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Old 10-21-2015, 04:00 PM   #439
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
A short while later they head back out again

Unfortunately Alzar is no longer able to control undead, because rumors of undead attacks on people just outside of Saffir, in the northern pass. They are teleported there by the Magist and begin to meet with locals. There have been raids by skeletons, zombies, and shadows all separately.

Alzar heads out. He summons various figurines and drops Aleph, the golem in the trees from his Warp Marble. Aleph should be a strong anti-undead tool in case they need it.

It’s near night time. Alzar and company alight onto the flying carpet above, and look down and wait, watching the area. 4 hours later, at about 1 hours before midnight, there are a group of black bodies that are darker than the rest of the night moving out. Shadows likely, although perhaps Slow Shadows or another shadowy creatures. Alzar wishes he had his powers, he could reach out and sense their presence. It’s a bit….wonky feeling to be a rogue and not a wizard. Wizards are the epitome of power and rogues are the weakest of the four major classes. But the die is struck.


There are numerous creatures moving below them. After preparing some anti-undead stuff, they are ready.

Alzar orders Kithog, Zadaxx, and the Obsidian Steed hidden in the trees to move and get to the far side. They’ll help to fight anything that direction that gets turned.

For example, the mace +2, +4 was given to a certain cleric, Alzar prepared both the Potions of Undead Control and Scroll of Protection from Undead in case they are needed. But the most valuable item is the Amulet vs Undead Alzar found in Hamedh and is wearing. It gives him the ability to turn undead like a 5th level cleric.


After ensuring that Aleph is in their way as well, the Carpet is order to land. Both Alzar and Racal reach out to turn undead.

They are shadows. Alzar needs a 7 on a d2-0 and tosses a 19 - good job. He turns 5. Racal needs a 13 and tosses a 20 and turns 4. 9 turned. There are some large packs here. 20 shadows or so are below, and now they’v split them up.

Everyone but Alzar unloads here to take down the 11 or so left, and Alzar heads over to hit the fleeing shadows.

The party fights first. The shadows near, and they let them come in. Adentium uses Burning Hands to deal 10 damage to 5 of them., and they have 11 hp left in that group. A Horn of Blasting deals 2d10 to everyone as they near and they are not stunned though. 8 damage to everyone. Soon a Spiritual Hammer is out and smashing one, and Rogren is in the front line, carving with the sword.

Random.org

There were actually not 11 but 12 shadows ,10 are slain, 2 flee.


Party survives
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