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Old 03-28-2015, 04:47 PM   #57
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar and his unharmed Elemental follow the giants and there is a rocky trail winding north-west to the mouth of a cave, the orange light of a fire flickers warmly and the smell of roasting venison is strong. Laying motionless around the fire are the bodies of 6 more frost giants and more than 10 large wolves they had as pets and guards. Their faces are full of fear, and their weapons clenched They were killed by very powerful bashing attacks.

These attack could not have occurred less than 30 minutes ago, the fire is fresh, the venison perfectly cooked, and the wounds oozing blood, not fully frozen. There are a few sacks here with dishes, utensils, and then some with low amounts of coins (coppers, silvers, etc). Alzar will turn all of those over to Storn after this ends.

There is a large cave mouth that heads deeper into the cavern. Alzar casts Invisible Stalker and has it do a little scouting, with the tabi following behind. There are three hallways. One ends in a around 5 giant scorpions, one is empty, and the third has a large golem of brass guarding it and more behind it.

Forewarned, Alzar enters his OtherSpace and switches some items around.

His summoned creatures wipe out the scorpions without any problem, and there’s nothing in these back two rooms.

Alzar moves to a rough hallway, with a dull roar coming off the walls. Cool, moist breezes blow softly through the tunnel, and an echoing roar grows into a pounding thunder as Alzar approaches. The tunnel opens into a bubbling stream of water that runs 50 feet along the south wall of the tunnel, and then drops over the lip of a precipice. The tunnel opens into a large cavern, and the silhouette of a large, artificial figure made of bronze blocks the eerie light of the cavern and prevents anyone from going down to the cavern beyond.



Bronze Golem – AC 0, HD 20, HP 97, THAC0 – 2, 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.

Alzar pulls up the Talisman of the Golem. This will give him one chance to permanently control the golem. As long as he has the Talisman, he can control the golem for free. If it fails, it can’t be used again on that particular golem. If the golem dies, you can control another, you can also release the golem it has.

The golem just needs a 8 to make its save. Here we go….it rolls a 16. It begins to move forward, and the Elemental/Stalker move to block it and attack it.

Initiative. 7 vs 2. The Golem punches and smashes the Elemental for 14 damage and 5 more fire. Alzar’s Whistle of Golem Control is next. And….It rolls a 7 and is controlled for a while. Combat ends.
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