleaving and removes his protections and he dies two turns later.

Alzar lost a wererat and Kelpie.

Alzar – 60/90


Alzar finds


Blackrazor


444 Killjoy Library Books
Manual of Burning Golems

44500 gp jewelry


Bracers of Defense AC 6
Ring of Fire Protection
Amulet of Expertise (allows you proficiency in any weapon in your hand)

Keraptis Clone Spellbook #3


5 sticks of Incense of Mediation

Heart of Dragotha, a draco-lich in the area, that would like to return to normal dragon form. If Alzar eats it, he loses 20 years of life.

Alzar cuts off the clone’s head.

Abe Sargent
02-25-2018, 09:41 PM
They move into the final area.

Alzar finds some unique items he’ll look at later that he thinks are really interesting:

Delaying Glass
Gauntlet of Life Theft
Skull of Prophecy
Vessel of Life Translocation

They find a small prison with 3 people loyal to the resistance and Nix, and Alzar frees them to return.


Alzar conjures a greater earth elemental and stores Blackrazor


In the first room, they find on the desk a Desk of Destinies, different than a Deck of Many Things, but in that genre.

Here are 12 Wights, that Alzar controls, and uses to flank and go in front of the unit.

More lava tubes await, and here are some guards, and Alzar tells them he wants to bring news of the deaths of the three false Keraptis usurpers and show the three cut heads. They cackle with flee and escort Alzar, who uses Mass Charm again.

Two, three, four rooms ebb by, with golems, Skin Puppets, and more in the way. More mold and moss is back here, and the warmth of the volcano has clearly encouraged massive growths. They pass and slay a mated pair of giant slugs easily.

They arrive at a great dining chamber and Alzar is greeted by the Keraptis here. He announces the deaths of the other three, and shows Whelm and places it in the table, and backs away. He returns their stolen property, and offers to serve the true Keraptis and bring back others.

Alzar prepares his forces against the 12 humanoid guards here. As the mage moves forward, Alzar grabs a lock of elven hair and casts Wail of the Banshee, and the charmed and guards here mostly die, but his other stuff (undead, werewolves, etc) are immune. They slay the rest and Alzar finished the mage with Power Word Kill. He cuts off the head and finds



Frostrazor

722 tomes of Sage Lore fungus

43500 gp of gems and jewelry

Keraptis Clone Spellbook #4

22000 gp of lab equipment

+2 Dagger
Robe of Stars

10 Darts of Homing
3 random iuon stones

Alzar animates the 12 corpses here as skeletons and returns to Nix

Abe Sargent
02-25-2018, 10:16 PM
The efreeti sees Alzar returns, and welcomes him warmly, and then moves to open up a secret chamber, Alzar goes down, using his Star to scan and his skeletons as fodder He finds and deactivates three traps.

They arrive at a long fane, and move down a tunnel. A pair of obelisks are here, with a tomb below. Suddenly a great and powerful shade of vengeance moves to attack them, and Alzar cannot control or turn it, due to the power of completing its vengeance. Then it pulls up and address Alzar who is clear the leader, seeing the weapons out. It asks if they intend to raise the wizard, and he nods. He moves off and tells him he would see them succeed.

Alzar moves to the obelisks. There are four weapons in them already, and he pulls them out:

Hammer of Thunderbolts
Sun Blade
Molten Blade
Trident of Enveloping
As each of the weapons moves into the obelisk that was prepared for it, a crackling sound can be heard. Whelm is the final weapon added, and the other obelisk cracks and reveals a magic switch. They activate the switch, and the crypt down the stairs opens and a crying sound can be heard, here in the fane.

The head down and see a newborn baby in the crypt. The Shade of Vengeance recognizes its aura as Keraptis. It was sent here to kill the evil mage that destroyed the druids here and it’s vengeance will now be complete! It moves to attack. Nix and the others move to intercede. The vampire and elemental, and efreet are blocking it and it attacks. Alzar casts Time Stop, and then casts Destroy Undead, Destroy Undead, and….no more spells it ends. The first fails, the 2nd? Hits and it fails its save and is destroyed.

With the shade of vengeance gone, Keraptis the child is saved. Alzar offers to let Nix and the child come to his Grand Duchy, where they can be raised and he will help mentor and tutor him. They agree, and name the child “Kelvan”


After, they heads back out and Alzar takes the four blades from the Obelisk and that will close the crypt down here.

Alzar tells Aleiga of his new home, and offers her a chance to see it, and she agrees, but first she’d like Alzar’s help in freeing Maerie. She’s here on the island too and nearby, they were both captured, but Maerie escaped. A quick scry later finds her at the village of Tangaroa, and they head over for the night and turn over the outstanding undead to the zombie master, save for the vampire, whom Alzar will take back. Maerie agrees to join them back at the Grand Duchy, and they head back to the area….


End of Return to White Plume Mountain

Abe Sargent
02-26-2018, 06:39 AM
Maerie, Aleigha, Snarla, Nix and Kelvan’s descriptions have been added to the NPC section of the page by Alzar. Aleigha is taking over the shapeshifter spy network, and Snarla will help her, and Maerie will joins as one of his administrators.


Alzar teleports back to Lyzandred and pulls out the four weapons. He can’t use any of them well, of course, since they are a long sword, 2-handed sword Trident and hammer, but all four are powerful weapons, and Alzar points out that the reward from Lyzandred would be enough for one, maybe two, but returning all four and taking them off the board in perpetuity? That’s too strong, and Lyzandred agrees. Alzar gets another 10,000 books of general history and knowledge as well. Lyzandred doesn’t have any more quests for now, but he has given Alzar an item to allow him to be contacted and return to the subplane.


The other items Alzar found:



Heart of Dragotha, a draco-lich in the area, that would like to return to normal dragon form. If Alzar eats it, he loses 20 years of life but will permanently annoy the Draco-Lich.


Delaying Glass – This item is an hourglass filled with the bust of bones. Anyone who turns it will cause the dust to fall for an hour, during which time, the user will not age. Can be used 10/day


Gauntlet of Life Theft – These leather gauntlets allow the wearer to steal 2 months of life from any creatures touched, and add it to their natural lifespan. The victim can make save to prevent the life drain, after which they can never be affected by the gauntlet again. This can be used 5/year

Skull of Prophecy – This cursed blue crystal skull speaks to anyone who picks it up about their death. However, it has no actual predictive properties, and exists merely to scare the user.


Vessel of Life Translocation – This 6 foot tall sealed glass tube contains the living body of a male humanoid with mirrorlike skin, suspended in a clear liquid, and on one side is a palmprint on the tube. Any living critter that puts their palm on the palmprint will switch minds with the form inside (it’s currently an insane svartalfar).

These were some of the items used by Keraptis to sustain his life.

Abe Sargent
02-26-2018, 06:21 PM
This month, Alzar animates the two silver golem bodies made by his foundry this year. He also has summoned more devils and hordelings and now has 20 Bearded Devils and 20 Hordelings to serve him permanently as a strike force.


After bringing his team back, Alzar teleports back to the Isle of Dread and finds Dragotha’s lair about 35 miles from White Plume Mountain. Alzar casts some anti-undead and anti-dragon magic and heads in. He secures a meeting with Dragotha, and they talk.


She was an ancient blue dragon, but knew her time would eventually come, so she willingly submitted to Dracolich dom about 120 years ago. But in that time, she had been killed four times, because of the weaknesses of her undead state, and most of her treasure is gone. She seeks to be brought back to life, where she can regain her full stature. Sure, she is immune to some things, but she relishes the thought of eating again and lounging over her treasure and napping, fully draconic activities.

Alzar and her agree to a deal. He will give her heart, which she can consume to regain her full form, And then she will move to Alzar’s plane, and serve him for 25 years. She’ll also get some more treasure than her remaining 10000 gp worth of stuff. He’ll give her some magic items, such as the wizard scrolls he just got in this adventure and one of the iuon stones. She agrees, and in three days, she joins his force.





Dragotha, Ancient Blue Dragon

AC -6, hp 155, 20d8 electric breath, 3/day, 3/3/2 Wizard spells, 1d8, 1d8, 3d8 physical attacks


Alzar found Dragotha as a Dracolich who had reluctantly chosen to be a Dracolich for more than 120 years before Alzar restored her, with a pledge of loyalty of 25 years. He has also helped to restore her treasure, and they have determined certain things for he to feed upon that won’t interfere with his Grand Duchy of the Mighty. She is a servant, not magically controlled, and won’t do anything suicidal. But she does work well with the team he is assembling as well, and has a home in the nearby Ljallenvals.



Dragotha is added to Alzar’s allies.

Abe Sargent
02-27-2018, 07:09 AM
Alzar gains +1 in four stats this year from scrolls that he forced his people to send him.

One of the handful of places in the entire Norwold region with an elf hold is in his Grand Duchy, near the border, in the north around one of his lakes is a single elf-hold. There are elves in the nearby woods by Evenarrow as well, but not an official Elf Hold.

What makes an Elf Hold unique here on Pandius is its’ tether to the Tree of Life. Every single tribe has their own Tree of Life that grants them Elvish powers, and their life, and in return, they keep it alive and help it grow.

One of Alzar’s citizens reported that the Tree of Life out there was growing sickly. But they don’t know why. Alzar heads over to inquire after verifying it’s status. The elves here aren’t as mean to him as they are to the other rules, due to his role as the Lord of Wood and Fire, but they aren’t as affable as the halflings and dwarves are, both of whom love him. They won’t tell him anything that’s happening, but they mentions that this is an Elven problem, and Elves are on the way from Alfheim to help stop it. Alzar leaves behind a few Spellcache rings to let him know if things continue to get worse, and they do.

Abe Sargent
02-27-2018, 07:40 AM
Immortality Update –


Ssu-Ma’s Path of the Epic Hero

Win the Demonwars for Law without using the Crook of Infaust. DONE
Create a legendary weapon. DONE
Have the best library in Pandius. (Ssu-Ma currently ranks it 6th best). Ongoing
Open up his library to more knowledge seekers. Ongoing.
Turn over some of the control of his library to Ssu-Ma. Ongoing.
Increase the literacy rate of his nation by at least 50% (Currently 41%)

Abe Sargent
03-05-2018, 08:47 PM
I just spent the last week finishing this dynasty. I did not want to post it because I had to backweave various storylines into earlier years to make them more fluid. I just finished it!

I'll slow post like it's happened live, but I wanted you to know that it's done. But it may not finish as you expected......................

hoopsguy
03-05-2018, 10:07 PM
Congrats on finishing! Looking forward to seeing how it plays out.

Abe Sargent
03-06-2018, 07:23 PM
Thanks!

Let's finish this thang


Year 11, Month 1

As the first decade ends as a ruler, Alzar’s popularity is high, and his people are working. This cold-wrapped month sees a nastier than normal set of snow storms fall down across the entire region. Everything is locked down.

Alzar’s Bookfind uncovers another 2333 books in Hamedh. He purchases another 1000 books from local folks there for 25000.

There is a successful assassination attempt on an outlying Sherriff, that Alzar tracks down the murderer and imprisons her. Vix frees another couple of smaller caves here and there.

Alzar teleports to Oceansend for a meeting with “King” Jarvik the Just. Oceansend has always been independent, after their freedom from Thyatis until annexed by King Ericall about 6 years ago. Alzar wants to strengthen the ties between the Mighty and Oceansend. Ericall allowed Jarvik to retain the title, but he is a King in name only, and been demoted to a glorified Baron.

Alzar and Jarvik announce greater trade deals, and Alzar will offer them lowered tariffs and Oceansend will lend their advanced shipmaking facilities and experts to help Alzar’s realm improve their naval power.

While meeting with Jarvik, Alzar let’s him know that should the time come to Oceansend to declare independence, they would have the help of Alzar to secure their freedom. After all, you would be surprised at how valuable a flying castle can be in a war of independence.


After meeting with Jarvik for a few days, Alzar heads back to begin to work on filling a new need on Pandius. Mercenaries.

Alzar was a mercenary for decades before he turned to magic. He rose to 2nd in command of one of the more prestigious mercenary units on the world of Thorasia. Home, the view of mercenaries was pretty neutral, and based on the unit, not as a general take of mercenary-dom.

But here on Pandius it’s pretty negative. Why? Hiring a soldier for pay for one campaign is the same as hiring a soldier for pay in perpetuity. But while he hasn’t heard any negative stories of mass desertion or paying for mercenaries to switch sides or anything, they are viewed negatively.

Is that an opportunity? Could Alzar create some sort of central mercenary hiring because that does background scanning for things like Detect Lie, ESP, and Know Alignment to verify authenticity? A central clearinghouse for mercenaries that could be hired by various states or wealthy institutions such as church.

Seems like an opportunity. Given Evenarrow’s location on a major sea shipping route, that would also make sense for those seeking to secure mercenaries. And anything Alzar can do increase the prestige of his capital city, and potentially make money downstream makes a lot of sense.


In two weeks Alzar will announce yet another building to begin in Evenarrow, this time outside of the current walls, but inside of the next one. Alzar pays 82,000 gp from his own kitty.

Alzar will import builders and workers from elsewhere so these projects can happen simultaneously.


Alzar also attends a feast for the local leaders in the Halfling Holds of Leeha who are celebrating the 1000th anniversary of their founding. Much partying is had, and Alzar gives them a magical item he collected in Hamedh, a metal platter (Beef, Lamb, Turkey, Pheasant) for four people once/day as a anniversary gift for them to use. The item won’t do as much for Alzar as it will for his burgeoning relationship with Leeha. He still wants to bring them under the aegis of his domain from King Ericall, whose wife is here in respect, but there is a clear dissonance between them that Alzar doesn’t notice with himself or some other rulers.


Alzar will teleport and stop another Frost Giant raid due to the cold weather, and will take them out about 1 day from his border. You’d think they would learn by now. More than 300 Frost Giants lay dead after dying to Alzar’s full unleashed might (summoned Elementals, Elementals from the Face of Xenous, Rings of Commands, golems from Warp Marble, Alzar’s Far Summons, Summon Ice Mephits, Invisible Stalker, Aerial Servant, some undead he animated for the battle, using mass spells like Wail of the Banshee, his Efreet ally (not Nix, whom he just brought in), Vix, Dragotha the ancient blue dragon, a Nightmare, Dire Bats, and so forth. They retreated quickly.


Vix levels to level 30


Alzar has finished researching the undead to make for Vix.

He wants to create a more powerful variant of the Wraith. In order to study it, he secures 20 Wraiths for study. He wants to create a self-populating undead because then he can see it grow once introduced into the world.

Abe Sargent
03-06-2018, 08:00 PM
Year 11, Month 2

Alzar gains 1266 books with Bookfind and purchases another 1000 Hamedhi general books for 25k.

Numbers are already dwindling for Hamedh but, to be fair, due to its harsh nature, there are fewer places where books would have survived and where civilizations last.


In addition to research and such, Alzar spends some of month scouting various places in his demesne as he can look around and such and find cool things. He can teleport all over to scout various places, and laying an actual eye on the area is often a lot better than using his Crystal Balls.


Next he spends some more reviewing some of the various projects he is working on, from building to rehiring and expanding the army that’s ongoing and more, he has a lot of projects to work on.


Nothing else major happens this month though.

Alzar makes a clone of himself at level 35



Year 11, Month 3


Alzar is working to secure more folks of various roles around his nation (Another 2796 total books, including another 1000 purchased).

This month Alzar has completed the various arcane rituals and such needed, and has following the formulae listed, and he can now ignore the level limit of 36 for Pandius. There is now no more limit for him!


Near the end of the month, Alzar gets an update on the “Elvan problem”. A party of the best and most powerful Elves from Alfheim were unable to find the source of the problem of the dying Tree of Life, and were lost and never heard from again.

Alzar teleports to the region to get an update on the various issues, but all he can do is secure a meeting at his home next month.

Abe Sargent
03-06-2018, 09:59 PM
Year 11, Month 4

(Bookfind is 750 and purchasing another 750)

Begin CM8. The Tree of Life

https://image.isu.pub/150417161008-d8f00c6999efe2f6d79015a6861a8f2d/jpg/page_1_thumb_large.jpg


At the first week of this month, an emissary arrives at Alzar’s throne room about a hour before noon at the appointed time. The three elves walk majestically into his room and bow, and he quickly motions for them to rise and steps down to meet them.

They address him and beseech his aid.

“Frankly, my lord, we are getting desperate. The wounded Tree of Life only had a few months left. And would prefer to keep this in house, but have been fully stopped from finding the cause and restoring the Tree of Life. Because these elves and this elf-hold is within your domain, and you have demonstrated a willingness to help demihumans with key quests in the past as well as your offer of aid, I have no where else to turn. But I have hesitations that have to be addressed first…”

“You don’t trust me.”

“No. We don’t. We know who you are. An evil person.”


“I’m sure you see anyone human as evil, or at least typically as beneath your attention. But allow me to introduce a potential solution to your unease.”


Alzar reaches to point a local cleric of Morena forward and he does. He reaches and prepares some divinatory magic.

“I will willingly allow a Detect Lie spell to work on me. Will you do the same?” The Elvish leader nods. Alzar takes off his Ring of Spell Turning and Amulet of Power. The two spells are cast by the priest.


Alzar turns to the Elf Leader. “Very well, despite your hesitation, know this. I will never lie. If I pledge something, I will always do everything I can to see it through, and I don’t lie. Lying is stupid.”

The cleric intones, “Truth”

Alzar then asks, “But I doubt that’s true of you, correct? You’d lie, and prevaricate, and mislead, correct?”

“If I thought it served a better cause, like forwarding the Elvish cause, then yes.”

“Truth.”

Alzar continues, “Given that, you are the one less likely to be trusted than I, correct? Therefore I suggest that after we agree to terms that we also both accept a geas spell to accomplish the tasks and rewards.”

The Elf nods.

“As you know, I am willing to commit the resources of my people and nation and will investigate this personally. I am willing to do everything I can to ensure that the Tree of Life is rejuvenated.”

“Truth.”

“And what would you want in return?”

“It’s very simple. Knowledge, and learning are the most important things in life.”

“Truth.”

“I accept your claim, but what would you want? To learn some spells? To be taught woodcraft?

“Nothing so personal or mundane. I would not commit the resources of all of the people here for my own sole benefit. No, what I want is access to the Library Tree in Alfheim. I know it’s the oldest library on the plane, and normally only elves have access to it. You can keep the books to yourselves on Elvish Secrets or anything like that, I just want ongoing access to the Library Tree to copy books for our own growing library. I am trying to grow literacy and improve the reading and research opportunities here, but not trying to learn Elvish secrets, so you could keep those away from me.”

“Truth”

“That’s impossible! There’s no way we could agree to that! That would be at least 150,000 books you could read from our own collected history!”

“Truth.”

“I know. But again, you are asking the people in this room and across the Grand Duchy to help. And we will. We are good neighbors. But we are a brand new nation, and we are building up our own library. I just want you to be neighborly as well.”

“Truth.”

“I cannot give you an answer without consulting my superiors first.”

“Of course.”

Two hours later, they agree, and Alzar and the elves each allow geases. Alzar has to do everything to help, and they have to live up to their side of the bargain. It’s been more than 2000 years since a Tree of Life has died. They can’t let that happen. Alzar has a few tricks he is preparing.


They agree, and he was scying, but unable to scry as normal. So he pulls his monthly wish from his ring and uses the genie so use all of the power of a wish to figure out the full issue that is going on.

Abe Sargent
03-06-2018, 11:28 PM
It going to take a while though.

The next day Alzar prepares a more forest and sylvan friendly set of items. He heads out with Vix.

https://ssli.ebayimg.com/images/g/9UMAAOSwW9dZwXCz/s-l640.jpg


About 15 miles north of the Elf-Hold, they are exploring. Vix left behind her flying chariot, as it seems a little gaudy right now.

They penetrate the local woods here, moving away from the hold northward trying to find anything that could clue them in. After most of a day, Alzar and Vix come across a scene of death and a red dragon that attacked a nearby elven village is killing and destroying the village. Is this an undead vision? The gem shows that it’s a very powerful illusion, more powerful than the levels Alzar normally can see through. Alzar casts some divinatory magic. This is a recently cast spell, it’s only been here for a year or so. What it’s meant to do? Send Elfs off on some quest against a red dragon? Send them off on a quest of revenge against the elves who were killed by point them into the correct direction? Alzar suspects it meant to be misdirection than prove actual value.

Abe Sargent
03-07-2018, 12:03 AM
They move on.

They rest the night. The next day, Alzar and Vix run into a group of werewolves fighting some Sprites. Alzar casts a few spells to Dominate and Suggest and soon has the pack leader, and thus the pack, under his control, and he orders them off. He heals the damaged Sprites with clerical magic, and they thank him and after he tells them of their quest, they suggest that Alzar speak with a great old Treant. Alzar points out that elves would already have spoke with a treant, but is there somewhere to go or someone to go to that might not be where an elf would turn to for information?

One of the sprites suggests a nearby bog, with some awfully evil creatures there. Maybe they would know? She can’t tell what they were, she was only there long enough to feel their presence and fled.

They thank her. Alzar and Vix decide to swing by the great Treant, just in case, but as suspected, they are unable to obtain any more information.

Alzar and Vix head to the bog of “uncomfortably evil” creatures that the spite suggested. They see some normal elves come out to great them, nothing evil here. They claim they just killed some evil ghosts and spirits here in the bog, and it’s been freed. It’s dinner time, and they offer to feed Alzar and Vix and suggest they stay together. Alzar agrees, and surreptitiously grabs his Star of Mo’Pilar, and investigates. He sees the true form of the 11 elves – 9 doppelgangers, and 2 greater doppelgangers.

Alzar and Vix sit down, and he shares a look of knowing with her. She nods almost imperceivably and will let Alzar take the lead. Alzar looks over at the doppelganger/Elves and smiles warmly, and then grabs a large wooden spoon with a bowl of warm stew. He compliments the smell, and is about to grab some stew, when he pauses. He asks if it’s too hot to eat yet, and they shake their heads, and two of them eat. Alzar makes a gentle crack about elves, “Well, my stomach may be weaker than yours. Let me get some water first.” He rises and moves over to the water barrel, with his hand slipping to his spell component pouch, and grabs some components. He casts Time Stop, Mass Domination, and Mass Suggestion, and then lets the Time Stop finish. 9 of the foes are his. The last two see the gig is up, and begin to attack, before they realize that they the only two attacking. Alzar order the others to slay them, and 8 doppelgangers are left.

They tell Alzar that they were sent as a scouting patrol to scout the area for their general, Melvorn IV, Elfsbane a great military mind who has gathered a large army and built up a large powerbase about 250 miles from here. Only doppelgangers and other similar unseen spies have been sent, and they know about the programmed illusion. There is an ancient red dragon about 40 miles to the northeast that is identical to the one in the illusion, so the idea is that it would seem like a vision or deathquest and then send folks in the wrong direction. They don’t know if it worked, but the red dragon rejecting any knowledge of torching elves a few centuries ago would play to the evidence that elves would have gathered.

The doppelgangers are ordered to attack each other, and then Alzar finishes any that survive. He wants total silence about Vix and his involvement for as long as possible, but he sends a message back home for one of his armies to be moved up north about 75 miles south of the elf-hold and ready to move in for defending the hold if needed.

Abe Sargent
03-07-2018, 07:13 AM
They stay the night, and then the next morning they head out to the northwest towards the general direction the doppelgangers mentioned that Melvorn IV, Elfsbane is. A rain shower hits in the morning.

After a few hours, a little before noon, a great rainbow can be seen as the April shower concludes. The great rainbow seems to be close. They follow and change their direction. The rainbow fades about 30 minutes later, but they arrive in a large clearing and here are some evil fey creatures, Spriggan. They see the two enter their glade, and blink to them, and blink around them, closing more and more and more, and then they prepare to attack. Alzar casts Power Word, Kill on the biggest and it dies instantly. Seeing his power, they back off a bit and continue to move menacingly. Vix jumps out and skewers one dead and Alzar slays another with his short bow, and then they move off more.

Eventually they stop attacking, and concede the battle. Alzar is told about the rainbow when asking a Spriggan. Only in Spring are the rainbows strong enough to travel, and this is their home, and one must travel the rainbow to get to their final destination, for everyone that is different.

Another shower looks to be coming right now, so they grab some lunch. About five hours after noon, the next shower ends, and the rainbow arrives. It’s beautiful coalescing form is clearly physical here.

Alzar and Vix step into the rainbow and disappear.


Unfortunately, Melvorn IV has always suspected that someone might come at him from the rainbow itself, so has seeded it, and is prepared, even though he doesn’t know who is coming or why. If he knew, then Melvorn IV couldn’t have been faulted for abandoning his project and leaving the entire plane for a while. But the Elfsbane doesn’t know, and thus is not as prepared as he suspects.

Abe Sargent
03-07-2018, 07:44 AM
They step onto a bridge of light where the sun plays with clouds and mist for hours and created a giant bridge of scintillating light. They pass the bridge for about an hour and are getting higher and higher on the arch when they get the outer service of a great giant sphere of color, with all of the colors split out like a rainbow, but splayed across a great sphere instead of a bow, arch, or line.

Here the image of Pandius below has become ever more distant. The great sphere is on the bridge, and it moves up and down. After checking it, it’s whipping up and down the bridge, and another comes. Are these forms of transport? He tries with an inert object, like a coin, first, and it’s fine, it moves across the bridge. They push themselves into the sphere, and soon they are moving much more quickly down the rainbow bridge.

After much of the bridges rolls away, the sphere reaches the top of the rainbow bridge, and it begins to move back to where they got on, so they get off, a little less than halfway across the rainbow bridge.

Here are some giant statues that intone various prophecies laced in poorly done poetry. For example, one intones ”Through the red, blood will be shed.” There is a curtain of light here at the top of the arch. Beyond it lies an unknown and unseeable thing, and no scrying magic will pierce i.t. They plunge through.


Before them is a large, open ceilinged group of rooms, with six alcoves, and in the center of the area is a triad of pedestals, blue, red, and yellow. There is no way out on the other side. The alcoves are large, and magically dark and that darkness cannot be penetrated. The Star reveals no traps or secret doors or anything…

So what is happening? The pedestals are clearly magical.

Alzar moves up, checks, and then touches the one nearest to him, blue. Blue lights up, but nothing happens. Then he touches red, and it lights up, and then they both turn off, and the alcove to the far right turns on a powerful purple.

Out of the purple alcove come a mated pair of Purple Worms!


Alzar and Vix moves out to confront the worms. (Random.org) they are slain soon, as their poison tails aren’t hurting Alzar and Vix.

Abe Sargent
03-07-2018, 05:36 PM
Next is Red+Blue for orange, and out comes a trio of amber golems!


After killing them Alzar is at 44/90 and Vix at 85/141. Alzar collects three Amber golems worth of Amber (50k each, 150k total). Then Green follows, and a giant two-headed troll with a magic ring that prevents any damage other than fire/acid from dealing damage.

It takes a while to learn what is happening, Alzar has to Heal Vix, but they eventually take out the giant-two-headed troll with its 100+ hp once they do.


Alzar pushes the blue pedestal and then blue again for the blue alcove. Out flies a blue dragon, but he’s not making any obvious offensive gestures. He doesn’t have any desire to die for the “Idiot mage” who left them here to guard the way back. Alzar and Vix let him fly off.

Red+Red is red, and here is a Red Dragon who is very happy to die for the cause. A mature red.

(Random.org. After all, A+V Took out one and a half reds a short time ago, and in just a few rounds, and this is a younger and weaker mature red. Alzar leads with temporary youth and drops the red in age to make the battle even simpler).

They kill it, and Alzar collects more red dragon parts.

Finally, Yellow and Yellow make yellow, and out flies a gold dragon, it seems all of the primary colors were dragons, Like the blue, it has no desire to fight, and Alzar/Vix allow it to leave.

After the final alcove lit up, a door opened in the back and they slip out. There is a sphere here to roll back down the other side of the bridge, and after abut 5 hours, Alzar and Vix have left the rainbow….

Abe Sargent
03-07-2018, 06:16 PM
They arrive in a darkly cast ancient forest hundreds of miles from where they left. The trees here are ancient and dire, with ruins of older structures barely hinting at a common destruction in time lost. The area has the feel of once-sacred-but-now-despoiled, but long ago.


They spend the night here, scouting. Alzar summons aid, and uses his Warning Trumpet spell to guard as well as conjured shadows, his Griffin from a mount spell and Dire Bats and such to explore and guard. Azzil flies up above to give an aerial view.

The surrounding area seems to be covered with endless ruins, in most of the available space what once must have been oaks, maples, or great conifers or has been destroyed, with the area having a sense of desolation.

Alzar’s flying creatures attract the notice of a trio of manticores, and they fly over, but he flies up and slays them quickly after casting Protection from Normal Missiles.

As Alzar is above the tree line, he can see a lot of flyers up here. Over there is a Griffin nest, and a roc flying back to its aerie in a small cliff can be made out, and some wyverns flitting about to the south. The woods seems full of flying life to a way he was not expecting. He heads back down, and him an d Vix head up to the clouds, on his Wind chariot he got from the Vale of Aaqa as congrats for turning over the Rod of Seven Parts to the Wind Dukes and they head up, Alzar with his bow, and Vix with her spear, Nykthos, and they lance and attack a few aerial creatures.


After about an hour, they killed two rocs, five griffins, more than 20 wyverns, another hunting pack of manticores, and a pair of fire drakes. Alzar finds 4 griffin eggs he’ll send to his aerial cavalry in Saffir, as well as a number of creature parts like wyvern poison sacs.


Alzar finds a Rod of the Wyrm in a nest

Abe Sargent
03-07-2018, 07:59 PM
The next day, Alzar spies a group of Pegataurs moving through the area, and he heads up to talk with them. They are migrating south due to difficult hunting that has stopped them from getting enough food to feed them here. They point to an area deeper in the forest as the cause, and then fly off.

Alzar heads over, and he notices a giant bronze statue that the Star tells him is a bronze golem, as well as a recently destroyed house with a number of petrified creatures here, and a group of 6 medusa here making the place home. Alzar and Vix fly down after casting Protection from Petrification, and they easily handle the rest of their attacks, and slay them.

The destroyed house has little here, and Alzar casts Stone to Flesh and brings back the statues. This is the elven party of the strongest elves for Alfheim and were stoned by the medusa, although they slew 20 before finally succumbing. The 3 elves tell Alzar and Vix to head home, they’ll take over from here, but Alzar refuses. He has a geas that forces him to go on, and explains it to them. The elves appear to have gotten here and found out the old-fashioned way, through magic and contacts, and they came here the normal way, across land for a week or so.

They have a few more of these magic medallions that were from the ones in their party that were killed earlier, and Alzar and Vix each take one. These are elven magic and should help in seeing things only elves do. For example, they missed an “Elven only” scene a mile back that gave the history of what happened here long ago. They head back to watch.

Apparently, before the current elf-hold was created and the tribe founded, this small forest was the home of a small elven tribe with a Tree of Life. After some time here, they were attacked by a huge army led by Melvorn (probably Melvorn, I). In order to protect themselves from an attack they were clearly going to lose (the elf tribe numbered in the hundreds, more than 5000 enemy troops were coming) they used ancient and forgotten elven magic to blend into the trees, each elf merging their spirit into the tree itself. They would slumber until awakened after the threat passed.

However, by cowardly hiding rather than protecting sacred ground, the elves were punished and cursed by the elven and sylvan immortals. Around 50 escaped with the Tree of Life and would found a new Elf-Hold elsewhere, with a new tribe, and remove their failed and cursed history from memory. But the stain and curse remained, and cannot be so easily avoided. The elves in the woods here never came out of the trees, and as those trees were cut down or died, so to did the elves inside. Now the curse continues, and is going to kill the tribe and the Tree of Life.

The three elves were two leaders of this tribe, and from Alfheim. No one knew this history. It was lost to time permanently. But the curse remained, and now Melvorn, IV is apparently still a threat. Alzar inquires if the curse could be stopped by freeing the elves or ending Melvorn, IV and his threat. They suggest it could be, and that was their plan after they found this out, right before losing the battle against the medusa.

Alzar, Vix, and the 3 elves head deeper into the forest.

They find and slay a hydra of 12 heads and secure more than 75000 gp in coins, gems, and jewelry

Here is the central area of these woods they find a central tower, with a few sub-towers, clearly of elven make, but has since been dirtied and modified.

As they move towards it, their medallions glow, and a door appears in the right side of the building. They head in.

Abe Sargent
03-07-2018, 11:36 PM
After an entry, they arrive at the throne room.


As you enter the hall , a humanoid silhouette materializes, sitting on the throne . It is apparently an old elf, dressed in white, holding a long b ack rod. He raises his hand in a peaceful gesture and says: "Welcome to our ancestral land. We have been expecting you for centuries. Listen to me , for I have little time to speak. "Very seldom am I granted the power to appear in our holy palace . I am the protector of the forest. With the spirit of our race have I been able to keep the evil hordes of the wizard at bay; however, I am bound by a powerful curse to remain in this tower. " Return at once to the holy land and travel south to our beloved city in Alfheim. Seek the ancestral secret , retrieve it from the deep of the forest and bring it to me with no delay. Time is scarce, for our defenses are weakening. The wizard is too powerful and the stakes so incalculable . Go now, my sons, and do not waste you r time." The apparition fades away and the hall becomes oppressively quiet.


The elves began to back out. But why? Alzar’s Star doesn’t show any trick, but he remembers the programming illusion that pointed elves east towards a dragon for vengeance. Isn’t it possible this is also a trick? Alzar tells them of the illusion they saw in the woods near home. Two of the elves seek to leave at once, but the third agrees it’s suspicious enough to investigate the elven tower first, to confirm the story. It won’t take too much time, as Alzar knows teleport magic that will make their return journey instantaneous.

They agree and move out. They pass some battlements and watchtowers that are mostly or completely vacant.

Then they arrive in a long meeting room with a giant table, lit by a continual light spell. On the table is a great Horn of Plenty that Alzar takes. Invisible servants push things around and are cleaning the room.

They pass from the room, and another room passes, and then they hit an inner garden with a colorful arrangement, nothing noxious or bothersome here. The back corridor has a room to the left, an office, and they inspect it. Scrying magic doesn’t penetrate the walls here, but Alzar’s Ear Ring is useful, he detects nothing though.

In here is a office with a large desk and chair, sitting a giant black bear fur. The desk and chair are ancient elven make, but the bear is much more recent, and not really a trapping of elves. Alzar points it out. No elf would allow a token of a deceased animal to be disrespected as a rug. Alzar disarms four traps.

In here:

Quill of Copying


Reports on spying and buildup of army
51 Books on warfare

Abe Sargent
03-08-2018, 07:00 AM
A secret door here heads to a library. This is clearly an ancient library with “bookshelves crammed with ancient and dusty tomes of all sorts line the walls from ceiling to floor, even covering the entry door itself.” Due to the heavy piling, Alzar suspects there are at least 2500 books in here. For example, one book with a spine facing him reads, “Basic and Advanced Arithmetics.” There are some gremlins back here and Alzar finds them quickly after scanning, and then casts clerical magic to abjure them back to their home plane.

2500 Books from Tower of Light , with 250000 with rare times in here

Three unknown spellbooks

Manual of Living Statues – Iron Statues (Can animate 10 of them)


There is a normal door here to the hallway, and they backtrack and find an art gallery on the right side, with a number of art works, including many of a more mundane nature, and again, there is just way too much evidence that modern non-elves are living here. There are a number of statues, paintings, and more all here, even pottery and a faded tapestry.

They head back out into the hallway, and as they do, the ancient elf is here waiting for them, having conjured allies on either side, to do battle.

This is Melvorn, IV. He has:

Earth Elemental, Air Elemental, Water Elemental
Invisible Stalker
Marilith demon
15 other minor demons (Rutterkin) she gated in
Multiple defensive enchantments on himself

They have flanked the door, and Melvorn mystically closes the door shut as they emerge. Alzar leaps forward and tells the others to stand back. He is adjacent to the demons

Battle begins

Abe Sargent
03-08-2018, 07:51 AM
5 vs 6

Alzar casts Time Stop. He casts Laudryn’s Cleaving Wail of the Banshee and…still has one more spell. He finishes with Banishment on an Earth. The first works, he takes out 9 Rutterkin, and then the Banishment hits the Earth and goes.

Melvorn IV naked
Air Elemental, Water Elemental
Invisible Stalker
Marilith demon
6 Rutterkin


7 vs 4

Melvorn casts Time Stop. He casts Total Immunity, Fireball and Meteor Shower. He will be immune.

Damage – Alzar – 22 (immune to most fire)
Vix – 33
Elves – 44, 21, and 44

The elves are fightersx2 and one druid, so they are still up.

5 vs 4

Melvorn casts delayed blast fireball set to go off now.

Additional damage-



Damage – Alzar – 32 (immune to most fire)
Vix – 49
Elves – 61, 44, and 61
The Stalker has died and the Elementals are badly damaged.

The Rutterkin can’t connect with Alzar, but the Marilith does once for 11. Alzar Heals an Elf, the druid Casts Critical Wounds on another and heals 35. Vix kills a wounded Air.

4 vs 2

A skulltrap flies in next.

Alzar -49
Vix – 69
Elves –

27, 71, 53

Vix takes one elemental smash for 11. Alzar heals the almost-dead fighter. The druid Cure Cirits the other wounded elf for 35. Vix hits and slays the last elemental

5 vs 9

Alzar’s group retakes initiative. Alzar’s axe carves the Marillith deeply, Vix takes out the remaining Rutterkin with elvish assistance, and then the Marilith teleports back home to the Abyss, leaving just the untouched mage behind his total immunity. He casts Cone of Cold and everyone takes another 25.


Alzar uses his Ring of Quick Action and uses his last heal on himself, the druid casts Dispel Magic and drops the barrier, and they charge in, with Vix’s spear toss hitting, and dragging the mage to melee range. The mage took 13.

6 vs 3

The mage teleports away.

Abe Sargent
03-08-2018, 05:54 PM
Healing occurs. All of the denizens of the white tower have been killed or chased away, so they can explore at their leisure:


Laboratory with dark alchemical equipment.

Melvorn IV, Elfsbane was not the descent of the original, but a clone of the original. They kill two more clones here before they begin. It appears that Melvorn was keeping himself alive with an elixir of immortality made is his lab by the unique ingredient made from the heart of a tree that had blended it’s life with an elf, so he would search the woods for the right tree, kill it, and then harvest the wooden heart to make the elixir of immortality. As a side effect, he appeared as a wizened elf.

He only needs one elixir every decade, and each wooden heart makes 5. He has a heart ready to be distilled and three elixirs here. Alzar will not be using them, but he will secure them for later research to see what he can unearth about the process.

They find a wyvern stables, now empty, a spying chamber, guard room, warehouses and storage, living quarters, barracks, and more.

In Melvorn;s quarters they find:

12 magical keys
400k gp worth of coin and gems/jewels

A Lamp of Long Burning

Wheel of Fortune
Slate of Identification

Melvorn’s traveling spellbook

Abe Sargent
03-08-2018, 08:08 PM
They continue and find a jail with nothing in it, observation room on top of the tower, and a crypt at the bottom of the tower under where they entered that was raised by Melvorn long before.

In the crypt are 12 holes in the back wall, and the 12 keys, when inserted and flipped like switches, create a portal to a lost elven sanctuary, somewhere under the rock but nearby.

They enter. This place is ancient and holy. This is the former home of sanctified elves. As they arrive, a triad of banshees arrives (I am ruling that Alzar cannot turn/control them here due to the location, despite the fact that they can be answered that way)


The banshees are focusing on Alzar and Vix, which they see as non-elves invading their area. Alzar and Vix push forward, and take three wails. None of them hit, as Alzar’s Spell Turning reflects it, and Vix is immune to aging as a part-immortal. Battle begins


Alzar’s axe slashes one for 33 damage and Vix adds 22. The elves miss. They hit Alzar twice for 11 damage and he ages a year.

The banshees attack, Alzar takes 2 of 6 claws, ages another year, and takes 12. Then he kills the wounded banshee, and he group injure another

The banshees keep their attack and this time miss. The wounded one is finished.

Alzar takes 4 and 6 months of aging, and they smash and kill.


Alzar casts Restoration and removes the false aging.

They head into the sanctuary, and then the room fades and a vision of ancient times emerges and becomes dominant. Alzar and Vix can see due to their medallions. They see the preparations for war, and then the hiding from their tasks by the elves, but about 60 refused and left, and a few would die on the journey to their new home, stealing the Tree of Life and taking it with the.

The rest open an ancient elven tome with darkly sylvan aspects, and cast the spell of unity and unite their spirits with the local trees.

The scene fades. Then a new scene overtakes it. A heavenly courtroom scene can be seen, with the elves basically on trial for their actions. A curse is laid on them and their descendants. They will die out until they have repaid the losses on their conscience. The army of more than 5000 tears through the forest tearing up their homes.

Alzar, Vix, and elves, see that the tome is still here after the vision fades. They read it, and see that the spell can be reversed, and they do so. They here is nothing more here to do, but there are some magical items Alzar secures, and then they head back to the white tower.


10 Oil of Sunlight
Mirror of Life Trapping

744 Books on Elven Astronomy and Astrology, After reading them and taking them in, user would gain Sage Knowledge: Astrology NWP.

They head back out, with the elves taking the holy elven book to return home with them.

They scry and Alzar finds out where Melvorn, IV teleported to – his army. An army of 3500 orcs is marching towards the Elf-Hold to finish off the remnants of the tribe he originally took out.

They scoured the forest quickly and only around 35 elves were freed, the rest died to Melvorn or time. They’ll head with Alzar back south and east.

Abe Sargent
03-08-2018, 08:45 PM
Alzar mass teleports to his northern army with Vix and the elves and they will marc up tomorrow to meet Melvorn, IV. The elves in the elf-hold don’t have the numbers needed to deal with this threat. Even fully assembled they could bring around 250 troops to the battlefield.

Melvorn IV is trying to duplicate his previous success, and create more elf-tree hybrids to help ensure he does not die. He has a copy of his traveling spellbook, and retains his ,magic after abandoning his home.


They teleport to the elf-hold and the elves give their story, and those that can, children or those to old, will flee. The rest prepare to make a stand behind Alzar’s army in case Melvorn breaks through or tries to break off smaller units to flank or head around Alzar to hit his army


Three days later, battle begins:


Alzar – 109 BV, 4000 troops,

Melvorn – 3500 troops, 93 BV

Alzar gets these bonuses:

+20 Baton of Victory

+10 defender


They are fighting outside of his home, so no bonuses there.

So a total of +46

Alzar tosses a 29, and his foes a 61. Result?

+14 for him. Tactical victory, no one is tired, they lose 20% Alzar none


Day 2

Alzar – 109 BV, 3500 troops,

Melvorn – 2800, 93 BV


Alzar’s difference is now 56 due to beating them before.

Alzar tosses a 50 even, and they a 21. Alzar wins by a lot. They are routed and lost 50% of their force, Alzar lost 20%. Alzar’s Flying castle drops behind them as the force flees, and he harasses them.

Alzar sees the fleeing form of Melvorn and he teleports to him and casts Time Stop despite his magical defenses.

Alzar casts Laundryn’s Cleaving, Power Word, Kill, and Power Word Stun. All three work, and his foe dies.

From his body:

2nd copy of Melvorn’s traveling spellbook

Dagger, +3 of Elf Slicing
Bracers of Defense AC 4
Used up wand, empty potion bottles
Amulet of Protection vs Scrying
Ring of Protection +3
Elven Boots, Elven Cloak

They gather his things and head back to the Elf-Hold, with news of victory. Alzar lost 600 troops in winning, and while some were raised or healed (Only half of the losses are deaths if you’ll recall, that’s still a big loss of life)

Alzar hands the medallions back from Vix and himself. Elven scrying magic reveals that the curse that had continued onto the new hold has ended, and the Tree of Life will recover.

Alzar gets access to the main library out in Alfheim, and will have permanent access to 155,000 books from a 250,000 + library. The books are everything from general knowledge to an extensive and detailed history of every nation and tribe to some minor elvish trivia, and info on things like general academic works as well as obscure topics that only sages would care about, like elven theology. But any book that deals with anything elven, like elven magic, elven history, elven locations, how to make elven items or homes, or anything like that won’t be allowed. As this is the elven library on the plane, a large part of the books are on that theme, and thus aren’t allowed either, and more than 100,000 are going to be banned from Alzar’s reading or usage.

But he will check out books daily, sending a small stack to Thorasia, where they can be Bookcopied in mass. If he can Bookcopy 20 books a day between himself and his apprentices, then Alzar can copy 155,000 books in just 7,750 days, or 21.23 years. Not that bad!

End of the Tree of Life

Abe Sargent
03-08-2018, 10:30 PM
Once again I made some changes to fit the story and to muscle up some of the combat, like increasing the army or adding conjured critters to the fight in the White Tower.

Alzar has finished preparing the four Clone spellbooks of Kerpatis but they are identical, and each has almost the identical lineup of heavy Evocation spells, with the occasional spell here or there. He doesn’t want anything from them.

Four Keraptis Clone Spellbooks:

1 - Magic Missile, Shocking Grasp, Detect Magic, Read Magic, 2 - Melf’s Acid Arrow, ESP, Detect Iniv, Invisibility, 3 – Fireball, Lightning Bolt, Melf’s Minute Meteors, Flame Arrow, Dispel Magic, Haste, 4 – Ice Storm, Confusion, Enervation, 5 – Cone of Cold, Chaos, Teleport, 6 – Contact other Plane, Disintegrate, 7 – Delaying Blast Fireball, Prismatic Spray, Teleport without Error, 8 - Clone



Alzar needs to find a good way to copy the many books he now has access to. Once those 155k are copied over, he currently has 246,481 books. That’s a lot of books.

In the meantime, Alzar knows he is going to need to find a better printer.

Abe Sargent
03-08-2018, 11:19 PM
A DAY IN THE LIFE OF ALZAR


I think it would be cool to take a moment to pause talk about what a normal day in the life of Alzar is looking like right now, as he rules a much larger realm than before, and yet is still a mage doing mage-things.

As a reminder, while he is wearing his Greater Ring of Sustenance, he doesn’t have to eat, sleep, or drink.

Therefore each day he has a full 24 hours.

Also, as a reminder, Alzar doesn’t have to rememorize and recast his wizards spells each day. He only needs to do so with Nefti’s Spell Recall. That takes around 3 and a half hours daily, and that’s it for class maintenance, no studying for clerics or other wizard spells with the Spell Recall.

Alzar does the follow each day

On multiple occasions, he’ll scry his realm with crystal balls and see what is happening. Then, as things are hot, he might teleport over to check on them but otherwise will let them lie.

Each day, on a rotating basis, he will teleport to a few different towns and keeps and such and put in a personal appearance, typically around 4 places a day. Every third day he checks on Ith K’hinax, the other two days he teleports around casting Bookfind and shopping for books. While there he will check and inspect to ensure that everything is going well, take some reports, and put in the time needed to make any changes to the infrastructure.

Each day Alzar holds an open court of at least one hour, but often up to three to hear any issues that need to be brought up by anyone.

Each day Alzar hears any major judicial cases that were appareled or are sticky enough to need his help.

Previously he would have all of the secret lycanthrope enforcers and spies report to him, but now they report to Aleigha and he takes her reports. Snarla is 2nd in command of them, due to her massive loyalty to him. He gave her a couple of magical items as well such as a Ring of Pro +2.

He also helps out with the current construction projects in Evenarrow, casting spells to help, or using magical items, as well as loaning things like the Spade of Digging or Flying Carpet, which can be used as a flying base to do detail work. The Ring of Telekinesis is pretty useful too. And Alzar will conjure allies as well that help (his earth elementals and sandlings are the best by far)


Almost every day, Alzar checks on the main industries in Evenarrow, namely the Foundry and book working and alchemist’s shop. Although his magist’s are trusted to do that if needed. Similarly, each day Alzar will often check on their lab and research work.


Every day Alzar spends between 4 and 6 hours working with his apprentices, and directing their tutelage.


The rest of the time Alzar spends casting daily spells like summons (Invisible Stalker, for example), doing research or creating an object, reading books, and more. Remember he has some items to help with that, such as the Lens of Speed Reading. Because of the Lamp of Creation, him, and his magists and others working there, can make 2 things at once, like create magical items and research a spell, or create two golems.

Alzar also has a number of time savers, like Consume Knowledge to immediately gain the knowledge of a book (at the cost of destroying the book) or his research and divining proficiencies.


And’s that’s pretty much a day in the life of Alzar.

Abe Sargent
03-09-2018, 08:14 AM
He needs to create a new magical item, and he hits his spell and item research part of his library.

Here’s his goal:


Quill of Bookcopy

Can use Alzar’s Bookcopy to copy one book to another, takes two hours to copy a book over. Does not need to refill ink.


That’s it, it’s a pretty simple object. One of the objects is already know, and Alzar finds receipts in the library he already found. That’s a Neverdrying Quill that just won’t ever need to be refilled, and that’s a cheap and simple magic item that only needs three things, none of which are that tough or difficult. The second is layering in the Bookcopy spell. Now that’s just a level 2 spell that it can physically do over the course of two hours (one hour per level of the spell). Alzar will also need to use permeance magic after loading his object.


So he’ll need this:


Cockatrice feather
Ink from an ancient giant squid
Verite tip created in the longest day of the year

And the original recipe would cost just 2k in gold to make.

And then add to it this:

Wax from a hivebrood den
A spark from the Elemental Plane of Lightning

And then enstar the spell, create the item, meld it, remove all magical taints, and then enchant it.

Alzar is going to make three of them

He scouts for a cockatrice and then finds a family of them at a zoo in Glantri City. He teleports over and buys a trio of cockatrice feathers for 300 gp.

Then he swings by a magical item shop here in Glantri City and purchases the right ink. One of the most common ingredients for making scrolls is giant squid ink, and almost every alchemist or mage keeps at least one jar, but ancient ink is harder to come by, but in one of the centers of magic on the entire plane, you can find it for 1k/bottle. 3k spent

Alzar grabs verite from his dwarves over in Hammerhelm that mine the green-tinged metal. He has three ingots (100 gp each ingot) ready for making in two months. Hivebrood are a Pandius only special of giant bee-like creatures that are nasty. There are some here in Norwold, and he teleports to them, kills some hivebood, and harvests wax to use to seal in the magical ink.

Finally he heads do the Elemental Plane of Lightning. He researched an idea which he thinks will work. It does. He takes a jar of preserving and puts a magical amount in there he can use for the sparks, and it will work.

He has the ingredients ready, and he can make the tips on month 6, day 20 in two months, and then attach them to the quills, and by month 7 he should have three Quills of Bookcopy.

Abe Sargent
03-09-2018, 08:58 AM
Now let’s talk about a subject that probably none of you know noticed, even if you played a ton of D&D. Books and their cost and such.

So this next section is going to be a little detailed.

In the core player’s handbook for the game is a chapter on equipment and purchasing it. Among that is a set cost for something very expensive with the core rules. Paper. According to the core rules, a single sheet of paper is 2 gp. There are even later books that use that 2 gp cost. For example, if I recall correctly, the Complete Wizard’s Handbooks talks about the value of a wizard’s starting spellbook being around 1000 gp due to having 500 pages. Which would mean that collection of twenty five books that clocked in at just 5000 pages would have a cost of 10000 gp in raw resources alone, let alone the additional value from what was written and the book itself. Clearly, a single sheet of paper can’t be 2 gp.

Here let me quote another rulesbook:

(Player’s Options, Spells and Magic)


On the section on library acquisition

Naturally, a library worth 10,000 gp is not a heap of treasure waiting to be carted off by the nearest adventurer….generally a library is composed of books ranging in value from 50 to 500 gp, although unusual works may cost more. A library valued at 2000 may have 15-20 in the 50-100 range, a few I m the 10-50 range, etc….

Clearly, you cannot have a piece of paper cost 2 gp each with this economy. I have ruled that books average around 25 gp each, which will include non-academic works like novels and travelogues with little gp value, as well as the academic books Alzar and others use for magic research. (It also says that 2000 gp/value requires 25 square feet of space, so a 1 mill library is 12,500 square feet, but that seems a little light on the space.)

I am thus assuming that 2 gp was a type and really meant 2 gp for a blank book, not a page in it. Because otherwise, selling paper would be how adventurers got their cash. They’d scour desks and bookshelves for blank books and papers and sell them like jewelry. Can you actually imagine a 200 page journal costing 400 gp at a market? That’s clearly silly.


Vix has found an nasty keep over to the west of the area in the Jotunheimr Hills she heard about from locals. After Alzar gets the quills ready next month they’ll check it out. Apparently this keep, called Hellgate Keep, has become the home or demons fleeing battle with Alzar here locally but without either a way home or an unwelcome home they are worry about.

Abe Sargent
03-09-2018, 09:45 AM
Year 11, Month 5

Bookfind secures just 344 books from Hamedh, and he only gets another 500 books from stores. This resource is almost ending. Next he’ll head to Thorasia for books, and that’s a normal sized world with a ton of books available.



Construction continues on the various projects Alzar has started in Evenarrow.


The ten Iron Statues are ready, and Alzar uses the Book of Living statues on them to animate ten Iron livening statues.. As a reminder, living statues are sort of like starter versions of golems that doesn’t require magical items to hit. He already had 2. This gives him 10 more.

12 Iron Living Statues, 25 HP, Thaco 17, Deals 2d8 damage from punch, non-magical slash/pierce weapons stick to it after hitting it. AC 2.

Not major constructs, but every little bit helps.

Alzar is now working on his soupped-up wrath after concluding research on it.

Alzar and Vix teleport over to the Keep, and are ready to put it out of it’s misery

Abe Sargent
03-09-2018, 11:51 AM
Beginning of Hellgate Keep

http://d2ydh70d4b5xgv.cloudfront.net/images/d/5/hellgate-keep-advanced-dungeons-dragons-forgotten-realms-tsr-1998-dcfef29fc2c5559380732c25038e0795.jpg

One of the good things about this adventure is that I just bought it and thought it’d work pretty well if used the backstory to reflect current reality.

In the core module, Hellgate Keep was once a nice Keep east of Silverymoon, and then fell to demons and other lower planer dorks who took it over and used it as a base of operations. Annoyed by the power of the folks at the keep, Harper’s assembled a squad to take out the many demons and powerful critters here at the keep, and then broke many of the foundational infrastructures to prevent another group from coming in with an artifact they had, but they were not disturbed by ruins underneath the Keep, and that’s precisely what wound up happening.

So we’ll be getting the Keep before it fell to the good guys, and I’ll be emphasizing the two demon types that were heavily zonked here in Norwold – SpyderFiends and Ba’atun. They’ll have more than fled here as well, but taking out the antagonists that survived and are rebuilding a new power base feels like a pretty good next step in this ongoing struggle. I also love the core bad guys here, powerful, raised demon infused characters, that if high enough a level will give the party a challenge, and I will give them allies outside of demonic fun times like apprentices, golems, charmed pets, and such. It’ll be fun. I’m also going to follow Alzar’s lead in Thorasia. It’s hard to crack a big fat small nut than a long, narrow, skinny one. The same is true of dungeons, put everything in one basket, don’t have 60 or 100 rooms across a dungeon with all of the bads split up and easier to deal with.

After consideration, I would say that demons have been the major antagonist for Alzar through the entire dynasty.

Abe Sargent
03-09-2018, 02:13 PM
They head into the only level of the keep. There is no second story. Save in the towers. But there should be at least one under level.

Alzar scouts with his magic ahead of time and has noticed really two types of demons in Hellgate Keep. The first are a group of Alu-Fiends, tieflings, Cambions, and a handful of other humanoid looking and appearing demons that can hide back here in the Hills away from prying eyes without causing too much of a ruckus. They have ruled this keep for some tim e and have been here a while, tucked away, adding to their strength in a way very similar to how Alzar did in his dungeon creation days in Thorasia when he had his home underground that he kept adding too with local raids and such, and kept off the local map by sending his minions that would cause issues, like undead, elsewhere, and using charm and other magic as the front face of himself. These humanoid leaders have done the same, and appear to have brought in a larger amount of magical items and other things of value.

Meanwhile the other type of demon is the normal, ugly, antagonistic, and prevalent demon, including the ba’atun and Spyder Fiends, and others that have fled Alzar and others, and looked to Hellgate Keep as a place of sanctuary and a base of power.

The goal here is to go stealthy at first and get a feel for the Keep. Alzar uses the Face of Xenous, Censor, and Wizard spell to summon three Air Elementals, has his invisible familiar, cast an Invisible Stalker, and uses Dust of Disappearance on himself and Vix.


Alzar uses his Scroll of Portals to create a Passwall effect in the Keep and they enter from a place other than the front door. They arrive in a large tower, the largest tower in Hellgate Keep. Alzar chose it because it seems to be fairly isolated from the rest of the Keep. They arrive at a central staircase and then they face a trio of ba’atun flying down, and they see through the invisibility and and one of them fails to gate in help and the others shout for aid. Battle is joined.


2 vs 8

Alzar and Vix penetrate the walls, and cleave and piece and each slay one o the two demons in front. The last flies away outside of the Keep. Vix spear nails it, teleports it back to melee range and they kill it. Hmm… why didn’t try to teleport?

Dead demons that fall here go back to The Abyss, and not much happens other than being banned here. Maybe that’s their way home

Abe Sargent
03-09-2018, 02:35 PM
Alzar’s aid smashes hard. No one responded to the ba’atun;s cries, and they head up the tower, and find no traps, but on the next floor, about 5 demons, this time various sorts including two Nabassu, one Vrock, and two Spyder-Fiends, the most powerful of those SFs.

Battle begins!


5 vs 3

Alzar and Vix are missed (cloak, high AC). Then Alzar and Vix carve deeply into some demons.

6 vs 7

Alzar and Vix each slay a wounded demon, and another dies to elemental smashes. Then they are hit.

Alzar – 82/90
Vix – 143/151


8 vs 5

They are hit a little more.. They slay the remaining demons. Again, no gating or teleporting away. Odd. Did they want to die?



Alzar – 74/90
Vix – 129/151


Vix and Alzar arrive at the top of the tower, and there’s treasure here that Alzar will add to the treasure pile later. He’ll look at it later.

They head back down the tower, and head to the adjacent corridor.

Abe Sargent
03-09-2018, 04:38 PM
This corridor is alarmed and ready!


All of the bad guys Alzar scouted have arrived at large central courtyard that is across the hallway. Like Alzar, they have cast a spell on the walls and temporarily destroyed them to hit Alzar, Vix and his handful of summoned people on the edge of their return from the tower.

None of these demons can gate or teleport, they have lost those abilities. (It’s been stripped of them by higher ups for deserting their posts and such)

It’s a lot of foes. During the handful of rounds Alzar/Vix and others were in the tower and cleaned it, they have assembled all of the minions here in the Keep, the towers, the dungeons, and more. They have also summoned, conjured, freed, and used items to bring out others. Here are each of the foes Alzar is facing:

Countess Sarya Dlardrageth – Level 36 Mage, Cambion, AC -2, HP 88, immune to 1-2 level spells, needs +3 to hit, surrounded by aura of fire, immune to all magic/normal fire, takes normal damage from cold/water attacks, anyone trying to hit her, even if they miss, takes 1d4 heat hp in damage (Alzar is immune), uses +4 Whip of Poison as weapon if force to do so, knows a ton of magic and has multiple weapons and items equipped. She has a Ring of Earth Command on.


3 Apprentices of Countess Sarya here, each is level 5 human wizard

Sarya controls, and has summoned, these (She used a Time Stop and Greater Spell Trigger to cast a lot more than you might normally expect in this small amount of time)

1 Greater Earth Elemental
2 Earth Elemental
1 Fire Elemental
1 Efreet
20 Shadows
1 Invisible Stalker
1 Nightmare

Quasit Familiar

Lord Ryvvik Dlardrageth, - level 36 fighter, Cambion, Ac -9, HP 162, has +5 Long Sword that deals double damage to good people, weapon grandmaster, will deal 1d8+13 for each hit, has a THACO of -12 and three attacks/round, with a powerful magical shield and a ton of items.


Lord Xharl Dlardrageth, - level 36 fighter Cambion, AC-4, HP 158, has +5 bastard sword, +4 short sword, duelwielding, deals 1d8+13 for 2 attacks and 1d6+12 for 2 attacks.

Xharl has a Ivory Elephant figure of wondrous power and summoned the elephant.


Aliisza, Level 35 cleric, Al-Fiend, AC-4, hp 115, +5 warhammer of fighter slaying (double damage x fighters), +4 shield, etc

Aliisa has conjured, or controls, these:

4 vampires
35 Ju-Ju Zombies


Kaanyr Vhok, the Sceptered One – level 36 mage, cambion, AC -1, HP 78, has fear aura that causes any to look on him to save vs fear, or run for one full hours by each +1 on the failed save. Wields the powerful Scepter Malevolus in battle, one of the most powerful weapons ever,

Vhok has charmed and created these allies;


2 Purple Worm
10 Iron Golems
15 Ogre Mages
1 Wyvern

Ice Mephit Familiar

1 level 7 apprentice
3 level 1 apprentices

The Tananukka – Level 35 tiefling thief, AC-9, THACO -3, can become invisible at will, backstab x5, can turn invisible. Won’t work against Alzar, he’s immune.


In addition:

51 Spyder-Fiends
21 Ba’Atun
4 Nabassu
3 Dretch
1 Vrock
1 Marilith
3 Hezrou
9 Nalfesnee

50 skeletons with Transmute Bone to Steel cast, and +1 weapons of many sorts, and shields and armor, to give them an -2 AC and 20 hp.


All of the creatures, save for the 50 skeletons, have haste cast on them. Aliisa has just cast a Demonic Aid spell that gives their entire team +1 to hit, +1 damage, and +1 THAC0.

Abe Sargent
03-09-2018, 11:12 PM
So, what’s Alzar’s play here?

He needs immediate help. Big help. In a normal battle, a Greater Earth Elemental or a few earths would win a bunch of battles, but at this high of a level, no way. It’s not here.

Options:

Alzar is facing roughly 90 undead, 100 demons of various types, mostly weaker ones, 10 golems, 20 spellcasters like Ogre magi and high level casters, and powerful melee combatants. He has 3 Air Elementals, 1 Imp, and a Stalker. Now, he has the items to summon more bad guys or the spells, sure. But he needs an instant army to fight on the same level as these.

Alzar Mass Teleports himself, the elementals, and Vix away.

One hour later:

4 Elementals from Face of Xenous
1 Greater Earth Elemental
12 Death Tyrants
1 Invisible Stalker
2 More Air Elementals
2 Earth Elementals
1 Fire Elemental
35 Sandlings
2 Efreet
1 Nightmare
3 Griffins
4 Dire Bats
30 Shadows
1 Onyx Dog, 1 Ebony Fly, 2 Obsidian Steed, 1 Serpentine Owl, 1 Giant Sized Ferret
Aleigha with Iron Skins cast
Snarla, Maerie
Dragotha
20 Hordelings
35 Ice Mephits
5 Bearded Devils
1 Android Bodyguard
6 Berserkers from Horn of Valhalla
20 Lichlings
Imp


Alzar had Vix and others hand out nasty powerful items like Scrolls, potions, Spellcache Rings, Beads of Explosion, Wands, Dust of Appearance, and such. Vix uses the various figurines, others the Horn of Valhalla, while Alzar conjured and teleported around the big guys.

Alzar casts Worldwake and opens up a 33 turn long giant portal into the courtyard of Hellgate Keep. Alzar can see thy used their time wisely and added about 10 minor Earth Elementals and a Dao.

Get ready…


Alzar’s major force here at stopping his foe is the Death Tyrants. 12 undead beholders dropping anti-magic rays and firing their other rays is just hard to deal with by any force, even one as large and well-coordinated as the occupiers of Hellgate Keep.

Now, if you’d like, I could just fast-sim this. I could toss a few random.org chains of dice rolling. Alzar is bringing around 200 folks against about 300. But his force features some powerful minions like the Death Tyrants and the…uh…death tyrants. They are his deus ex machina….

But, this should be a lot of fun, right?

I mean, how often do you get to run a fight this big.

You’ve gotta gofer while you can

Abe Sargent
03-10-2018, 01:32 AM
Initiative….

Alzar is not wearing the Ring of Quick Action, Maerie is. He has Ring of Spell Turning and Free Action. He has given a ton of defensive items to those for whom it matters.

7 vs 9

Alzar casts Time Stop. He goal is to drop defenses (Dispel Magic) and then Wail of the Banshee to drop numbers. And then…just two castings. Some magic of there is gone, and Wail kills some fodder – Alzar kilts 16 Spyder Fiends, but that was it.

6 vs 1

They are out of Time Stops, using them before to prepare. So their plan is to move around, casting mass damage spells that can deal damage to everyone, and spread out and get away from Beholder eyes. Many beholder eyes.

Their fighters and thief step forward and take out two fodder elementals, and base Vix/Aleigha, and tankers in the middle like Elementals. Only four Ogre Magi are outside of the AM Area, and cast magic missiles, that smash Vix for 56 total damage. Alzar has the Gem of MM Reflection on himself, and maybe they know that?

Fodder steps forward and smashes or kills 16 of Alzar’s smaller minions on the flanks, like Mephits and such. Another elemental and two Hordelings and 1 Bearded Devil pass in that number as well. Some fodder badly damages some Death Tyrants. More weapons carve Vix for 33 more.

Then Alzar’s team goes, and though they are down 18 troops, including three elementals. But the Death Tyrants beams lance out, and multiple foes die to Disintegrates or Flesh to Stone effects. Alzar ordered them to concentrate on the 5 Ogre magi outside of the AM rays, and then on apprentices and other casters. 17 fall to various rays, even Cause Serious Wounds and such. Then Alzar’s elementals and fodder take out another 9 fodder. Vix hits their fighter, Xharl, for 44, and then Alzar casts Heal on Vix to fully heal her. Aleigha, in werebear form, bites Xharl for 11. No one else of his heavies does too much, and the Efreets had a minor round on all sides as well. Dragotha breathes lightning and slew a vampire.


End of Round –

Xharl – 55 taken


5 vs 4

Their foes keep initiative. With it they have a great turn. They slay three Death Tyrants, take out Alzar’s Nightmare, drop the Stalker, eliminate Sandlings, Mephits, and then they hit Vix for 33, 44 and 29 with weapons and she is badly savaged. They manage a few light spells outside of the remaining AM zones, but only a few survived the first rays. They cast minor magic at Vix for 14 from a Melf’s Acid Arrow and 15 from a Shocking Grasp. Nothing too big. They took out 19 creatures this turn. They heal Xharl. People outside of the Death Tyrants were tossed Potions of Explosions and cleared out more fodder than Alzar expected.

Alzar forces the Death Tyrants to finish the Ogre Mages and apprentices this turn, as their major spellcasters have moved outside of range. They do, save one apprentice makes three saves. Their Efreet falls to the punch of an angered Greater Earth Elemental. Maerie’s bow bites out and pierces and finishes a wounded purple worm. And the rest are fodder. Alzar is forced to Heal Vix again this turn. They take out another 19 foes as well. Dragotha slew another vampire. Alzar shouts at Maerie, giving her a predetermined signal.

They need one turn of momentum to change the tide of this battle


Next Round

Maerie uses her Ring of Quick Action. Her team wins momentum.

Alzar did the quick math. As of right now, his army has lost 37 of roughly 200 troops, including heavy hitters and one-fourth of his Death Tyrants, with another two badly wounded. They have lost 60 of 300, almost exclusively lower level fodder. Only major kills, like Efreet and Purple Worm have happened. None of their big six are wounded. All ten golems? Big demons like Marilith? Of their 60 losses, around 40 are either Spyder-fiends or Skeletons, and another 8 are just Shadows. Alzar needs momentum, and he has to stop losing initiative rolls to get it. Their golems are on some of his Tyrants, and that’s a rough matchup for him. There are led by the Marilith and a smart fighter well, and are very well organized.

This the round they need to start winning in the trenches. His Death Tyrants rays hit 9 more fodder, and 2 decent sized dorks with their Nightmare and Vrock falling. Alzar’s other forces, not that great, but Nix and Tazneem take out a single golem between them. Still not much. Vix and Aleiga do 65 damage on Xharl. What Alzar is focusing on is getting one big kill. Ahead of battle, they saw Xharl as the weakest link, given the two weapons waddled but likely easier to hit as a result. They wanted to focus on him as the target of opportunity. Alzar’s Axe and Shield, if they all hit, would not kill him. Would a Power Word Kill drop him? Possibly, but he’s not fully sure. (It would, actually) but Alzar wants to cast something that would have a bigger effect on his foes, and his Skulltrap is cast among fodder to the right. Alzar loses two Ice Mephits and 1 sandling for 11 Ba’Atan. Good trade. Dragotha breathes her final breath and another vampire dies. They slew 31 total including his spell.

Then they go. Xharl drinks an extra healing potion and is healed, Vix takes 44 from melee weapons from thief and fighter, and then their golems and folks drop two more Death Tyrants. Some of their fodder lasts and smashes more of Alzar’s fodder. Their mages and Cleric are out of AM range and cast Strip Resistance on Alzar dropping his MR to 39 and a Remove Magic tags him and hurts his spell defenses for a 10 set of rounds. They take out another 8 fodder and his team takes more explosion potions. They lost another 19 foes.

Vix – 106/150


5 vs 6

Alzar casts his backup stored Time Stop. Again, he needs momentum. He casts Prismatic Spray, Cleaving on Sarya removing her protections, and then… yes has one more spell, Power Word Kill. They work, and Sarya falls. Spray takes out a few flks with rays.


End of turn

Quick check:

They have left:

5 core Cambions, Alu-Fiends, Tiefling
12 skeletons
1 level 5 apprentice
Both familiars
8 golems
11 Spyder-Fiends
5 Ba’Atun
3 Nabassu
2 Dretch
1 Marilith
3 Hezrou
6 Nalfesnee
1 Purple worm
1 wyvern
1 elephant
13 shadows
1 Fire Elemental
1 Vampire
29 Juju Zombies
1 Greater Earth Elemental
2 Earth Elemental


8 vs 4

They again get initiative. Annoying. They melee Vix for another 67 this round, kill another Death Tyrants, wound Maerie for 33, heal some damage, and Banish Alzar’s remaining elemental. Another 11of his fodder, including, Lichlings and such, pass.

Maerie uses a Spellcache ring for Stoneskin, Aleigha hits for 18, and Vix gets Alzar’s last Heal and then spears for another 44. More of them die, with rays from the Death Tyrants hurting. Alzar has ordered his forces to fully smash the golems, where his flank is fading. Snarla tosses Bead for 25 damage and clears out some more of their undead fodder. His efreets savage more foes, and Dragotha kills the last vampire in melee.


Xharl – 62 damage taken

Maerie – 33 damage taken

2 vs 3

Alzar just wins init. Can they take advantage? Xharl is hit by Vix two of three times this round for 39. Aleigha cannot connect on her first try, and but adds 8 on the other. Alzar is right behind them, and he slashes with Selnyr and carves twice for 38 and Bright Barrier smashes for 14. Still alive…?

Yes, Xharl falls! Two of their main down, but they have so many fodder left it’ll be rough.

Death Tyrant rays smash and they fail some more saves with only three spellcasters remaining, one of which is an apprentice, they are good, but Alzar ordered them to fall behind fodder, and in so doing, the major mage left is exposed and can cast a spell. Dragotha takes out a purple worm. Maerie misses, and Snarla tosses another bead for more fodder. Just another golem falls.

They return. Their mage casts Dispel and removes all of Alzar’s teams protections, like Stoneskins and such. They hit Vix for 40 with Ryvok and another 20 with their tiefling thief. They smash a bunch of fodder, and base again the Death Tyrants for next round. They hit Tazneem for 15 ranged damage


Vix – 90/150


6 vs 1

They retake init, a rough swing. Vix takes another 67 in melee, but makes a save from a spell from a mage. They drop more Death Tyrant, and Alzar is at 5. Tazneem takes another 17. They hit Aleigha for 22 and miss Maerie.

Alzar is out of full-heals for Vix. She has a Spellcache Ring with teleport but it’s early for that. Instead he’ll burn a Heal spell on a scroll he had. Vix move to Ryvok but hits just once for 19. Aleigha misses, as does Maerie. Snarla uses her final bead and kills more fodder. The bodyguar’d missil weapons find Ryvok for another 9. Again, more Death Tyrants are pulling back, and again, it exposes a mage. They kill the apprentice, and Dragotha misses. Nix kills an earth elemental, and Tazneem another major threat.


Damage taken

Ryvok – 28
Maerie – 33
Tazneem 27

Current Battle Roster:

4 core Cambions, Alu-Fiends, Tiefling
8 skeletons
Both familiars
7 golems
10 Spyder-Fiends
5 Ba’Atun
3 Nabassu
1 Marilith
3 Hezrou
6 Nalfesnee
1 elephant
11 shadows
1 Fire Elemental
21 Juju Zombies
1 Greater Earth Elemental
1 Earth Elemental


Alzar’s team:

1 Greater Earth Elemental
5 Death Tyrants
1 Earth Elementals
22 Sandlings
2 Efreet
1 Dire Bats
8 shadows
1 Obsidian Steed, 1 Serpentine Owl, 1 Giant Sized Ferret
Aleigha, Snarla
Maerie
Dragotha
8 Hordelings
16 Ice Mephits
3 Bearded Devils
1 Android Bodyguard
11 Lichlings
Imp

Still a lot of fodder left on both sides like Sandlings and Skeletons and shadows and such

Alright, this thing has barely started, right? Alzar has used both Time Stops, Cleaving, Power Word Kill, all of his Heals and a Heal scroll, what’s left….?


Next round….


4 to 5

They lose freakin init. That might have been a really touch time to have lost it again. Alzar’s team hits Ryvok for 55 total damage across four characters, and then he wants to force their cleric to play defense instead of protecting Ryvok, so he casts Remove Magic on their cleric to slow them down and give some screwed up spells and magic and such, like him. His 5 Death Tyrants take out more fodder, and his concentrated attacks by Dragotha and the Efreets drop two golems. As per Alzar’s command, Snarla grabs a Wand of Magic Missile and pumps their cleric with three missiles for 12 damage.


Their cleric casts the final Heal spell she has on Ryvok. Ryvok hits Vix all three swings for 48. Their thif crit misses once, and makes the other attack for 15. 8 more of Alzar’s team fall.

Vix – 82/150
Maerie – 33 damage taken
Their cleric, 12 taken

Next round

9 vs 4

They win back init. Alzar’s team loses another 11, and Vix takes….41 from Ryvok and 25 from their thief, no misses. 65 total. Their mage steps out of AM range, they cannot break the cordon keep the Death Tyrants back, but they do kill some of the protects acts that 11. Their cleric casts a heal spell to heal herself.


Vix – 17/150
Maerie – 33 damage taken

Alzar needs Vix to remain in the game, as long as their heavies focus on her, he is winning the flanks. If she falls or leaves, then they will need help.

But if they lose initiative this round, she will fall. He is out of Quick Action tricks. 50/50 chance, here we go….


5 for Alzar’s team….

2 for theirs….

They smile. They know how big a momentum gain that was. Ryvok slays her, and Aleigha is missed by their thief. They hit and badly wound a Death Tyrant but cannot finish it. More fodder falls, and Tazneem is hit for another 16 long range. Their mage slips out of AM range and casts Disintegrate at their last elemental and…it makes its save.


Snarla is pointed by Alzar at the cleric, and missiles stab for 14. Maerie adds 9 to Ryvok at range, Aleigha 17. Two more golems fall, and much of their fodder is down. Alzar uses his Boots of Striding and Springing to base their cleric. With Vix out, he has to be the tank. No one else on their team can do as much damage and spike players hard. Alzar’s axe bites her twice for 38, but his Barrier misses.


Tazneem -
Vix - Dead

Ryvok - 26
Cleric – 52

4 vs 7

Well at least they won initiative back this round! Alzar’s axe attacks three times this turn with his proficiency. He just needs a 3. 16. 14. 5. He hits three times for….51 damage and the Barrier needs a 8. He tosses an 8 exactly and hits for another 12.. 63 damage. Magic Missiles from Snarla for 14 finish her. Dead cleric. That was a big turn. Death Tyrants with a lot more fodder, the last of the golems fall, Maerie and Aleigha cannot connect save for a paltry 4 damage. They hit back and badly damage Tazneem. Maerie takes another 10, and Aleigha 44.







Tazneem – 65
Aleigha - 44
Maerie - 43

Ryvok 30


5 vs 7

They keep init. Tazeem teleports away. The last of their golems fall to Nix and Dragotha, and they have nothing basing the Death Tyrants now. They kill a ton more fodder, demons, and such. At least 40 foes have been petrified in this fight already. Maerie and Aleigha each quaffs an Extra healing pot and heals 25. Snarla hits Ryvok for 12 more with her wand. Alzar jumps and melees their their mage, but she has some shield that dodges his attacks, did she get off a Total Immunity? She is hit just once for 11 by the shield for 11. Maybe it’s the artifact nature of that item?

Ryvok and their thief add another 50 damage, even, to Aleigha. Their mage casts a nasty spell at Alzar (Power word Kill) but hits his MR of 39. They smash another 10 of Alzar’s swindling fodder, but none of his remaining bigs were hurt. They missed Dragotha after Tazneem left.



Mage – 11
Ryvok – 42

Aleigha - 69
Maerie - 17


6 vs 3

They retake init. Aleigha takes another 61. Maerie another 11. Their mage casts Power Word Stun at Alzar, and with his MR, or Spell Turning, or immunity to the spell with Free Action, we’ll just rule that doesn’t work. In the last two turns, almost every Sandling Alzar has is gone – only 2 remain.


Alzar orders Snarla to switch targets, and the mage takes 14. He leaps into melee range and blocks Aleigha and melees Ryvok, replacing Vix here. He hits twice (out of three) for 39 and his shield misses too. Death Tyrants have pushed, and their mage is covered by AM and their disintegrate rays hit more demons as their petrification ones undead. Dragotha, again missed, melees and wounds their Marilith, and Nix hits it again and badly wounds her. Aleigha retreats, covered by Alzar. Maerie uses another Extra H Pot. Alzar’s last flyers, and their ain’t much, base their name, like his final Dire Bat.

Mage – 25
Ryvok – 81

Aleigha - 130
Maerie - 3

7 vs 9

Alzar retakes initiative. His Death Tyrants again smash and do mad damage. He hits Ryvok twice again in melee and again misses with his shield, for another 40 even. Snarla’s missiles smash their mage for 15. Maerie hits Ryvok once with her bow for 6. Their mage takes 12 in melee damage. Aleigha quaffs another EH pot. Dragotha and Nix finish their Marilith.

They hit Nix for 22 on a crit. Ryvok grabs a Gaseous Form pot, drinks it, and moves to flee. Their Thief does so as well. Their mage cannot cast spells this round as the two death Tyrants, free of any markers, have it in a vice. Instead he melees with a scepter, and one of those on melee disappears in a puff of acrid smoke. They hit more fo Alzar’s fodder, and Maerie is hit for 21.


Ryvok – 127 – G Formed
Thief – G Formed
Mage – 37

Aleigha, 105
Maerie – 24
Nix – 22


4 vs 6

They keep initiative. They finish the mage who can’t use magic, while Alzar chases off after the two gaseous forms. He casts Control Winds and blows back Ryvok, who is now trapped in a sphere about 20 feet above the ground. He can’t get the thief as the Tiefling went in a different direction. More fodder falls

Ryvok turns back into a person, falls, breaks his fall, and attacks Alzar for 41.

Ryvok – 127
Dead – Magex2,cleric, fighter. Escaped Thief

Alzar 49/90
Maerie – 26
Aleigha – 70
Nix 22
Snarla – 5
Dragotha – 22


5 vs 3

Ryvok is trying to kill Alzar out of spite, but misses once for 35. Very little else is done. Alzars crew, led by the fodder, has forced their remaining force into a corner, and with AM eyes, Death Tyrant rays, etc it’s done deal.

Alzar hits just once on Ryvok with Selnyr for 15. But the Barrier smash for 10 and slays him. his other forces are bowing defenders behind shadows, etc



Alzar - 14/90

They finish three rounds later.

Abe Sargent
03-10-2018, 07:27 AM
Hellgate Keep is retaken, and the tiefling won’t ever be heard from again.

Alzar uses the 7th level cleric spell he didn’t cast to Resurrect Vix. He grabs the other corpses and will use various divinatory magic on them. Meanwhile a day later they have scoured the rest of Hellgate Keep and removed all traps and found a ton of stuff. Get ready….


Laboratory for making Iron Golems

1 Iron Golem body ready for enchantment

They find 666 books on Demonic Lore
350 books on Crafting and Making Golems
350 Books on Charming and its use and benefits

Ring of Earth Command
2x Ring of Warmth
Belt of Stone Giant Strength
Necklace of Adaptation
Periapt of Wisdom

+4 Whip of Poison
+5 Long Sword, 2x damage vs good
+4 Plate Mail
+5 Shield
+5 bastard sword
+4 short sword
Ivory Elephant figurine of wondrous power
+5 warhammer, 2x damage vs fighters
+4 shield
+4 chain mail
+5 plate mail

Potions: of Gaseous Form; 2 of Extra Healing; Infravision; Spider Climb


188,000 gp worth of coins, gems, jewelry.


Scepter Malevolus – Chaotic Evil Scepter. When Alzar grabs It he takes 10 damage. He then uses telekinesis magic to secure it until he can review it later. It will be a +5 mace, CE, can be used 5xday to Detect Law/Chaos , when it hits a lawful creature, acts as Mace of Disruption,(save vs spell or be destroyed), can be used 1/day to cast Chaos Sphere that creates a sphere around the user that prevents any non-chaos magic from passing through, much like Anti-Magic Shell but for chaos. Lasts for 10 minutes.


Aoxar’s Helm – If “worn” by a dead corpse for a day, the next wearer will see the last hour of the dead person’s life.

Craenmol’s Warpick - +3, shines like the sun, can be hit on the ground to echolocate for the user, must be fend 200 gp a day to work.

Dragonsheart Armor of King Convar III – This is the armor worn by a famous dwarf king made of red dragon scales, gives AC5, +1 saves vs fire and dragon breaths, -1 damage modifier on for fire damage,

Glove of Taarnahm the Vigilant – Chainmail gauntlet gives a melee weapon equipped the flight abilities of a dwarf thrower +3.

Ring of Invisibility Shifting – Can be used by a rogue to shift in and out of invisibility 10/day for backstabbing in combat, but each use lasts just two rounds.


Lashing Sword of Samos the Skullreaver - +1 short sword, like Mace of Disruption (Hit undead saves vs death or dies)

Pegasus Helm of Kloeth Ironstar - +1 AC full helm, summon a spirit Pegasus 2/day, fight only.

Twinblades of Alight – Vorpal battle axe has one half forged of mithril and the other of cold steel. Functions as +3 vorpal battle axe when used b dwarf, +2 battleaxe elsewise.

Tyranny’s Knell - +3 warhammer, dwarf thrower, can be shrunk to nothing.

Chaldaorn Katar – Punching knife variant of Dagger of Venom


Nychyaella’s Healing Spear – Can heal it’s wielder once/day, transfers all damage wielder has taken and transfer as it hits the next strike.


Shattering Swords of Coronal Ynloeth – These two blades are left from a destroyed artifact, they are +2 longswords in battle and are designed to work together in battle. Once/week, they can shatter where they can break into a shard storm that deals 30 damage to all foes in melee range.


Shroudcrown – Circlet allows wearer to control undead as a 10th level cleric, and renders the welder immune to things as an undead


Staff of the Moon - +4 quarterstaff, can be used during a full moon to invoke a Moon-Beam that will strike all desired targets within one mile for2d6 damage if the target is evil and/or undead.


Tasmia’s Heart – Bustier with jewels and gems and chain. Acts as Helm of Underwater action and Ring of Free Action.


Thyrsus of the Arch-Druid – Staff topped with carved pine cone, it commands trees like a treant.


Ynloeth’s Bracers – Bracers of Defense AC2, but it’s use prevents the caster from casting any arcane spells, and thus cannot be used by a mage or bard.


And then finally, after these items are collected and the Keep cleaned out, this is a very goof place for a garrison and surrounding village in the tough area of the Jotunheimr Hills. It can hold a garrison of around 400 soldiers, as well as support personnel and storage, materiel, and more. And there could easily be nearby villagers as well to sprout up. It’s in a good location, and would likely require around 25,000 gp to restore, so Alzar does.


End of Hellgate Keep

Abe Sargent
03-10-2018, 10:31 AM
Whoa, I just found something cool in my old D&D backlogue. So I really loved the idea of making dungeons and maps for my D&D adventures when I was a kid, around 10 and 11, I'd use graph paper to make this fun dungeons. I remember one was a side map of a tunnel system you got into from a Purple Worm tunnel, and such.

Well I had this epic saga I made I called "The Saga of the Tuning Fork" and each apparently disconnected seven dungeons had a great statue of a Tuning Fork at the end, each of them set to one of the notes (A, C, E, F, etc) on the chord. Once the party had found all seven note Tuning Forks and figured out how to align these statues musically, it opened up a secret eighth dungeon that could only be entered by finding and using the seven statues of Tuning Forks.

I just found my notes and maps for it. What a crazy zany idea I had a kid!

hoopsguy
03-10-2018, 10:50 AM
That battle was a load. Just how much did you end up buffing the bad guys up for this one?

Abe Sargent
03-10-2018, 11:42 AM
That battle was a load. Just how much did you end up buffing the bad guys up for this one?

Pretty heavily as I changed the story to make it so that the demons were still there and had to be destroyed, rather than you coming back to a place that had been destroyed in the past and wasn't as much of a challenge. The key characters I kept and gave them higher levels, adding things like apprentices, demons that had fled from Alzar's campaigns against them, and more.

Abe Sargent
03-10-2018, 04:06 PM
Year 11, Month 6

Alzar heads to the Thorasian Underdeep he explored long ago, and finds 3122 unclaimed books and buys 3500 in the Døkkálfar city for 30gp each and cleans out everything the Døkkálfar are selling here.

Alzar heads to a ceremony for the wedding of one of the nobles of Norwold, Him and Vix send around two days there at the ceremony.

This month, Alzar completes his three Quills. By themselves, working at 12 books/day, total of 36 books/day, is 4305 days, or 11.8 years. And with the extra 20 books from spells, that would be 7.6 years. Not bad. Still need to find ways to accelerate it, but not bad.

Alzar teleports to visit Vala, and gives her the recipe if she agrees to make two more for him first before she makes any for herself, and she agrees.

That should help even more.

Construction continues, save for a week when nasty rain and flooding stopped everything.

Abe Sargent
03-10-2018, 05:07 PM
Year 11, Month 7

Alzar will get another 1125 tomes from the Underdark this month, and 1000 other places with Bookfind. He get 1000 books purchased as well.

Alzar has finished researching his new undead, and makes it:


Mighty Wraith

AC-2
THAC0 – 10
HD – 8
2 attacks for 2d10 each + see below
Special Abilities – Energy Drain, Str Drain
Special Def - Requires +3 to hit, is invisible always and cannot be turned visible by Magic.


The Mighty Wraith is a powerful version of the normal Wraith, with better hit points, THAC0, and AC. When the Mighty Wraith attacks, if it hits, then the target is drained of one level and 3 points of strength (or 30 percentage in the case of 18/ str for fighters) and gains 10 HP and +1 to hit and damage for an hour. Any opposing creature slain by the Mighty Wraith will raise as one after one week of death, unless the body is blessed. Any creature reduced to 0 STR or lvls dies. Mighty Wraiths are invisible by creation, not by illusion, and thus cannot be turned visible by dispelling any magic. As such, it requires -2 to hit and -2 to damage against it unless otherwise can be seen or made out by the attacker. It is turned as a vampire, and cannot be destroyed by turning attempts, just turned. Mighty Undead are very intelligent, and cannot be controlled by clergy or necromancers without full concentration, unlike many undead.


Alzar finishes the next month after spending some time building his various projects at Evenarrow, some of which are almost over.

At the end of the month, he has dispelled the three books he took from a previous adventure from the library.


Scribes and Runes:

Read Magic, Wizard Mark, Detect Magic, Copy, Explosive Runes, Symbol, Write, Glyph of Warding


Meritol’s Meritful Magic:

Magic Missile, Melf’s Acid Arrow, Fire Ball, Ice Storm, Cone of Cold, Teleport, Delayed Blast Fireball, Power Word Stun, Meteor Swarm


Arresting Arcanabula

Power Word Stun, Hold Person, Ghoul Touch, Hold Monster, Paralyze, Temporal Stasis, Imprisonment, Hold Undead, Hold Golem, Seizure

Abe Sargent
03-10-2018, 06:36 PM
Year 11, Month 8


Another 2333 books found and bought from the Underdark


The Tower of Shadow should be finished next month.


One of Alzar’s highest Sheriffs passes of natural causes, and is replaced.

Vix has announced she is pregnant once again, and has been for at least a month. They expect delivery next year around Month 2-3.


Alzar’s other Quills of Bookcopy are brought to him by his own apprentice Vala and they will be added to be added to his Copy fun times.


Alzar begins work on the Nyx project to increase darkness. How? Where?


How about this:


Alzar’s Eclipse, Alteration

Level 8
Components : VS
Range: 1 mile/level
Duration: 1 hour
Casting Time: 8

This spell may only be cast outside during the day. For the next hour, within range, the Sun will appear to be eclipsed, and the level of light will drop accordingly. This spell will change the local light level for light based effects, such as shadow magic.


It will take Alzar 4 weeks to research, 24k to create, and then 9 weeks total to finalize, so 13 weeks total. Afterwards he will make massive copies and give it away for free.


Vix spends 8 days this month heading out on one of her immortality missions. She returns badly bloodied and damaged. But she comes back with an artifact dedicated and created by Thanatos. This is The Unmaker. It’s purpose it to unmake things or people. It itself was unmade by Thanatos, and Alzar and Vix will spend some time and try to destroy it, so that she can finish her fourth quest on the Path to Entropy.

Alzar begins working on another statue here for Vix

Abe Sargent
03-10-2018, 07:10 PM
Begin M3. Twilight Calling

https://s-media-cache-ak0.pinimg.com/originals/34/67/72/346772930b9a82ef774b41912c5cf8b6.jpg


To my mind, this is weakest of the five modules in the M series, but it’s still been set up, and plays to one of Alzar’s current Immortality Quests, so we’ll run it. It feels weird, and not truly M. It doesn’t feel like an epic high level adventure.


While this module isn’t a bad module per se, the core conceit of the plot and how it works could be done at the CM or X level just as much, and frankly, is a better X than M in theory. This module is also poorly fleshed out, and it’s not worth a whole lot to me, other than a quick distraction from the main story. Only at the end will Alzar be an M level character with an M level choice, and it’s a big one, but the set up doesn’t feel like it works for me.

Abe Sargent
03-10-2018, 07:39 PM
Let’s module on!

Near the end of the last month of the year, a man enters Alzar’s court and burst through the final guards, with the strength of the dying. He rambles about the courtroom about a doom that is coming and the “Carnifex” is coming and that Pandius has to watch out. They killed him in a horrible way, and now he dies, and in a moment his body has disintegrated. Alzar casts Speak with Dead and speaks with him. He won’t answer Alzar’s question about how he died, as the “trauma was too recently” but he does tell Alzar that he died on the Guardian Mesa about 625 miles from the border of his nation, in the western reaches of the Broken Lands.

Alzar is very suspicious of this person and info. According to the spell, a spell commonly used by him, they cannot refuse to answer a question, and no one he has used it against ever has. There is no saving throw or anything. Meanwhile, why would a man come from 625 miles away? Alzar suspects he is being lied to.

Later that day, he casts Contact Other Plane to verify the story. He finds out the man did not exist, he was an avatar of an immortal, Alphaks. But the information given was true, there is a race of evil creatures named the Carnifex who could be readying themselves for an invasion of Pandius.

Alzar teleports to Serraine and consults their Great Library. After a day of investigating, Alzar learns more about the Carnifex and the Guardian Mesa

Abe Sargent
03-10-2018, 07:49 PM
There is a large seven sided structure on top of the Mesa, and a Immortally placed sphere keeps off elements. In order to enter, you have to head into a cave at the base and then head up, or you can teleport in directly if you wish, the sphere doesn’t prevent magical travel, just normal travel and also keeps away the elements and those not ready for the challenge.

Squirreled away in a far away dimension is an evil race of Carnifex.

http://entirepartykilled.com/wp-content/uploads/2015/11/carnifex.jpeg?w=559


They are a nasty race of creatures that were deemed too much of a threat, so a coalition of immortals from every sphere agreed to lock them away from Pandius and there are seven sub realms and dimensions that were created and used by the immortals to lock down access to the Carnifex, although it is possible the Carnifex could escape eventually, they are magically locked down. At the top of Guardian Mesa is the entrance to the seven realms, and by collecting seven keys, and placing them into the altar in the Guardian Mesa structure, they can move to the realm occupied by the Carnifex.


Riding his Nightmare, Alzar uses Unifex and teleports there, and then glides down to the Mesa and steps off of his Nightmare and looks around.

There seven large rocks here, one in the front has a rainbow pattern, and the other six behind it has just one color.

Abe Sargent
03-10-2018, 08:05 PM
(In the module, each of the realms is just two pages. This is a 32 page module, where around 6-8 pages are maps, stats, and player handouts, and then set up for four pages or so and a table of contents. Each of the seven realms and subplanes is just two pages big)


http://2.bp.blogspot.com/-6Tp05qRCSzQ/VChxsnvzXwI/AAAAAAAAHls/C5Bf02wMipI/s1600/02_06_cave_of_the_ancients_web.jpg


Alzar gets on his Nightmare, and then places his hand on the rainbow rocks and disappears.

Each of these realms is meant to test one of the aspects of success of Alzar, to ensure he is well rounded and capable enough to get to the Carnifex.

Abe Sargent
03-10-2018, 08:27 PM
Rainbow Realm


Alzar arrives in a great grey mist on the other side of the rainbow henge. Far off, in the direction away from the henge, Alzar makes out the faint reflection of a rainbow that shines in the mist. When he turns behind, the henge can still be made out, and it is clearly the way out.

As Alzar leaves the grey mist and moves to the rainbow, a flying drolem, a golem made of dragon parts, arrives and attacks! Luckily, Alzar is immune to its breath as it is a gas attack. He is just susceptible to the physical attack

This drolem has 90 hp and an AC of 3, so it’s likely to die quickly to Alzar’s axe……it loses init and Alzar this for 47, and then he is missed (cloak). It wins init and then misses once and hits once for 11. Alzar finishes it.

80/91

Alzar moves off and finds a giant rainbow arch at the end of the mists, and here is a large sphinx that intones some riddles to him. He can answer them, and that allows him to cross a rainbow bridge into the main part of the Rainbow Realm

Alzar explores, and finds a great Quicksilver Lake at the end of one rainbow bridge. It thrives and pulses as if alive. Alzar flies above it on his Nightmare, but he can’t fly here and cannot lift off. He can just gallop on the horse instead.


This great quicksilver lake is belching poisonous gas, but Alzar is immune. It pulses with life, and he stabs it with his axe but it reacts as alive, but cannot be wounded with the weapon. He needs something more anti-lake. He uses Skulltrap, and then he heads into OtherSpace and grabs some beads to explode, and churns through 10 beads. Each time he flings one, about half of the damage dealt comes back in poisonous gas, but he is immune to both twice (Necklace of Adaptation and Unicorn Horn).


Inside the lake is a Master Wand with 50 charges that can duplicate any known Wand. A Ring of Protection +5 and Dagger +5 are there as well.


Another rainbow bridge heads from the other side of the now dead quicksilver make and arrives at a small village with a handful of Rainbow Knights guarding the exit. They greet Alzar, and he arrives and speaks with the leader of the Rainbow Realm, a man named Nabumetis. They play a game of cards and Alzar wins, and at the end, he is given the token of this realm, and Alzar heads back out after eating.

Abe Sargent
03-10-2018, 09:06 PM
Green Realm

The green henge leads to a wide branch of a giant redwood tree, and behind is the henge heading back, but in front is a large tree. Alzar heads across the branch and deeper into the tree. There is a room honeycombed with rooms like an elven fortress here in the tree. There are a number of finely crafted wooden statues here, almost 100, of elves.

As Alzar heads into the room, the statues transform into elves, and then they shout, “Die Carnifex” and attack, clearly thinking Alzar is a Carnifex.

Alzar has no compunction about killing 100 elves, but during the round of his cloak’s protection, he visibly sets his axe down and then asks of the elves, “Would a Carnifex lay down his weapon and talk to you?”

Unsure, they pull off, and one of their leaders moves forward. They nod towards him, and Alzar grabs his axe and they move forward, the elves accompanying him to ensure he is not a carnifex in disguise. They arrive at the court of a elven queen who asks, harshly, of Alzar, and he offers to submit to divinatory magic, and they show he is telling the truth when he tells her that he has come to take out the Carnifex.

The elf queen has the token to give him, but before she does, Alzar must free her realm from a nasty foe. He agrees, and she takes him deeper into the tree, past a gargantuan Treeant and its 12 controlled trees, and then to a dark section of the tree to a succubus here with a small entourage. Alzar steps to the area and finds Belotra, and Alzar is immune to her charms, and he moves out to attack her.


4 vs 2

Belotra and her entourage hit Alzar for 14. He casts Magic Defiance Undone and then points a Power Word Kill at her, and she dies.

66/91

5 vs 2

They hit him for 10, and then he slays two of the lesser demons here.

56/91


7 vs 9

Alzar slays the last of the demons, and then casts Cure Serious for 25.

81/91


Alzar finds here four items:

Tunic of Glory – Cleric only, Can be used to activate Anti-Magic Shel 3/day, and improved haste 5/day

Shaman’s Mantle – Mage only, Can be used to cast invulnerability once/day and spell turning as the spell 2/day, and drops AC by 2 when worn (but counts as armor)

Deceptor’s Boots - Thief only, Can turn ethereal 2/day, can cast invisibility on self 5/day

Gauntlets of Might – Warrior only. Double melee damage

Well that’s not too shabby, right?

Alzar is given the token and heads out.

Abe Sargent
03-10-2018, 09:40 PM
Red Realm

The red henge leads to an oppressive heat that assails the senses, save that Alzar is immune to normal fire and heat effects. Flickering flames eddy and swirl like great rivulets around Alzar in the iron red and hot corridor in which Alzar stands. Behind him is the red henge back home.

He opens a great iron door at the end of the corridor and finds a great tapestry of flaming iron mesh before him with sculptured iron pillars and immense flaming swords piercing up, supporting the roof.

Stepping out of the great fire in an enormous wolf made of fire:


Flame Wolf – AC -6, HP 125, etc.

Alzar’s Axe of Extinguishing and Translating is likely to end this battle swiftly, especially as he is immune to the heat damage that radiates from it or that you take if you wound it. Alzar furthers his immune to magical fire as well by casting Protection from Fire, a clerical spell, and he autokills the Flame Wolf.


Alzar heads out of the large room. A moat of acrid blazing blood laps against flaming iron walls. A tall warrior with a fiery two handed sword and great ceremonial armor rests here and blocks the exit, and this is Malkar the warrior, great servant of the Castle of Burning Iron. As Alzar approaches, he tries to push Alzar into the moat. He misses, Alzar;s cloak protects him. All fo his damage Is fire based, Alzar kills the great warrior, and he explodes in a giant fireball.

Alzar exits the castle


Outside of the castle is an immense battle! There is a battlefield littered with corpses and on other side are knights fighting against a slate of metal war machines, that belch gouts of flame and fury at their assailant. Alzar can detect that the opponents aren’t real, but spectral, this is an old battle he Is watching, and he can join if he wants to, but there’s no reason to, so he heads od, and arrives at a great village here led by Anator the Charioteer. Alzar has to beat him either in a race, or in battle, to win this realm’s token. Alzar tells him of Vix, his wife who would beat him with her chariot. Anator really wants to try, and he uses some magic open the planes and Vix arrives with her chariot. She’s heavily pregnant, but she is still Vix, and she is not backing down from the challenge. She still wins, and Anator hands them the symbol and the gate opens back home. They head back to Pandius and Alzar teleports her back home.

Alzar’s Nightmare is almost dead from heat, so he leaves it here before heading to the next realm.

Abe Sargent
03-10-2018, 10:23 PM
Purple Realm

(I am changing the Black and White realms in the module to Purple and Orange ones as its just weird to have four colors, including one secondary color, and not have the other two secondary colors represented).

The purple henge is touched, and Alzar arrives on a hill overlooking a lush, dense, darkly purple jungle. Beyond the jungle Alzar can make out a dark and fetid swamp, and then a large oddly shaped island in the middle with some sort of dark purple building on it. The vegetation on the floor is exceedingly thick, and Alzar measures it around 2-3 feet tall. Great purple plants are here, preventing stuff from hurting everyone. The trees are dozens of feet tall.

As Alzar explores, he hears a great crying sound from up ahead, choked by some weeds. Alzar sees a huge gargantuan Basilisk here, about 50 feet big.

Gargantuan Basilisk – AC 4, 195 hp

Alzar casts Protection from Petrification and wades into battle. He only takes physical damage.

(randomorg)

Alzar takes 29 from damage, slays the beast, and then casts Cure Serious for another 25 healed.


77/91


Alzar finds three gray eggs. Alzar shows two are infertile, but the hthird is not:

Fertile Gargantuan basilisk egg

Could Alzar crack and raise a giant basilisk?

After handling the lizard, he heads out and finds a gigantic python slithering out of the trees with an oversized head, gray film covering its eyes. It looks at Alzar and speaks with him, as five smaller snakes are here accompanying Ombiassa, the Great Serpent

Alzar casts ESP and can read that the Serpent wants to eat him, and is talking to Alzar to get him relaxed. Alzar confronts Ombiassa and tells him he is warned, and knows. Ombiassa agrees to find food elsewhere, and will eat the newly slain basilisk instead.

Alzar heads into the swamp and leaves the jungle behind. Here is a dark stretch of purplish-colored vegetation, and a familiar sleep mist tries to put him to sleep. Alzar sees it!

This is Purple Moss, a rare moss that emits a fragrant, delightful odor that puts the smeller to sleep, and then eats their body. He found it back on Thorasia and secured a sample and fed it. He eventually had enough to coat his home dungeon, as undead, conjured, and created dorks would be immune, as would anyone with a Necklace of Adaption. Alzar hacks and collects the Purple Moss!

While here, out of the swamp emerge a pair of mated black dragons. Because Alzar has a bonus with blacks due to his alliance with them they fly around dangerously, but are not attacking. Alzar heads away to the pyramid.

This is the purple pyramid, on the island in the swamp. Coming out from in front of it is a great old crone named Zagriona. She beckons Alzar inside the pyramid, and a door inside opens. Alzar is stopped at the door by Zagriona sweeping at his back, trying to get at him from behind. His shadow activates, and prevent him from taking damage, and then attacks her! Alzar grabs his axe to join, and surprised by the shadow blocking and then attacking her, she fumbles quickly. She casts teleport as Alzar has already taken 55 hp from her and she is badly beaten.

On the next day Alzar will reload the Guardian Shadow spell.

Alzar heads to the pyramid and here he sees a dark monk mediating on a purple coffin. He looks at Alzar and asks if this realm is real, or if he dreamed it. Alzar answers it was created by an immortal. “So I’m an immortal am I?’ the mad monk asks. “If I am an immortal then I need not fear you!”

The monk attacks


3 vs 2

Alzar is missed (cloak.) He hits once for 19.

5 vs 4

Alzar takes 33 from a savage set of kicks. That’s not a set of damage exchanges he wants to take. Alzar casts Protection from Normal Weapons.





44/91

8 vs 2

Alzar takes 30 again, and then casts Heal. Clearly, this monk’s physical weapons count as magical.


5 vs 8

Alzar casts protection from magical weapons. The monk cannot connect with him. Alzar wins. The monk disappears.


Dead monk.

He lifts the crypt up and finds the corpse of the man he slew, dead long ago here, as well as 30 sets of colored diamonds. Each set has a blue, yellow, green, red, orange, and purple diamond in it, with 5 such sets.

There is a small shrine to Nyx here in the pyramid. Each of the immortals who created the spheres to lock out the Carnifex have a small shrine in their realm. This is the only sphere that entropy made, and Nyx made it.

Abe Sargent
03-10-2018, 11:05 PM
Blue Realm

Beyond the blue henge is a giant agricultural field of corn and mangos and pumpkins and carrots and watermelon and other fruits and berries of various types. None of these typically grow at the same time or in the same climate.

Alzar walks down this great path that separates them. After a moment, a giant scarecrow animates and moves to Alzar, and stands in the path, blocking him.

The Corn King tells Alzar, “I need a bit of you blood to water the soil.” He isn’t making any dangerous or combative moves. Alzar asks more and it tells him that it takes live blood to grow these plants. Alzar give up 5% of his max hp (5).

86/91

The blood is used and the plants grow bigger and the fruit larger. Alzar heads up the path, and here is a giant blue dragon flying overhead. Alzar does not attack it. It flies out.

Alzar arrives at a keep and palace, and here Alzar meets with King Valeratos, a wizened king with azure robes. His throne is carved from a single lapis lazuli piece. Alzar is taken to Sorabeth the Lawgiver, who is the judge of this land, and has two archons watching over his back. Because Alzar has not killed anything since arriving, he is given the blue realm’s token.

He also is given an ability:

Gift of the Archons – 1/day, Alzar can create a giant two-handed Flame Sword that he will use with specialization, and get +5 to hit, and it deals 4d8 damage +5, and double damage versus undead. It lasts 30 minutes.

Abe Sargent
03-10-2018, 11:39 PM
Orange Realm


The orange henge leads to a sea shore. The shoreline stretches right and left as far as Alzar can see. There is a curious, dream-like quality to the area, and a bright orange light giver still has a misty unreal quality to it. Through foamy mists, Alzar can make out an island across the water.

There are no obvious ways across the water, so Alzar heads to OtherSpace and emerges with a Ring of Water Walking and walks across the channel. He arrives at an island covered with a forest of oak, ash and thorn trees, with a large, orange-tinted path that makes it out from the beach and through the forest. Alzar swaps his normal ring selection back, and then heads to the path, and heads to the center of the island

Here in the center of the island is a great ancient orange dragon that yawns as Alzar arrives and flies up and circles around. It breathes at Alzar and it’s an explosive breath and the dragon glides into melee range.

Alzar – 57/91

5/8

Alzar casts Time Stop. He then casts Strip Resistance and Temporary Youth and then finishes with Vampiric Touch and it takes 22, Alzar heals that much, and then the effect ends, the dragon is a lot weaker as a younger dork.

79/91

4 vs 2

The dragon ignores the cloak, and carves Alzar all three attacks for 42. Alzar carves it twice for 34, but then misses with Bright Barrier


37/91


Alzar uses his Ring of Quick Action and casts Heal. The dragon bites for 16 and claws once for 11.

Alzar 66/91


9 vs 8

Alzar loses initiative again. He takes 34 damage. Alzar casts from his stored spells, another Vampiric Touch and hits for 23.

55/91


4 vs 6

Alzar retakes the initiative, and hits twice more for 40 damage. The dragon sails up out of melee range and breathes again

30/91

6 vs 4

It breathes once more (It’s max is 25 due to the lower age, and now it’s used its 3rd and final breath)

5/91

Alzar casts Heal and switches to his bow and arrows.

7 vs 3

It casts Magic Middle and Alzar takes 24. Alzar fires six times and hits 3 for 22, and the dragon falls dead.

67/91

Alzar skins and takes everything. This is his first kill of an orange dragon.

Beyond the dead dragon, Alzar sees a woodland shrine, with orange glistening on the nearby grass and reflected from the light above. Alzar can see a large piece of crystalline quartz that is connected to the altar and on top, with an silver hourglass that is attached to the quartz. As Alzar reaches out to take the symbol, a voice from the woods calls out, and this is a great sylvan creature named Kerrisar the Archer comes out. Kerrisar is willing to give the hourglass symbol to whomever beats her in archery. Alzar grabs his short bow, and three shots later, they are dead even. Another round….he beats her and wins.

He grabs the symbol.

He casts enough Cure Lights to heal himself fully.