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Old 03-07-2015, 10:34 PM   #449
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
They are in a chamber with horrible smells. The stone lights it up and there are three wights here. One, a Wight sorcerer, casts Darkness 15’ radius and cancels the light temporarily. Alzar orders his wight to intercept while he uses his controlled powers to try and bring over another. This he rolls just a 2 and none of them join their friend.

Battle begins.

Alzars team wins init. He casts hold undead, since it doesn’t need a target, just works on the closest undead, and he can feel his one closing on the sorcerer while the other two come at him. These are half strength Wights with 2+3 HD, so they count as 3 for his spells. As a level 6 sorcerer, his has a casting level of 6 and he can therefore Hold two apprentice wights. They get a chance to save. One freezes in its tracks. His wight closes and attacks the sorcerer. 18 hit for 1 damage on it. Their energy drains don’t work on each other. The sorcerer Wight casts protection from good. Their wight misses Alzar.

The next turn, Alzar’s wight misses. Alzar casts Continual Light at the one in front of him, hoping to hit it. With blind-fighting, he has about a 50/50 chance of hitting its eyes and…he does. The wight rolls a save and…fails and it blinded, and the place lights up again. The blinded wight can’t get anywhere near him. Their wight attacks Alzar’s and hits for 2 damage.

Alzar uses the light to smash the Wight. He gets +3 to hit, +4 from the blindness, and then +1 from his strength. As a mage, he needs just a 4 to hit, and he does, for 6 damage. It fumbles around and can’t even get near him (it needs a 19 to hit him with its one attack)

The Wight Sorcerer decides to switch tactics and casts Spider Climb on itself and scurries above Alzar’s controlled one. It’s going to leap down on Alzar next turn. Wins Init and does that, Alzar stabs out with his staff and cracks the wounded one again for 5 damage and spins it around. His Wight finishes it off.

The next turn Alzar wins init back. Alzar can’t control the super powerful enemy, so he swings once misses, and then uses his Rock Jellaba to turn into a statue. The enemy wight is confused for a moment and takes 4 more damage. Then it turns and attack Alzar’s Wight and hits for 1 damage.

Suddenly Alzar switches back and smashes the Wight for 5 damage from behind. The wight spins, and it claws by the non-mage wight for some more damage. It’s starting to get tired. A normal wight would have been killed by now, but this one is a lot more powerful.

Alzar swings again and hits for 5 damage. Again it changes tactics and casts Invisibility. But Alzar can see it. Pretending not to, it creeps around using Spider Climb to position itself to ambush Alzar, and instead, he waits, then attacks with surprise and momentum, cracks it for 4 more damage. It falls, and Alzar’s wight pounces on it and hits it while done for another 2 damage. A round later they finish it off and Alzar gains 7500 XP for the various kills, and will find a few items here particularly the items that glow when it grabs his divining rod and casts Detect Magic.

Wizard Wight had Bracers of Defense 6, and a Cassock of Protection, and special item given to guild wizards here when they are promoted. It acts as a Cloak of Protection +1, and can be used to create shield spell once/day at 9th level.


Alzar takes the wight upstairs. He gives the school the Cassock back. He wasn;t able to save everyone, but he did capture one wight. They bring in a priest to Resurrection him (a normal Raise Dead would kill it, but not bring it back)

Alzar is sort of thanked for being successful, more than they thought, but it’s odd to have someone who embraces the undead so much here.
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