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Old 10-18-2015, 03:23 PM   #397
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The next door opens to a chamber of 8 frozen stone gargoyles. Alzar suspects moving gargoyles, and tosses a dead selkie into the room. They do animate as expected, but just move on wheels around the room, stabbing all over. They are not creatures, just moving weapons platforms. They are protecting one corner of the room, and the golem heads over and unearths a locked and trapped box. They open it, and a poison gas puffs out (Alzar is immune with his Necklace of Adaptation). Another piece of the Chaos Key is inside, and a gem worth 1500 GP


Gem - 1500 GP


There is a triangular room with 13 Wraiths in it, and this is what Alzar was saving that spell for. A bunch of powerful, energy draining undead. Alzar casts Negative Plane Protection. He wades in, immune to their attacks and draining effects. They have 35 hp each, they deal 1d6+energy drain with every hit. And They can’t touch Alzar with his spell. A few turns later, as some start to flee after he kills a bunch, he “controls” them which freezes them for a moment, and then carves his axe nto them and finishes them.

26000 XP


Alzar grabs another section from the Chaos Key in here.

Another room has five statues in them that seem to be carved of sandstone and they are vaguely humanoid. They look like adventures, and are beginning to crack and sand is breaking slowly. Alzar has time to do something.

Alzar fails a Spellcraft proficiency check and does not know what they are under (Temporal Stasis spell, in case you care).

Round One - Alzar casts Transmute Rock to Mud - a common spell to weaken earth and rock creatures. It does not work on them ((had he made his check, he would have skipped this, knowing it wouldn’t have worked)

Round Two - Alzar decides to just stand back and wait, preparing some items and switching them around, in case.


Round 4 - They are freed. Five champions of chaos who willingly allowed themselves to be prisonered here until they were needed again and the shrine rose There are three warriors, one mage, and one cleric. Alzar greets them. They demand to know who he asks, and speak in an ancient language, but as he speaks it, their suspicions begin to ally (They are speaking the secret chaotic tongue of the temple from more than a millennia ago).

They introduce themselves to Alzar and asks if he is a Champion of Chaos as well. He tells them the truth, that more than 1300 years have passed since the shrine was defeated and sunk beneath the lake’s waters. It rose again two weeks ago, and waves of undead attacked, but have since died.

But no, Alzar is not a champion. He won’t lie to them.

They order Alzar to leave this holy place. He is not welcome here.

He can’t leave, not yet. He has not finished exploring, nor has he done whatever it is that brought him here.

The fighters raise their weapons, the mage and cleric begin to attack.

Battle begins

Cleric - Bless cast. Wizard - Haste Cast.

Fighters move to flank Alzar from getting to their spellcasters, and attack with axem. Sword and sword. All miss - cloak.

Alzar’s golem punches a fighter for 11 damage. Alzar casts a spell that will actually work on the living - Wail of the Banshee.

The mage and a fighter drop dead immediately. They look a bit confused. That’s not the sort of good, clean, magic they would normally expect.

Next round.

The cleric casts Silence at Alzar and it works. Alzar takes 9 damage from a slash.

Alzar slides to his Axe and begins to attack. He other wise misses.

Next round -

Alzar wins init and smashes and hit with axe and shield and a fighter takes 44 damage. The golem hits this turn too and another 14 damage is doled out. The fighters attack multiple times each with specialization and Alzar is hit for 17 damage.

The cleric casts Cure Critical and heals 30. Alzar’s squad adds 55.

They win and hit Alzar for 12, and then add 20 more healing. Alzar and the golem finish him though.

Just one fighter and cleric left

The last fighter, begins a fighting retreat and Alzar slashes him with his Axe for 20 damage. Azzil who has been trying to invisibly stab the cleric finally succeeds, revealing him, but dealing 3 damage to the cleric (who makes the save). The cleric heals the fighter of 20/

Two turns later only the cleric is left. The cleric curses the “Desecrators of Holy Chaos” before he dies.


Alzar gains 22000 XP

+3 2 Handed Sword
+2 Battle Axe
+2 Broadsword
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