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Old 05-04-2010, 01:02 AM   #178
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
There is a normal looking door o the south east.

It is opened and reveals a beach on the island. The thieves are let go, and they leave. Aleigha is ready to leave this dusty place too, and she goes. Alzar is going to stay for a while, and look at the library. Estaish goes with Aleigha to row her to the shore, and to the wagon they have there. Alzar may take a day or so, he admits. Look for the teleport jars, because he may be teleporting over items, and they should clear them out regularly.

They grab the gold and electrum and leave.

Everyone but Alzar got 895

XP – 2139
Total XP - 19974


As Alzar moves back to get some food, he goes through the teleport room, and more creatures teleport in. He has no first level spells memorized (they are all Detect Magic and Identify in order to figure out the stuff) . Two ogres pop in. Alzar will need to avoid this room in the future.

Alzar has Ray, Blastbones, and ESP. He tosses a bone to them and casts Blastbones on it. They ogres take 2 damage – the minimum. Wasn’t even worth the effort. They arrive and Alzar swings the magical staff at one and misses. He takes 4 from a giant club.

9/51

Alzar is totally unprepared for this – drank no healing potions, and prepared no spells. He backs up and fires off a cone of magic from his wand of paralyzation. The Ogres swing. Who attacks first? Alzar does, by miles. One ogre fails and is frozen, the ogre is still swinging. Its the damaged one. It totally misses Alzar. Alzar casts Ray on it and it is forced to attack in the exact same way. Alzar uses the free turn to dash back, and grab both his throwing dagger and a healing pot. As the ogre comes out, Alzar throws and drinks. The dagger hits for 3 damage (the minimum again), and aAlzar is up to 18/51. The ogre has charged him and swings. He misses and drops the club from a fumble. Alzar swats with the staff and misses as well. The ogre pounds him for 8 damage

10/51

Alzar is down to just ESP. He grabs and drinks the potion of invisibility. He disappears and slides to the slide. The Ogre tries to find him but Alzar is not is weapon range. He drinks another healing pot.

18/51

He slides over, picks up the throwing dagger from the floor, then grabs his staff and swings as hard as he can at the back of the ogre’s head.

Called shot to the head is hard but with the ambush and invis bonus, they sort of even out. Alzar nails him, he just takes 5 damage, but he is dizzy and there is a chance he will fall down, and perhaps slid einto unconsciousness. Dex check fails - falls. Then he is groggy but still conscious. Alzar gets into a free hit on the ground. Hit, 6 damage. The Ogre stands back up. Next round. Alzar swings and misses, and the ogre does not, nailed him for 8 more damage

10/51.

Alzar wins init, hits, and smacks him one more time for 4 damage and puts him away. Dead ogre. Alzar goes over and kills the other paralyzed one.


XP kill for two ogres – 540 + 54 = 894

Total – 20568

Welcome to 5th level

That was totally in the module too. The teleport room only works so much in a day, and then it resets, and it has a list of the monsters summoned.

Alzar maps out the first level teleporters completely and creates paths to all of the rooms that avoid the teleport room. Then he does so for the second level.
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