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Old 08-14-2013, 02:11 PM   #1169
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
His complex has added the rest of the items from Castanimir’s island. For example, the pantry area from the kitchen that made food was transported to Alzar’s lair, so he people now can get food anytime. The freezer from the first room is also transported over, and other minor things like that were brought over. Everything else was stripped down.

Gamholt built and consecrated several unholy altars around the complex to his deity and now the turning of undead is unable to occur near them until they are sanctified by certain rituals by a good cleric. They have built in redundancy so everywhere in the complex is covered by two altars, in case one is taken out.

One of the most important factors Alzar learned in his long time adventuring is the weakness of a large dungeon. It reduces security by increasing the distance people have to travel and makes everybody weaker. Instead, his complex is rather small. You walk into the opening area, there are a variety of magical traps and such moving in. There is a large undead chamber just by the front with hundreds of skeletons armored, armed, and with useful spells such as transmute bone to steel. The hallway goes the other way and winds around a few times, passing a storage room, locked and trapped, with minor things like tools and extra normal weapons. The corridor winds around and arrives at the main room of the complex, with large pillars along the east and west walls, and corridors moving off to various areas. This has tables, Alzar’s throne, various decorations, guards, and more. It also has many traps and such. One breach heads to the east and it travels for about fifty feet before turning twice and ending in a small study lounge. Off this corridor are all of the sleeping chambers of the various minions, apprentices and henchmen, each one with a room directly opening into this corridor.

On the west side leads one corridor that arrives in a kitchen and pantry and winery in one space. It’s just a few feet past the large open room. Another corridor to the south west heads into the three story library and growing. It is huge with many study tables and such, plus many guardians. One hallways leaves from this room southward. It hits the laboratory after twenty feet – enough space to keep any bad things from hitting the library – and this is one of the first places that has a door in the hallway. Another corridor leaves the expensive and stocked lab (which has things like potions, spell components and more), and heads south. Another turns back east. The east one curves and ends at the treasury. It is well guarded and has normal treasure – gold, lower value gems, some minor and duplicative magic items. The other corridor heads south, and off it are the doors to the summoning room, a storage room for special undead or other creatures, a third room is the valuables storage room (like Dokkalfar weapons or other similar valuable but not major items) and then Alzar’s bed room and personal meditation chamber. Beyond some doors. Also protected, it has opulent settings, and a secret door (as expected) leads to additional treasure, but nothing major. All major items are kept in a secured location either in OtherSpace or in a secret chamber he made in the rock about a half mile away with no entrance to it at all. The place is littered with everything from the special moss that gives off drowsy gas (but the humans have a Necklace of Adaptation) to potent magical traps and guardians and more.
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