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Old 06-01-2010, 08:25 AM   #632
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Okay, Alzar and the ships arrive in Chonae. Alzar gives the Ocean Queen to the Captain for his service for well over a year, and close to two. The captain thanks and they leave. The Water Dragon is turned into Alzar’s personal watercraft, and he sells the Sea Ghost and transfers everything over. He loads the galley with a catapult and shot for it.

While in Chonae, Aleigha and Maerie announce their desire to leave. It’s time for them to head their own, way for a while. They intend to live together, binding over a shared history. They expect to stay on the River Storm and should be reachable. Carum is totally dedicated to Alzar no matter what, and Estaish is in for now, so the three of them will remain together for a while.

While in the big city, Alzar starts rattling some towers and trying to find some mages to trade spells or get new magic items. He finds a couple of mages with spells he would like that are pretty common – Vocalize, Evard’s Black Tentacles and Legend Lore. He trades some of his rarer spells for them.

There are no items here he wants, not right now. Estaish, Carum and him take the Water Dragon up river with skeleton rowers he just animated. They set in to Fort Amber and they wait for a bit. He takes a Broom of Flying to the north. The land gets wilder and more interesting, with a variety of ruins, caves and such.

He is looking for the right place to make his own. It’s time for him to settle down and get a permanent base. Not a tower in a city or anything. That doesn’t make sense for him. He eventually finds what he is looking for.

It is a hill in the foothills of the nearby mountains. On top is a small crypt for an old ruler and his wife, and it is unraided. There are many areas nearby that he can turn into caves, and there is curve of the hill that is perfect. From below and above is looks like the side of a hill and is flat, but there is a small nook in the hill completely obscured from outside view.

Alzar returns and purchases a wagon to transport some of his undead and the golem. They arrive after two days and 79 miles and he spends some time with Transmute Rock to Mud spells, and a golem that clears things out. He also summons a Earth Elemental from the Mud Ring once to help out, and skeletons with tools. At the end, he has carved out a general complex with a few hallways and a few major rooms.

After two weeks, he leaves the skeletons and #9 golem behind to guard the place and returns to Fort Amber. While there he converts the non-gp non-pp coins to generic jewelry to reduce their load. The Water Dragon can sail up about 20 miles before the river gets too narrow for it to continue, and then he loads up the four Bags of Holding. They take the wagons and items, such as the laboratory, library, and such.

At the end of another couple of weeks, they have furniture, a few bedrooms, a lab, a central room, and a library, plus a large barracks for the undead to lurk until needed. Alzar leaves behind his undead, which include the Agarats, Topis, animal skeletons, skeletons, and mummified taurian. He gives an Amulet of Protection vs turning to the Agarats and mummy. He really doesn’t consider the others to be worth amulets. With a golem, mummy, and other undead the place has an adequate amount of protection.

Alzar has set up the three Ochre Jelly traps, and has cast a few other spells in out of the way areas he had made. He places a few Watery Doubles in some out of the way areas. He also drops Purple Moss in the undead barracks. He adds it to a variety of places for it to grow from.

After making his home, Alzar has spent about 6 weeks on the place, and has also cast Dispel Magics. He opens up:

Geldered’s Spell Book

1st - Hold Portal, Sleep, Magic Missile, Detect Magic, Read Magic, Read Languages, 2nd – Continual Light, Detect Invisible, ESP Magic Mouth. 3rd – Dispel Magic, Invisibility 10’ radius, Moonglow Symbol


Horan’s Spellbook

1st – Affect Normal Fires, Charm person, Comprehend Languages, Detect magic, Erase, magic Missile, Frost Shroud, Push, Read Magic, Unseen Servant
2nd – Preserve, ESP, Forget ,Invisibility, Leomund’s Trap, Locate Object, Magic Mouth, Ray of Enfeeblement, Scare
3rd – Clairvoyance, Feign Death, Fly, Haste, Hold Person, Monster Summoning I, Slow
4th – Fire Trap, Ice Storm, Minor Globe of Invulnerability, Rary’s Mnemonic Enhancer, Wizard Eye
5th – Bigby’s Interposing Hand, Cone of Cold, Contact Other Plane, Cloudkill, Leomund’s Secret Chest
6th – Guards and Wards, Invisible Stalker, Part Water


He learns Moonglow Symbol – which puts a symbol on a thing permanently that cannot be seen except in the dark. Preserve which will keep some item fresh indefinitely. Hold Person. Fire Trap. Guards and Wards. Contact Other Plane.


Left in here are the objet d’art, and the books and other large things. Alzar will keep the magic items, except for the Undersea Boat which is hidden in a nearby brook. He will also keep all spellbooks since there are only a few. He’ll leave behind the Dřkkálfar weapons and armor as well. This includes the body parts of creatures captured as well.

With that done, Alzar decides to spend some time in research. He spends a couple of months with the topi and agarat and writes a book on each. He kills one topi to dissect it, but the two agarats he has are too valuable. Experimentation shows that people killed with its temporary energy drain don’t die at all but regain consciousness after a couple of hours. It also does not make more after killing itself. This is totally unlike ghouls, ghasts, shadows and other pack undead, so it is unique and non-repeatable.

After that two months, he has a lot of dispels loaded up and unlocked these:

Snarla’s Spellbook

Fear, Haste, Dispel Magic, Web, Stinking Cloud, Scare, Magic Missile, Push, Shield


Morak’s spellbook:

1st - Charm Person, Detect magic, Read magic, Magic Missile, Lasting Breath, Shield, Read Languages, Floating Disc, Protection from Evil
2nd – Detect Evil, Rope Trick, Knock, Wizard Lock, Phantasmal Force, Web, Invisibility
3rd – Lightning Bolt, Dispel Magic, Hold person, Water Breathing
4th – Charm Monster, Polymorph Other, Remove Curse, Confusion
5th – Conjure Water Elemental, Animate Dead
6th – Anti-Magic Shell, Lower Water


He doesn’t want anything from them, however. Winter is almost over and they get ready for spring.
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