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Old 11-15-2015, 02:03 PM   #651
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Quotes from the book:

Farther north (from the northern shore of the sea strait of Alpha), the terrain slowly sloped up toward rounded, wintry mountains that huddled on the horizon. The rogues marched doggedly for these mountains, remembering that the Ice Tomb was said to be nestled amidst high crags.

(The Ice Tomb is found after 3 full days of travelling NE among the plains and the mountains from the coastline, so the tomb should be located somewhere in the mountains just north of the mouth of the Great Bay)
Tooles traversed the wide plain that lay below the camp and achieved the summit of a ridge on the other side. There... Tooles saw it.

Rising clear and glassy, a hundred great towers of ice jutted from the frozen moorlands below. The towers, thrice the height of towers in Landfall or Oceansend or Alpha, shimmered with cold beauty. They were tapered like inverted icicles, and their rippling walls reflected the fierce sun. The moors, frozen though they were, sent great columns of mist that draped the fortress like white veils.

The Ice Tomb turned out to be more a palace than a tomb. To be completely honest, it was more a mountain than a palace.

Only as Tooles and Fruz (a young frost giant) approached did they begin to see the true size of the thing. Portals that, from a distance, looked like dungeon windows became full sized doorways, then grand entries one could march an elephant through.

Spires that Tooles had thought wide enough for a single stair were in fact wide enough to hold a huge throne room. The curtain wall of ice was no mere 50 feet high, but a sheer 150.

Man, it was big.

As they neared the icy drawbridge, which lay across a steep-sided, frozen moat, Tooles got the sense that the Ice Tomb had once been a normal size castle that, after centuries of icy build up, had grown three times too large. Clearly, this was not the case; the walls themselves were translucent.
Its halls stretched on in a vague, formless way more like a cave than a building, and countless sets of stairs appeared seemingly at random across the walls.

Tooles and Fruz saw the princess. She was, indeed, beautiful. Not the way Mara was, with strong features, large lips and boyish cut, but the way a flower is, delicate, gentle, hopeful. As with all things in this castle she was encased in ice, though the sphere that surrounded her seemed more like crystal. The sphere hovered some 20 feet above the floor in the direct centre of the chamber, obviously suspended by some awesome magic.
Black hair haloed the princess's pale features.

Tooles quoted the immortal bard Don Ovan, saying: "That can't be good"


That is some bad writing. A novel wrote, “Man, it was big.” Are you kidding me? Anyways, you can get a sense of the thing. I’m amping up the power and the threat level of the area considerably for my go through.
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Old 11-15-2015, 03:56 PM   #652
Abe Sargent
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Two days after Alzar finishes helping the Barony of Caryll, he has finished scrying the area in and around the Ice Caves and heads over, all teleported, with a slightly different style of spell memorization in order to prepare for things.

When he stumbled into Icelia’s labyrinth, he was forced to face a foe he had not planned on doing, but now he can prep, despite being on his foe’s turf.

The Ice Caves have six entrances. All six are in the same vicinity. He has spied a variety of frost and ice-based creatures in here, including the snow and ice trolls, winter wolves, frost giants, ice paraelementals, as well as creatures that can live in the cold and snow.

Alzar heads over, and will be slipping into an unseen invisible form with Dust of Disappearance. He snakes into one of the lesser used entrances up from the ground

The entrance passes him. He will be using detection devices like the Finger Nail (Hold it up and think of a non-magical thing and it floats in the air and points) or Ear Ring (place it next to a wall or door, and put your ear next to it to hear what is going on beyond the wall/door). He’ll be moving silently, and he has the Slippers of Spider Climbing on, to walk above everyone in order to avoid traps and people.

The first chamber opens into a huge ice-bound room, about 200 feet long, and almost as wide, carved magically long ago. While the ceiling and walls are ice, the floors are stone, rock, and earth. There are a handful of orcs and such. The Star of Mo’Pilar reveals multiple magical traps, a secret door, and more. And she has placed traps and such on the roof and walls, just as much as the floor. She’s smart. Magical stuff and pedestrian, of various types. One magical trap is Explosive Runes, and another is Symbol. Alzar can walk around them, seeing them all, and be okay, so he does.
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Old 11-15-2015, 05:47 PM   #653
Abe Sargent
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The corridor beyond is very wide, trapped, and more.

There is a large dining room beyond, with multiple ogres, frost giants, orcs, and more here. Normally, this many humanoid races would be at each other’s throats, but the snow trolls and winter wolves and more that he sees suggest one central ruler who has enough power to force everyone in line. He has seen that before, such as in the Glacial Rift of the Front Giant Jarl.

The kitchen is next to the dining room, and there is a large crack in the floor with a large Gelatinous Cube at the bottom, it can’t move out, and they feed it scraps, bone, inedible and spoiled food, that sort of thing.

The cooking is more like carving, than cooking. Most creatures are fine with raw foods, and more. This area has a lot of normal, usual living stuff – quarters, lavatories, hang out spots, and more. But there’s nothing of value or concern here.

Alzar penetrates deeper into the complex, and there’s temple behind this area. The Star reveals a giant magical area in front. It covers around 100 feet radius, and the whole area. Alzar can’t tell what it is. Other creatures are walking in and out of it without any issues. He waits until the area is clear, and drops it with a priest Dispel Magic


More are in the corridor to the temple. A whole host of magic areas, one after the other after the other. Again, Alzar can’t make them out, and there are too many to dispel. He skips it and heads back and around.

He finds two more exists from this area. The first leads to another entrance to the Ice Caves. Another leads to another section of living areas and quarters, and thence back out to a 3rd entrance of the Ice Caves.
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Old 11-15-2015, 06:27 PM   #654
Abe Sargent
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Alzar heads to the other three entrances and they have similar experiences, they pass over a huge barracks and living area, and then an armory, and then a repair station, but past that, lots of living areas again, and some storage as well for non-magical things. No doors, or anything else, suffers.

There is finally one path from here as well, and it heads to a giant temple as well. Not the same temple as before, but the paths are leading in the same direction as the one with the magical wards, and this one also has the large number of magical effects as well, and the locals continue to walk up and down the pathway. Too many to walk past.

There are no secret doors, - he looked – and no secret paths. Two paths to the same area, and with a large number of stacks magical some things there. They could be anything – a warning or alarm, a magical ward, lots of possibilities. He can’t get to where he wants, without going through them. He waits until just one orc is passing by, and then casts Charm Person and now has a new friend.

His new friend tells him about the area, nothing he didn’t already know, and he doesn’t know anything about any magic or spells. Down the corridor is the center of their complex – temples to three immortals of Entropy, one lawful, one neutral, and one chaotic. Beyond it are a dark complex of tunnels and such, bitingly cold, with lots of creatures from the ages.

The friend heads on. Alzar tries tossing objects into the zone, and nothing happens. He scans for anything that the people crossing the area could have – tattoos, objects, something that could mark them as safe, but nothing. Nothing has worked, so he grabs the ferret figurine and uses it to head into the first zone, and nothing happens. It crosses five more zones, and is near the temple. Nothing. Alzar tries his imp next, and this time, something happens. Like normal, his imp is invisible and in the form of a raven, in case something can see through invisible.

The first spell area?

Invisibility Purge

The imp is now fully visible, and can’t hide again for an hour. The raven flies back and then Alzar stores it in his bag. Well, now he knows what the first one does. He won’t be able to go further in stealth/invisible mode. But that’s okay. He heads to his OtherSpace to go in a different direction…
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Old 11-15-2015, 08:11 PM   #655
Abe Sargent
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Alzar pops back out with his thief-esque stuff on. He slips into the first zone of protection, and the invisibility dusts ends. He can’t go invisible for an hour either. But he’s moving silently, hiding in shadows, and keeping hidden as a thief, and moves only when the corridor is clear. There are a batch of non-magical traps here as well, so Alzar waits until the passage is clear, and then disarms one, and keeps going. The Star finds everything needed.

He slips to the tunnel, and suddenly a group of ice demon ba’atun fly through the tunnel, some coming near him. He uses the Without a Trace ability to climb, hide, and move all at the same time and to find a hiding spot no one else could, and keeps himself here, but seeing the ba’atun was not something he expected. He thought he cleaned out the nest, save for the leader, and she wouldn’t have been able to restock the group this quickly, so there must have been some here all along.

Is she here too? Is this where she fled to? It would make sense. They were supposedly allies long ago.

The temple opens to a large altar, with no services going on, but some decorated places – this is likely the neutral temple, it feels in between, to Nyx herself, a true N member of entropy. Nyx has night, cold, and various humanoid creature sin her purview, so finding her here in worship makes perfect sense. A Priest of Nyx is at the front of the temple, preparing for a service.

Alzar continues on past the Invisibility Purge areas

Almost an hour passes, after the time taken disarming traps, and he continues with another pick of Dust.


Alzar slips up on the walls, and there are some more wards, but these are different in nature. He still can’t figure them out, but this is different. Again, ;locals are moving through them without any change. There are 4 identical wards, each would require a separate Dispel to drop them.

No clue what they are though.
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Old 11-15-2015, 08:53 PM   #656
Abe Sargent
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Alzar again tosses and then tries to scout the zones. There is nothing. The area continue to wrap around, and the 3rd temple is here, and then a left turn into the deeper tunnels, and it would wrap around and meet the original entrance on the other side, also with Invisibility Purges on them

He cannot identify the enchantment. Just that it’s there…

The complex is too big to use something like Passwall or other magic to avoid the corridor. However, is there a way for Alzar to move through the earth safely? Perhaps. He can’t scry down here, it’s all blocked off. But he’s in a shadow now, and he could Transport via Shadow. And he’s not forced to come out on the other side if it’s really bad.

After verifying that nothing is coming, he casts the spell, slips into the Shadow Demi-Plane, and then moves to the shadow in the corridor deep into the complex. There are some folks here in a storage room, and he waits a few minutes, and then pops out, and verifies that he’s safely here. He scans the room, and there are more valuable items in here than above. Above had minor weapons and armor, basic food and such, but down here there are holy water, vials of acid, sprigs of wolfsbane, arrows with silver tips, and more. Special items in this room for taking out or damaging certain bad guys.

There’s another storage room next with herbs of various potency and value, and some poisons as well.

Alzar heads to the corridor and checks. Nothing here. He hides, and moves silently, wanting to remain non-invisible at first. He disarms a spear trap, and then one that would ring a non-magical gong if it went off.

This storage area hits a corridor and runs underground. Light is provided by Continually Lit stones placed at even levels along the rooms and corridors down here. It’s very cold, and the walls, and sometimes ceilings are ice, and floor not. The hallways are a lot smaller as well.

Alzar moves out and looks around. Nothing major, but the hallway he is in Ts, but there is a secret door at the intersection across from the hallway. The left and right end at doors quickly enough, and through each door is nicer decorated bedchambers for human sized folks. Clergy from the temples above sleep here. The secret door opens to reveal a corridor that heads down further and further.

Another magical patch is in front, and Alzar dispels it with priestly magic. He continues on. The temperature here past the secret door is so cold, that it’s well below freezing. Alzar can feel it. It’s bitter. Alzar is forced to slip on the White Dragon Skin Cloak – (+3 save vs cold, 50% less damage from cold sources); to keep from not being affected – he retains his normal rings - Spell Turning and Free Action remain on

The corridor winds, and he scouts ahead and sees nothing.

Suddenly from out of the walls come a ground of cold-based shadows, sort of like shadows with energy from the Ice plane. And a decade of 10 ba’atun fly in and out of two tunnels to the left and right of Alzar.

Alzar has been found.

He tries to control the shadows and can’t – too close to something that’s more powerful than him.

1 vs 3

Alzar Wails and drops a bunch of ba’atun. He takes 14 damage from some stabs and slashes

69/83

2 vs 6

Alzar moves to axe-based combat in order to save himself the spells for later, and hew hews and slays a ba’atun. A pair of ice javelins launch from two and miss, and he is hit stwice by folks, evades, one, and takes 4

65/83

4 vs 8

The 9th ba’atun dies to his blade and shield. He is missed. 9 vs 8. He akes 8. He finishes the final one. 5 vs 3. Alzar takes another 7, and then kills two shadows, and the others flees

46/83

Alzar regains his footing and scouts again, but heads down the tunnel where none attacked from. No sense in stealth now. A little Curative stuff follows.

The door flies open, and Alzar enters the Ice Crypt
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Old 11-15-2015, 09:05 PM   #657
Abe Sargent
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At the base of the dungeon lie a set of crypts for the most powerful allies of the Ice Queen that died over the century. This is also where she is, building plots far away. Her auspices are to capture huge segments of the Plane of Ice, so she has been concentrated much of her will there….



And thus her transformation makes sense. She researched and created a new route to lichdom. Alzar has to give her that as she rises from the central sarcophagus forewarned by her scouts outside.


The Ice Queen has become a Frost Lich!


While Alzar was moving towards her, she summoned and brought aid from the nearby chambers of the Crypts:


25 Ice Skeletons
5 Ice Frost Giant Skeletons
10 Ice Elementals
25 Ba’atun
The Ba’atun flight leader, the one behind it all, whom Alzar almost slew…
6 Cold Shadows that survived the battle and fled here

That’s an impressive array of might.

(My personal creation)

The Ice Queen, Frost Lich – Level 36 Frost Mage, AC -10, 100 HP, +1 weapon to hit, all normal immunities of undead, immune to every elemental attack save fire, including Acid. Take normal damage from magical fires only. Thaco 5, 2 attacks - Deals 3d10 cold damage from touch. Can cast spells as Mage. Can move to Ice Plane 3x day. Gains +2 to attack, damage, and -2 to hit where on Ice Plane. Gives off Aura of Cold that deals 5 cold damage a round, no save, to every character within 25 feet. (Her allies are all immune, btw)

This is going to be a rough battle.
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Old 11-15-2015, 10:12 PM   #658
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1 vs 4

Whew! Alzar casts Time Stop….

The good thing is that she hasn’t cast any protective spells yet, she was gathering allies. Alzar needs to get a quick hit in now to grab momentum. He needs fire magic. Wand of Fire launching Fireballs? That’s not bad. She and her undead are immune to the necrotic damage of a Skulltrap or Blastbones. The same is true of Death Spell and such. Any protection direction would be likely dispelled, such as casting Protection from Undead. He needs to take the advantage. The skeletons are meaningless. The various Elementals are rough; and of course, facing that many demons is tough. Alzar could banish, at most, three elementals. That would have virtually no effect on the foes in this chamber. He can’t rely on something like a Death Spell – the most powerful folks would be immune.

What’s left? What’s the most powerful damage dealing spells that could reliably work here?

He casts Maze at the Lich, and then….

Gets another round and fires a Fireball with the Wand and…

That’s it

The Lich is gone for 3 rounds. The Fireball hits the room for 6d6 (no 1s allowed) damage. (6, 2, 3, 3, 5, 3) 22 damage – Alzar makes his save for 11 damage.

Alzar 72/83

That’s enough to sweep the skeletons, and any shadow that fails their save is dead

Most of the others aren’t hurt mch


The ba’atun fire a bunch of ice based stuff at him, and then some attacks come his way….


Random.org

27 damage taken.



46/83

That’s a level of damage Alzar can continue.

1 vs 3

Even winning init. If he uses the Wand again and finishes the shadows, and even kills a ba’atun or three. Ba’atun are hurt by fire normally, if you’ll recall. 5 hd monsters (the normal ones, some are higher level) would be slain by a 2nd Fireball, but that’s risky. If Alzar takes another Fireball hit, and then another few hits from ice spells and punches and such, and if he loses initiative next round, he could die. And he can’t heal fully this round, and then take another 25-th and be at roughly the same level of health. What he really needed was a third round from the Time Stop, but that didn’t happen.

So what then?

Alzar fires another Fireball. 20 damage, he saves for half and takes 10

36/83

Now every ba’atun that failed their save before is dead. You can only make it if you make both saves (they have in the 20s hp.) 5 are around, and 4 higher level leaders are too. 9 are left. And then a leader too.

And then the cold shadows are done.

The Ice Elementals and Frost Giants have taken some damage

Yesorkh quaffs a healing potion and heals herself. Some more magic comes in, and Alzar takes 9 from it. A few hit manage to find him

15

24 total damage

12/83


Loving dangerously…..


1 vs 8

Alzar casts a healing spell and is fully healed (Heal).

62/83

The Lich comes back at the end of next round.

4 vs 6

Alzar uses another Fireball. 9 ba’attun die, and one giant skeleton and two elementals do as well. Alzar took 11 more, and then just 13 from other damage


35/83

7 vs 3

The Ice Queen casts Time Stop herself and then drops…

Repair Frost
Power Word Kill

And that’s it

The first is a spell she created that fully heals any ice creatures. The demons aren’t affects, but the others are fully healed. 35 tossed, Alzar’s spell hits the MR. Alzar casts Maze from his store spells at the Lich and she goes out fo 2 more rounds. Alzar takes 11 damage from attacks

25/83
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Old 11-15-2015, 10:28 PM   #659
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8 vs 2

Alzar takes 13, dodge,s and then Heals again

1 vs 4

Alzar has 8 elementals, the big bad demon, and 4 f g skeletons left. He casts Lower Resistance at the demon and…it works and strips her resist. She casts Magic Missiles and she takes 11 and him 7. He misses an evade and takes 9 form a punch

67/83

3 vs 4

Alzar casts Trap the Soul again and…..is cracks her lowered MR and….she tosses a 4, and again fails. He is trapped inside a gem he places on his belt punch. He dodges a punch, and that takes a sword swipe from the giant skeleton for 8

60/83

The Frost Lich returns

1 vs 5

Alzar is out of Mazes. He casts Greater Malison on her and gives her a -2 penalty to saves. She casts Major Globe of Invulnerability, and Alzar takes 17.

46/83

9 vs 5

Alzar heals 40 from Cure Critical Wounds, and then takes just 12 from two hits – he dodges a 3rd, and then she summons a Greater Ice Elemental that’s 20 hd monster.

72/83

3 vs 5

Alzar knows that Globe, he has the same spell. It protects from lower level magic – up through level 6. 7-9 hits fine. Alzar can’t use Power Word – the Stun, Blind, or Kill is immune.

Alzar needs to turn the tables now.

He’s losing. He’s out of Heal spells. She can keep summoning spells, and he can’t keep up. He needs to change the odds, right now.

He casts Wish

Alzar ages 5 years but wishes that all of the ice elements on the room return home, and sealed out for 1 hour. The 9 elementals are gone. Just one frost giant manages to connect and he misses the evade and he takes 8. The Ice Queen cast’s a 2nd level frost based version of Magic Missile (Snillo’s Magic Snowball) and Alzar takes 8, and she takes 0. (Spell Turning won’t hurt her – she’s immune to the damage

57/83

4 vs 3

Alzar is missed. She casts Magic Missile, takes 7, and deals 9. Alzar casts Evard’s Black Tentacles, which grab the Frost Giants for serious damage, and pull them down. One is wounded so badly it dies. 3 left.

Foe - 93/100
51/83

6 vs 7

Alzar casts Dispel Magic and drops the protections she has. That’s his 3rd Dispel. Two Frost giant free themselves, and the 3rd is too trapped. She casts Cone of Cold, and Alzar takes 11 (from Cloak’s proteciotn)

41/83

1 vs 3

Alzar casts Cure Critical, and that’s his last of those and heals 40. On Frost Giant frees the last one, and the other moves and swings and misses. She casts’ Anti-Magic Shell knowing that Alzar will be forced to bring it down and waste a turn.

82/83
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Old 11-15-2015, 10:57 PM   #660
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8 vs 1

She moves to Alzar and attacks, and 4, 13 tossed – 44 – Alzar dodges the hit and….5, 1, 8 – the giants all miss. Alzar’s axe is out and he hits and slays a wounded giant skeleton – 2 left.

83/83

5 vs 2

She gets 18 and 15, and hits twice for…09 – one dodge and… he takes 14. Two giants get 12 and 10. Alzar’s axe slays another giant. He’s content to take out her muscle while she’s behind a shell and can’t cast any spells either.

69/83

4 vs 5.

Alzar finishes the final skeleton. She tosses a 3 ad 17 and this for 66 – Alzar does not dodge and just a 9 – he got lucky

61.83

4 vs 2

She pops back and grabs a staff , and she slams it into the ground and creates an Earthquake that hits the ice and Alzar takes 13 damage from the ground. Alzar drops the Shell with a Disjunction spell.

49/83

2 vs 4

Alzar sees an opening, and with her getting -2, casts…Flesh to Stone…. One of his few spells that should work on her for an auto kill. Now she doesn’t get minuses to hit because of his school knowledge Flesh is an alternation spell. Normally she needs a 3 to make her save, not she needs a 5, and 4 or less fails – so there’s a 20% chance she dies right now…


19

Nope

She casts a spell to conjure an Invisible Stalker to move and harass him

50/83

5 vs 1

She uses her staff again and Alzar takes 12 this time. Her Stalker misses. Alzar heals 30 with Cure Serious

69/83

8 vs 3

Alzar takes 14 from the staff. It breaks his MR and Spell, since she is damaging the floor, and he’s taking damage from the projectiles. He casts Polymorph Other – again, one of the few spells that could work….


8 – she’s fine

56/83

8 vs 9

Alzar casts Prismatic Spray….and something random happens…

One random ray of 7 possible hit the Stalker and Mage


The Stalker is hit by green and…fails save and dies to poison.

She is hit by Orange…40hp damage = save for half and…9 she’s fine.

73/100

She uses her staff and hits him for 12

45/83

3 vs 6

A spell like Vampiric Touch won’t work. Too much shrapnel to get to her in one round now, without using a spell or item. Alzar tosses a Warp Marble and….she tosses a 3 and finally fails a save, and she’s captured for now. Alzar heads over the Marble. He’ll spend a day resting, and grab the perfect items, and spells. Then he’ll head to lava, where his fire immunity keeps him fine, and summon very powerful Fire Elementals and then release her. He’s cast Time Stop, and then cast Flesh to Stone, Polymorph Other, and Hold Undead. She tosses 2, 11, and 13, and then is petrified, and dies. (She’ll head to a phylactery that is in an unknown place – but she uses this as an opportunity to shed herself from Pandius completely, and relocates to the Plane of Ice, never to return.


Alzar wins.
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Old 11-15-2015, 11:18 PM   #661
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After capturing her, Alzar then heads out and teleports back. He conjures some earth elementals, and begins to use spells like Mass Domination, Virus Charm, Dire Charm, Suggestion, Death Spell, Power Word Spells, and more to just devastate the various humanoids in the complex. Frost Giants, ogres, snow trolls, orcs, hobgoblins, a pair of hill giants, and more are all slain.

Alzar teleports to the front of the complex ,where all six exists are, and keeps folks from running far. Air Elementals and his Invisible Stalker keep people back, and he summons aid with his Horn of Valhalla, Mount spell, and some figurines. Monster Summoning VI is used to bring some allies as well.

By the end of the day, Alzar has finished off virtually the entire establishment, and only a handful of people successfully got clear or survived.

Because the Ice Queen consolidated power so well, her fall leads to a power vacuum in the Ljallenvals that Alzar will fill with his growing March. Meanwhile the vast majority of major players died, or fled when they heard what happened. Infamy of Alzar and the power he wields was something already the talk of the area, but after he blows through the Ice Queen’s home in one day by himself, no one wants to mess with him. Survival is deemed more important than self-service. Chaotic evil foes who only understand the power of strength got the message. Lawful evil who understand the power of organization really see how powerful Alzar must have been to have taken down such as powerful one, and got the message. Neutral Evil? Get both!

The Ljallenvals are now safer than they have been in almost a century.

And Alzar’s name has rung high. Even to the heights of a certain Immortal of Time, one Vanya….


Alzar finds a few things in the Caves of interest. The first of interest are a variety of notes on the area by the Ice Queen. They describe where all of the creatures, lairs, and more can be found. Over the next few weeks, he’ll be teleporting to one or another to finish them off. One is one particular value. There is a Night Hag that lairs here, so Alzar heads to it, and allows her to leave unmolested in exchange for some of her hair. That’ll help him make his item. He weaves a cloth from her hair.

Meanwhile, he also begins to use all of the gems, gold pieces, and jewelry he finds here and send them to build small defenses around the new mountain chains, like forts and such. He puts several forts along the two trade routes, one in each hex.

He also gets a few other items. Not many, but a few.

127 Ice Queen Books – Making Ice Undead, Improving their Power ,and More
Notes on Becoming a Frost Lich

A handful of spellbooks, but none of her main ones.

3 unknown spellbooks

Influence on Solid Corpus –

Fool’s Gold, Transmute Rock to Mud, Transmute Bone to Steel, Fabricate, Item, Plant Growth, Animal Growth, Shape Change


Bricks of the Spiritual Fortification –

Wind Wall, Wall of Evil, Wall of Fire, Wall of Ice, Wall of Force, Wall of Stone, Prismatic Wall, Wall of Iron, Wall of Sand, Wall of Water, Wall of Fog, Wall of Bone


Ice Queen’s SpellBook –

1st - Snilloc’s Snowball 2nd – Icelia’s Magical Aura, Snilloc’s Snowball Swarm, Frostfire, 3rd – Protection from Cold, Icelance 4th - Bands of Ice, Hailcone; 6th – Conjure Ice Para-Elemental, Invisible Stalker 8th Conjure Greater Ice Para-Elemental;


After they are decoded, Alzar will only learn the Conjure GIP-E spell.



The unseasonable cold is gone. And the Ljallenvals are getting downright balmy compared to where they used to be.

End of The Ice Caves
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Old 11-15-2015, 11:37 PM   #662
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Let’s delve into Alzar’s latest acquisitions in the mountains


Alzar is annexing 8 full hexes of territory and then three partial hexes. We’ll focus on the 8 right now.

Let’s blow up the Map and give you some detail

There are three hexes that make up the northern trade route. The first is the yellow hex that’s Saffir, as always. Then you have the Fanjy Way-Station on the NE corner, and then it heads N out of the chain, and across some foothills, which Alzar does not control. This is shown as a yellow arrow, from Saffir, to Fanjy Way-Station, and thence to the foothills.

Saffir is still fine

The southern trade route begins and is protected by the dwarven hold at Stormhaven, with a blue dot. This trade route heads east, to a pass that’s protected by the keep that the gold dragons have, ruling out of Denstehn Keep, and then east again, and then finally, east once more, and then heads out of the area completely.


The blue arrow starts in Stormhaven, and reveals that path

Those are your keys. The Gold, hex next to Stormhaven’s blue dot is marked with a gold dot. That’s the keep of the golds, Denstehn

The next hex along the path has a small inn and village on the path, called Varner. We’ll refer to that hex as the Varner hex. The last one, to the SW of the Ice Tomb hex, has a small town called Ketherington, but that town was ravaged by local raids, and is mostly a ghosttown.

The hex between the Ice Tomb, Saffir, and the gold dragons, to the west of the forst where the small elf hold is, that is where the Ice Tower and Ice lake are, and that’s where a small number of dwarves have set up silver mines. There’s no name for the area, it’s the harshest place in the Ljallenvals ,but Alzar is naming it Silvercrest. There is a large gray blob in the center of that hex for you.

SW of the southern passage, and the Ketherington exit, by the water is a hex that includes some tribal and problematic elements. It’ll need some additional clearing. We’re giving it a red blob, for the small village of Rustborough, almost on the border with the small greenery to its mouth, and near the water, on a river that comes from the mountains to the Bay.

Finally, the Ice Tomb and Caves themselves are in the last hex in this vicinity. They are denuded of any population, and it’ll take a while for people to settle. The edge of the area is where the black dragons that Alzar befriended are living.

The hex above Saffir, and above the Northern pass is the single most valuable of the places Alzar took, and you’ll see why in a moment. This has the central town of Roselia, so I am giving it a pink blob.

These 8 provinces have all been added to the March, and a black circle surrounds it.

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Old 11-15-2015, 11:57 PM   #663
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Here are the provinces he just took, as well as the other two in the chain he already had.


The Ljallenvals:


Saffir - - This mountainous region has a central valley and the major northern route through the Ljallenvals. It is north of Rostock and northwest of Storn.

Village – Saffir – 291 families, they farm vegatables here and sell them on the trade route. 1 resource GP. Saffir has a castle just built.

Details - 449 families, 1 good – Farming


Monthly Income – Standard Income - 3320 gp/month
Tax Income – 332 gp/month
Resource Income – 332/month
Total – 5388/month (x12 multiplier)


Hammerhelm - - This mountainous region has a part of the southern route through the Ljallenvals. It is south of Rostock and southwest of Evenarrow. No humans live up here, just dwarves. Unlike other hexes, this one will not grow via immigration.

Dwarfhold- Hammerhelm – 346 families live in this dwarfhold, now the second largest in Norwold. They mine verite, several other ores, and harvest fungus. +9 resource GP.

Details - 346 families, 1 good – Farming


Monthly Income – Standard Income - 3460 gp/month
Tax Income – 0 gp/month Dwarves don’t pay taxes
Resource Income – 3114/month
Total – 6,574/month (x19 multiplier)

Roselia - - This mountainous region has a central valley and the major northern route through the Ljallenvals. It is north of Saffir and northeast of Fanjy Way-Station.

Village – Roselia – 181 families, they collect herbs here and sell them on the nearby trade route. There’s also some gems that are mined and found in the area as well - 4 resource GP. Roselia is quiet, and one of the safest places in the Ljallenvals.

Details - 249 families, 2 goods – Herbs and Gems


Monthly Income – Standard Income - 2490 gp/month
Tax Income – 249 gp/month
Resource Income – 249/month
Total – 3984/month (x16 multiplier)


Fanjy Way-Station – This small town in the mountains along the northern trade route has very few people. North-west of Saffir, north of Silvercrest, north and east of the Ice Tomb area, and southwest of Roselia. This is where the Aarakockra nests are found, but they are not a part of the domain.

Village - Fanjy Way-Station – 42 families – they Fish a local brook here. 1 good, animal. 1 resource GP.

Details – 51 families, 1 goods – Fish

Monthly Income – Standard Income - 510 gp/month
Tax Income – 51 gp/month
Resource Income – 51/month
Total – 622/month (x12 multiplier)

Silvercrest – This small, harsh area has little to lend itself. West of the elves (and Tabi) forest with Rostock, southwest of Saffir, and north of Gold Dragons, and south of Fanjy, south east of Ice Tomb, and east of Varner. Mostly dwarves live here, and work the mines.

Silvercrest – 22 families – they mine some local mines here, 1 good, mineral. 3 resource GP.

Details – 27 families, 1 goods – Silver

Monthly Income – Standard Income - 270 gp/month
Tax Income – 27 gp/month
Resource Income – 81/month
Total – 378/month (x14 multiplier)


Ice Tomb – No one currently lives here, makes taxes, or works any industry


Rustborough – This mountainous hex is the furtherest most west in the Ljallenvals, and southwest of Ketherington. It’s the most wild of the remaining places, and needs to be tamed more. Until it is, income from here is halved.

Rustborough – 69 families – On the river. They collect and grow various root vegetables, like carrots, and potatoes in the town itself. There is also an iron mine up river with 24 families working it.

Details – 105 families, 2 goods – Iron, Root Vegetables

Monthly Income – Standard Income - 1050 gp/month
Tax Income – 105 gp/month
Resource Income – 420/month
Total – 1575/month (x15 multiplier)

Dehnsten Keep – This mountainous hex is along the southern passage, and between Stormhaven and Varner. Although not a lot of people live here, the local keep, along the pass, help to keep things safe, and the local rules are a family of polymorphed and powerful gold dragons.

Dehnsten - 44 families – On the trade route. They hunt, kill, and skin various mountain animals like deer and goats for food and trade.


Details – 67 families, 1 goods – Animal Skins and Furs

Monthly Income – Standard Income - 670 gp/month
Tax Income – 67 gp/month
Resource Income – 134/month
Total – 871/month (x13 multiplier)

Varner – High in the mountains, along the trade route, Varner is hit more by aerial attacks that anything else. A small inn, and gathering station is the only civilization in the area. The only thing that’s not for mere survival is a chandlery in the town.


Varner - 28 families – On the trade route. They trade goods from local places, and make candles from various oils and fat.

Details – 33 families, 1 goods – Candles

Monthly Income – Standard Income - 330 gp/month
Tax Income – 33 gp/month
Resource Income – 33/month
Total – 396/month (x12 multiplier)


Ketherington – The final stop on the southern trade route is Ketherington. It’s in one of the healthiest places in the mountains to thrive and could be like Saffir or Roselia, but it’s value and proximity to the Ice Caves led to it being raided attacked, and kept down. It needs to have its infrastructure built back up, but it has the bones

Ketherington – 71 families - On the trade route, in the foothills, with a large town, but about 50% of the buildings and such are abandoned. Grows various grains, and with a mill, makes multiple types of bread and sells them. There are also extensive coal deposits that are mined and grabbed near the surface, and those are sold as well.

Details – 87 families, 2 goods – Bread, Coal

Monthly Income – Standard Income - 870 gp/month
Tax Income – 87 gp/month
Resource Income – 348/month
Total – 1305/month (x15 multiplier)
Total income from these 8 holdings is 9131 monthly.

76274 current income

Currently Alzar has four castles in his capital of Evenarrow, Saffir, Berghom Island, and Spearhold, on the other side of the Bay. He wants a 5th in Ketherington. He has a keep now in Dehnsten. So he wants a fort in Varner and Fanjy. With the blood money he gathered, and these expensive ice crystals and jewelry, he can build them all.
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Old 11-16-2015, 12:07 AM   #664
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He has to expand his staff considerably:

March Staff –

Chaplain – 500 gp
5 Magistrate – 1000 gp
15 Sheriff – 1500 gp
41 Provost – 820 gp
30 Warden – 600 gp
Reeve – 500 gp


He’s also hiring a bunch of new military:



March Military –

Light Foot Soldiers – 1000 troops, 20 leaders – 2000 gp – AC6, longsword + dagger
Heavy Foot Soldiers – 800 troops, 20 leaders – 2600 gp, AC4, longsword, spear, dagger
Light Horse Soldiers – 400 troops, 10 leader – 2600 gp, AC6, longsword, lance
Heavy Horse Soldiers – 500 troops, 10 leader – 8000 gp, AC 2, longsword lance
Crossbow Troops – 800, 20 leaders – 2800 gp, AC 5, heavy crossbow, shortsword
79 Officers – 790 gp, AC 2 better than troop they lead
35 Armorer – 3500 gp
15 Smiths – 300 gp
8 Equerry – 800 gp
Artillerist – 750 gp
2 Flying Equerry – 500 gp
55 Griffons and Pilots – 2500 gp


That’s +200 heavy foot, crossbow, +150 heavy horse

27140 current military costs.

We are currently spending 74515 and making 76274

Alzar is going to slow down a bit. He needs to spend some time building the holdings, meeting and hiring the new March staff,
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Old 11-16-2015, 12:14 AM   #665
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Alzar takes the sand washed and teleports to a red dragon in the Wyrms Teeth range. He captures the dragon, tortures it to cry, and then gets it to breathe fire while crying. He believes that will count as “forged in the fires of sadness”

After forging it, (Alzar know knows glassblowing, as a reminder) he cleans it with the hair from the night hag, and then begins to carve the wood from the world tree. He has the brass ore from the future smelted, and brass decorations are put into the wood, and then secured. The result is an hour glass, with a slide-able open section, currently without sand, and everything physically needed is done. Next Alzar will cast some spells to unify the items, strengthen it, and then to remove any magic taints from spells or other things that might taint the work.


After that, he’ll spend some time getting spells ready, and then cast Enchant, Haste, and Permanency. Normally that costs a CON point to spend, but Alzar knows an “Evil” spell that will force a target to lose the Con instead, and he’ll just make it one of the punishments on his criminals.
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Old 11-16-2015, 12:24 AM   #666
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Month 6, Year 8:

The next month begins, and it’s pretty quiet. No major events or anything else. Building has begun in earnest in a few places. Alzar is continuing spell and item research and creation.

While over in Serraine, Alzar reads about an old island off the Savage Coast. It’s called Jakandor. The Savage Coast is an area of Pandius that Alzar has wanted to visit for a while, he’s read about things that keep folks isolated there, like something called the Red Curse, and normal fighters have magical powers and such. But he hasn’t had the time. But this island off the coast might be right up his ally.

Jakandor is a home of an ancient technologically gifted and magical society that used ot rule much of the Known World thousands of years ago. After the spaceship exploded and the ancient empire of Blackmoor was ended, and long before the Alphatian Empire arrived on the scene about 2000 years ago, there was the Charonti civilization. These highly magical humans ruled from the island of Jakandor, until a massive plague that hit just them hit their empire, and wiped out virtually every single member and the remaining few fled back home.

It took the Charonti centuries to rebuild their homes and civilization, and much of that time was just spinning their wheels. There was tons of infighting, and the world largely forgot about he Charonti save in history books, since they didn’t really come out of their island.

Then around 150 years ago, a barbarian human society, the Knorr, arrived on the island and began to push the Charonti. They united for the first time since their dissolution, and began to push against the Knorr, and there was been a war ever since.

The chaotic, individualistic, and warmongering Knorr hate much about the Charonti. The lawful Charonti society s highly stratified, and labor is performed by undead Charonti – zombies, skeletons, and such, freeing everyone else to be in the trade, scholar, or noble castes. They are trying to search and find a unearth ancient secrets, reviving their dead powers. Alzar is intrigued by the civilization, so he scouts, and then teleports over…
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Old 11-16-2015, 12:45 AM   #667
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Begin Jakandor, Isle of Destiny



There are three books in the Jakandor arc, the first details the Knorr is great detail, and the second the Charonti. The last is a campaign arc that brings these two together.

There are a few reasons why Alzar in particular is interested by the Charonti. They seem to really value the Fivefold Path to Power.

In Charonti, magic is so common, that there is a non-magical, non-weapon proficiency to read magic. No living person is a laborer, everyone is a craftsman or above. Also, every person can turn or control undead like a level 1 Priest. That’s how essential magic and the undead are to their culture!

Every mage, and there are a ton of mages, specializes very heavily is one of the 8 schools of magic, and there are the normal benefits, but here, only specialists can cast that schools magic. They have a list of what they call “Elder Spells” that everyone can use. So only a Necromancer can cast a necromancy spell, unless it’s an Elder Spell. Want to cast Vampiric Touch? Only if you are a Necromancer. Want to cast Melf’s Acid Arrow? Only if you are a Conjurer. And so forth. So the spell Animate Dead is an Elder Spell, and every mage can cast it, but Necromancers can cast it as their bonus spell and such.

With their low population, they have to use undead, constructs, and summoned creatures to supplement who they are.

Each specialty is more than just a specialist though, they have an entire kit, philosophy, and purpose. For example, Evokers here are called Galvanic Mages, and they specialize in energy making, usage, and harnessing. Lots of common magic spells are still missing.

But there are three specialists that Alzar wants to meet.

After spending a few days here, Alzar has met:

Artificers – Specialists in the enchantment/charm school, who make things
Renders – Specialists in animating, creating, curing, and strengthening their undead
Callers – Specialists in Conjuration, who call forth various creatures to serve the Charonti cause

All three of these are highly decorated, and heavily invested, but the first two the most of any specialty
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Old 11-16-2015, 01:16 AM   #668
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Alzar begins to go over the tenants of his Fivefold Path to Power, and begins to discuss. He enjoys the viewpoints of these three, particularly the Artificers who find the Galvanists to be really haughty, and preferring flash over substance, and the Renders, who really dislike the Sandmen (Illusionists) who are more entertainers and artists, rather than the real students and helpers that are needed. Both of these segue with Alzar’s views of power as well.

And all three have been allies already, prior to Alzar’s visit. Alzar, as a visiting nobleman, is welcomed by the Queen, and gives their society a scroll of a spell he made (Alzar’s Undead Porter, a 1st level spell) that he thinks would be of especially useful value to them. It increases the carrying capacity of undead, so a society that uses them heavily for labor would likely find it to be pretty valuable.

The Charonti have some odd views. They don’t believe in the accumulation of wealth – everything belongs to the state, and similarly, there is no room for people working outside of the structure of their people.

Alzar wants to take back many people to train as Fivefold Mages, and she agrees to let him have multiple of their apprentices to take back that might be interested, in exchange for some information that he wants as well…


Alzar gains 3 Artificers, 1 Render, and 1 Call, all level 1 LN or LE people as Apprentices.

He now has 11

He gains some spells, and some abilities:

1st – Nefti’s Spell Recall, Conj
2nd – Ambulate Object (Ench/Charm), Repair Machine (E/C)
3rd – Enchant Automaton (E/C)

The first spell is amazing. If Alzar memorizes the Spell Recall as a spell of a certain level, then he can cast any spell he knows of that level. So, suppose he memories the Spell Recall as a 1st level spell. While he has it memorized, he can cast any 1st level spell he knows for his other spell slots. Right Now, Alzar can memorize and then cast 8 1st level spells. If he memorizes this as one of those slots, and then does not cast it, then the other 7 spell can be any spell he knows, not just the ones that he has memorized. Moreover, he can cast the Spell Recall at any level, and take multiple spells. Right now, Alzar can cast 8/8/8/8/7/7/7/7/7 spells. If he learns this spell at each level, then he can cast essentially 7/7/7/7/6/6/6/6/6 instead, but any spell he knows.

He still suffers the restrictions of Pandius (just one of each spell a day, so no 3x Conjure Fire Elementals, ) but that is very flexible for some levels. Now he may not do that with levels where he doesn’t have a lot non-specific spells to learn (8th and 9th for example). Many of his 8th level spells aren’t ones you’d cast that often. So he currently has memorized 7 of the 9 spells that he really would cast. So he’s likely to retain those 7. But the flexibility to cast any spell he knows at a variety of levels is very intoxicating. There are a lot of spells that he doesn’t often memorize ,like Hold Golem., which could prove good coming from a Spell Recall if needed.

Ambulate Object invests an object with 1/day of motor movement. And it will follow Alzar’s commands, so he could take a foot stool, carve feet on the legs, and then it would move anywhere Alzar wants at his command, so it would move with him. He can also use it to give a motive force to a creation of his. Repair Machine heals anything that was man made, from living constructs to non—living stuff. Enchant Automaton is great because it animates, and allows Alzar to control permanently, an Automaton he created…


Alzar is gaining the Clockwork Proficiency, and they will show him how ot make automatons, and he’ll give them new spells as well as unlock the ability to learn different schools of magic at the same time and yet to be a specialist

Since these apprentices are very young and naïve in some ways, he combines them with a course from the College of Wizardry. He teaches a course on Necromancy


End of Jakandor for Now….
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Old 11-16-2015, 01:40 AM   #669
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Month 7, Year 8:

We have a minor issue this month. A small attack is held on one of the Ljallenvals outposts that Alzar just took. He teleports over and takes them down. Minor damage was dealt

Meanwhile a bit of tainted and rotten food was found in Raider’s Point, and it infiltrated the drinking water of a lot of homes, and there are a few deaths there until the source was found and cleaned up

Alzar finds and hires an Alchemist for his realm, after verifying her background, for 3500 gp a month. She’ll use the lab that Alzar has, and work out of it, and Alzar and his realm provides all ingredients and materials, and she’ll make potions. For example, Alzar is going to take the ghost dust he took from Icelia’s major henchman, and bless it, and then give it to the Alchemist, because it’s one of the key ingredients in a Potion of Longevity. She can make those Potions of Acid Breath and such.

The March is now losing a bit of money, but with the Magist’s Spellcache Rings, constructs, potion-making and more, the local troops will have a strong element of additional power.

They’ll grow the taxbase to pay for her, but now the loss is brought in from the treasury.

Month 8, Year 8:

Alzar builds another Stone Golem this month after the foundry has finished the first.

Mid-Summer Convocation – 10% of income that month

There has been a choking mist that comes from far off the coast of Norwold, and begins to hit the area in a few places, but only intermittedly

No other major news, other than the holiday.


Month 9, Year 8:


Some early snows hit Varner, and the fort being built here is stopped for the season.

Alzar has been spending time modifying the area around the Ljallenvals with his Grand Effects spell, and then he has been building the Zero G park inspired by the one in Serraine as well in Evenarrow.

It’s almost completed. There’s a 7th level spell called Reverse Gravity, and it’s being made Semi-Permanent (lasts for 27 months, no CON loss, requires recasting and re Semi-P again then). A special reversed version of it will be used to give zero g. Ten such spells are needed to get the area ready. (creating a 150’x150’ area) and it’s in a big, giant structure that has rock walls that Alzar made soft as pillows with his Grand Effects spell.

Storms keep the mist from hitting the are too badly.
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Old 11-16-2015, 02:12 AM   #670
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Month 10, Year 8:

Harvest Festival - 15% of income that month. Alzar uses the Harvest Festival to open the Zero G Park and shows it off by having his tabi, Ak’Kabar fly and tumble all over it. Some of his Dactyl Magnons are also flying in and around it. Alzar finishes by having some kids roll around, and it should become an interesting tourist aspect of the capital of Evenarrow


Alzar also finishes his magical item this month as well. He invests in the 7 sets of equipment needed to churn out the sand at a high level if needed. That’s 35k. Now he can gain 1 hour/day when needed for 1k per batch of sand.

All construction will finish this month, the mountains hit snow and winds earlier.

This is the last month growth happens in the March

The mist begins to hit Alzar’s area, and a few people are chocking, and even die, although he raises them back.


Month 11, Year 8:

This month, Alzar finishes researching the last spell.

The mist is growing in strength.

At the 4th week of the month, Alzar feels a bit tingly. It’s time.
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Old 11-16-2015, 02:13 AM   #671
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Alzar teleports to the entrance to the Hollow World and heads down. Four days later he is at the mountain overlooking the Nithian Empire, where the great temple of Pflarr once stood. After waiting a few hours in meditation, Pflarr arrives.

This was Alzar’s task:


The Path of the Paragon

1. Alzar must create a brand new spell of all 9 levels that serve the cause of Pflarr
2. Alzar must create a brand new, never before created, magical item that serves the cause of Pflarr.
3. Alzar must transform the land in his March, giving the area a unique feel and appearance
4. Alzar must find and defeat at least 8 Mages or Clerics of 25th or higher level, in solo combat.
5. Alzar must create a brand new species of animal, monster, or humanoid
6. Alzar must attract 10 new apprentices

Alzar created the spells, created a unique and interesting magical item, has created a new species in the Dactyl Magnons, has used the Dactyls, the Effects spell, and the Zero G park to transform and give a unique feel, has defeated 8 wizards of 25th level at least, has 11 apprentices. He has met all six conditions, and gained enough levels and experience. Alzar has completed the Path of the Paragon, and now has finished the Sphere of Energy. As Alzar thought, it was likely to be the easiest anyway. As a mage who already wrote 12 spells prior to this challenge, and created items, it was not the most difficult thing to do. And since he had made golems of various types, and other aspects of artifice, Pflarr is perfectly content to recommend Alzar. Alzar is the first non-Nithian or non-Halruuan that Pflarr has sponsored all the way to the end.

On his way home, Alzar is approached by an envoy of Vanya, one of her priestesses. Vanya has been impressed, and might be open to an approach by Alzar for sponsorship in the Sphere of Time. But they’ll see soon enough… the priestess teleports Alzar back to the home, despite the issues with the Hollow World, because things have just changed, and we’ll see how Alzar does…
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Old 11-16-2015, 09:13 AM   #672
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Month 12, Year 8:

By the 4th day of this month, while Alzar was out the mists and such became downright murderous…


M1. Into the Maelstrom



Get ready to hold onto your butts. I thought about postponing this until after Alzar did the Sphere of Thought. But it just fits right now so perfectly.

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Old 11-16-2015, 09:45 AM   #673
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This is the beginning of a hugely epic arc that includes M1, M2, and M5. M5 is the last of the Master modules and is close to the fitting end of this dynasty.

So what I want to do is begin this epic plotline, and then do other things after M1 completes and before M2 and then M5 hit. We don’t have to do them back to back to back.

This is officially the beginning of the end.

Now what’s happening behind the scenes of the module is that three Immortals are manipulating events in Norwold and Alphatia and other nearby areas for various reasons. During the course of the game, what happens, and what Alzar allows to happen or actions he takes, will shift the “points” that the immortals are scoring. Whoever ends up winning the scenario has certain things happen. However, at the time this was written, there were only a handful of Immortals that had been conceived and created, this is the first module in the M line after all. There are multiple Immortals that later on were added to the world, but who’s presence suddenly requires folks to ask some serious questions about who is who and why they aren’t in this M1 story.

So I’m adding them.

Here are the three key players, and then the ones I’m adding:

Alphaks – Alphaks is a (relatively) new Immortal in the Sphere of Entropy, and he was originally from Alphatia. He wants to destroy his old empire for reasons that are his own (but may become known as the story progresses). Alphaks is the primary mover of this module. He is Chaotic Evil to the T.

Koryis – One of the most powerful but extreme powers out there, Koryis is totally opposed to Alphaks plan in this adventure. Koryis is lawful good, and extremely pacifistic. He will do anything necessary to prevent war, violence, battling or anything else for that matter. He is also a former Alphatian, and wants to help keep them safe from Alphaks and his barely nuanced manipulations. Koryis is in the Sphere of Thought, and he’s so peaceful, that he annoys folks.

Vanya – Vanya is a true N power of the Sphere of Time. She is a patron of history, conquerors and war. In life, she threw herself at everything and everyone, and that’s what she wants from others. Being right or wrong is not as important as winning a battle. Sensing an opportunity to see some serious conquering about to happen, she is also a major player and at first will be allied with Alphaks’s goal, although not his methods of reaching it. She wants straight forward battling, not nuances



These are the original three working behind the scenes in M1. But why just these three? What do Alzar’s patrons thinks?

Morena – Morena is a patron of dwarves and artisans. Unless what is about to happen really pushes her people, she has no desire or care about what happens.

Pflarr – Pflarr cares about two things – the remains of the Nithian empire in the Hollow World, and the Halruaan people that he created in his image. Both are in the Hollow World. He could care less about this/

So, who does care?

Alphatia – A former Alphatian became an immortal in the Sphere of Energy, and is moderately powerful. She changed her name to reflect the Empire that she loves, and has become the patron of the Empire. Her LG self wants to protect the Empire, and is not really interested in helping it expand and conquer. One of her powerful enemies is Alphaks, and she’s one of the few allies Koryis actually has. She’ll be trying to aid Alphaks.

Bemarris – This chaotic good Immortal of the Sphere of Energy is a former warrior who carved his name across Norwold. Today, he is the primary church from Alpha, the capital of Norwold, and one of three Immortals recognized with a personal shrine by King Ericall. Bemarris is interested because he seeks to protect Norwold, and then to expand it. Any actions that increase Norwold’s power, will gain “points” with Bemarris

Liena – She helped bring the Empire of Thyatis to power, and installed her progeny in the ruler ship of that Empire – the great enemy of Alphatia. She founded Oceansend after leaving Thyatis in their hands, and then ruled for almost 20 years. She became an immortal 84 years ago, and is now in the Sphere of Time, and Lawful Neutral. Her patron was Vanya, and her goal is to keep Oceansend fine, and to weaken Norwold enough that Oceansend can be freed. She actively opposes Bemarris.


These six immortals are going to be involved in the upcoming campaign.
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Old 11-16-2015, 05:50 PM   #674
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The mists are getting deadlier, and coasting much of Norwold, and they are coming from the north-east.

There is a summons for all nobles and advisors in Alpha to meet with King Ericall about the issues that are ongoing, and new information that has come to light.

Alzar teleports over to the capital, and then heads into a session that’s ongoing. A courier from the Barony of Qeodhar, has brought a message and a missive from the Baron. The Barony is a large island off the northeast coast of Norwold, and northwest of Alphatia. It’s part of Alphatia, and the Baron owes fealty to them

Recently, Alzar found the spy in his realm from Qeodhar and forced him to cast Geas, Enhance spell on him and then followed with Forget before teleporting him back. Alzar tells the King of the spy he found a few months ago, and Ericall nods.

The Baron has admitted that the Mist is coming from his island, and that until Norwold has sworn fealty to him, and the King abdicate, the Mists are going to continue. Both the courier and the message agree, the message is signed by the Baron, and the courier has been scanned by multiple mages and priests.


“I can teleport over there now, and talk with Baron Norlan of Qeodhar. I can verify what’s going on by the end of the day for you.”


“No Marquis, we need to respond in strength.”

“So you want me to just teleport over there and start blasting? That may not be the most diplomatic solution.”

“No, you misunderstand me. I don’t want just one man to deal with this.”


“I can grab a strike team, head over and take them back a peg or two. I’d prefer to stealth in and hit them that way, but we can do in hot.”

“No, this is not going to end with magic. All of Norwold is threatened. All of Norwold has to respond, and I’m tired of magical duels or stealth-laden secrets. We will launch all of our naval assets, and remove this threat.”

“What? You want to launch a naval assault in winter? Here?”

“I am told that clerics can keep any ice away from the vessels and ensure a safe trip.”

“You don’t want to have magic take you to resolve this today, but you are willing to have magic help you get there the slow way? That’s an unwise decision. At the very least, let’s send some magic users over to scout, scry, and figure this out.”

“No, it time Norwold showed the rest of the world that we will not be bent. We will not bow. I want you to lead your navy from your March, along with the rest of the forces we can muster, and head over.”

“Alright, we’ll do it the slow way.”
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Old 11-16-2015, 06:55 PM   #675
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These fleets set sail:


Task Force One: Oceansend Combat Squadron, 102 BR, 4 lg galleys, 5 small galleys, 10 large sail ships, 2380 total hull points, 350 marines, 300 sailors, 1020 rowers, 1570 men, 45 leadership factor

Task Force Two:
Royal Assault Squadron, 180 BR, 1 war galley, 6 large gal, 15 small gal, 2 troop transports; 2410 hull points, 875 marines, 340 sailors, 2280 rowers, 3495 people, 60 leadership factor. Every vessel here has artillery

Task Force Three: Norwold Invasion Squadron, 106 BR, 30 longships, 2100 hp, 2250 sailors and men in fleet too. 65 leader

Task Force Four: Fleet Support Squadron, 105 BR, 15 small galleys, 30 small sail ships, 4200 hull, 1350 sailors, and men in fleet to, 45 leader rating

All galleys here are carrying rams; all small sail ships have artillery

Task Force Five: The March’s Navy, 98 BR, 13 small galleys, 1040 hull, 130 marines, 980 men total, Alzar s LR is 80. All have artillery

Total number of ships here is 131

Norwold is going in hot


They head out a few days later.
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Old 11-16-2015, 08:56 PM   #676
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Two and a half days into the journey, the sun is setting. As ships sail along, the water is frigid, cold, and biting. No ice though, as promised. Suddenly though, from the waters themselves crack three large, lizard-like ancient, huge white dragons.

80% of the ships that are not in Alzar’s fleet turn back, not wanting to face or sail past these creatures. The dragons are not attacking, just hanging in the air, but rolls of Dragon fear roll off, and Alzar cast Remove Fear on some of his ships. Alzar flies up to talk to them. Since they have not made aggressive actions, he wants to talk to them first. Here is their words:


“This mighty fleet must return to its port at once, and wait until the wrath of the gods is appeased. The force of arms will not save your tormented land, but instead precipitates an even greater fate. If the rulers care at all for their people, they must obey the ultimatum, and Justice will take its course in the end.”


Alzar asks of them questions but they do not respond. The mist has died down since this morning. Alzar won’t be able to wrap up the entire fleet, it’s too big. He moves to attack the dragons. They use their wings to buffet the waters and winds to create a storm. But Alzar’s aerial flying is pretty good.
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Old 11-16-2015, 09:49 PM   #677
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Alzar slays two, the third flees. He uses magic like Time Stop, Heal, Lower Resistance, and stuff like that Two dead.


He rallies the fleet a few hours later, gets them all together, and they head back. Due to his taking leadership under pressure, and with the dragon, he has taken the lead of the invasion force.


The day after, night falls a second time….


“The night is silent, regularly interrupted by the ships’ bows cutting through the swells. The lanterns of the fleet slowly wink in the night fog. As the watch is about to change, ships are sighted to the starboard, the sails full. The arms of the vessels are those of Qeodhar!”



They are near Alzar’s small fleet of 13 ships. As Baron Nolan sees the Norwold pennants flying, he panics and orders the fleet to flee.

Norlan’s Merchant Fleet
– 10 small sail ships, artillery, BR 111, 100 sailors, 250 marines, 600 hull,


Their ships are faster than Alzar’s.

So he scans in front of them, and then teleports to one, and casts Virus Charm, and then Mass Charm and Mass Domination to grab another ship. Soon he has scouted out the head ship with Baron Norlan on it. He teleports over and orders the Baron to surrender. His fleet is coming in, Alzar has captured or taken two of his ships single handedly. The Baron offers single combat, and three rounds later, Alzar has taken him down so badly, he surrenders.


He drops to the ground, “a blind and hopeless love forced him to commit this act of treachery.” That sounds a bit odd to Alzar. He tells Baron Norlan that he wants to force them to help out and such, and he casts spells to read ESP and Detect Lie and such.

The Baron has gone to the Empress of Alphatia for the hand of her 5th daughter, they love each other, and it would strengthen their ties. However, he request was rejected, and the princess came with them. Absconded away. She is on the ship and with the man she loves. Baron Norlan of Qeodhar is not in any way responsible for what has been happening with the mist.


Alzar tells Norlan what has been going on, someone has been using his name for some seriously bad stuff. Norlan is upset, but there’s no reason for him to be restrained or anything. Alzar was told to bring back Norlan, so Alzar can accompany Norlan back, and let the fleet, and Princess Mariella, sail back to Farend, the capital of his Barony. Alzar returns the ships, and they return to the Barony, while Alzar, the Baron, and the fleet heads back
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Old 11-16-2015, 11:15 PM   #678
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The next day…

“Slowly the fleet comes to a complete stop, and begins to back up. Crewman are rushing about the ship and the rowers drums increase their beat. The sky has turned purple and a frightened roar thunders behind. With horror, the locals realize the vessels are dragged toward a huge gaping whirlpool. The crews raise all sails and row at maximum strength. Finally, the ships slowly move out of the colossal currants. But suddenly the sinkhole widens and moves behind the ships! Already some vessels begin to circle around the gigantic maelstrom. In an instant, the entire fleet is caught in the swirls of dark green water, there is a great confusion on board. Despite the stunning rumble of the cold darkness, from the deep of the sea, a vision appears at the bottom of the maelstrom, an opening….night….stars perhaps? An escape for sure. In this moment of terror, the shattered minds of locals, refuse the vision and pass out.”


Vanya herself has opened a vast gate. As a patron of both history and conquerors, she wants Alzar to both learn, and take control…

Baron Norlan was taken by Koryis and returned to Farend, with a missing memory of what happened, Alzar and his fleet arrive….



Into the Maelstrom

End of Chapter 1:

Vanya – 10 points
Koryis – 8 points
Alphaks – 5 points
Alphatia - 5 points
Bemarris – 7 points
Liena – 3 points


Alzar awakens with a powerful item from Vanya in his hand – a Rod of Victory – he already has one.

“You have done well my hero. Take your reward, and to further my might, bestow it’s powers in the name of Vanya!”
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Old 11-16-2015, 11:16 PM   #679
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When consciousness is restored, the sound of a storm replaces the inhuman roar of the maelstrom. The ships are still spinning however, a violent storm of snow and sleet prevents anyone from doing anything. It lasts a half hour, and every vessel has taken between 10 and 30% damage and casualties from the Maelstrom, but all are accounted for.

The light has gone. So has the ocean’s madness. Only a frightening silent void remains above and below the ships. In the dark, some distant stars twinkle, each of a different colors, and glows than the full moon and stars of Pandius. The air is cold, and some strange wind flutters through the sails. The oars won’t work to maneuver the vessels out here, and many sails were torn from the wind and ice that came from the whirlpool and Maelstrom.

They are drifting in a giant orbit, in the stars, somewhere out there, away from Pandius.

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Old 11-16-2015, 11:27 PM   #680
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But all 131 ships of the Norwold fleet are here, even though some are damaged. Alzar gets an assessment, and is officially declared Admiral of the expedition, with all ships, captains and fleet leaders reporting to him, until such time as they leave this area.

As the fleet drifts there is a large circular platform in the middle of the wake, and they are moving towards it. A glowing sphere of light surrounds the platform, and it appears to be an island covered with a thick forest, and surrounded by miles of actual, proper sea. Alzar has a longship scout, and they find that the sea can be navigated onto, and then from there, they can land on the beach. The platform has its own blue sky, which can only be seen on it. Alzar heads to the island

Hundreds of natives wearing loin cloths, colorful robes, feathers and flowers run to the beach, waving at the fleet. Muscular natives push dozens of large, winged canoes into the water, and already men rush to the fleet, with large baskets of fruit and flowers and no visible weapons.

Alzar meets with the first delegation, and talks with them There are 1500 of them on the island. They are friendly, and mean no harm, spells verify it. Their canoes have oars that work on the void. They end in large vegetable flowery leaves that are grown on the island. They bring heaps of a strawberry fruit called zzonga, that they offer as a welcome and greeting.

Alzar uses a few divination spells to try and suss out the fruit, the people, the oars, and the island. The fruit has poisonous aspects to it, but not lethally so, but they would put an eater into a blissful stupor. Alzar orders the natives back to the island, and furthermore that none of the fruit is eaten.

A day is spent cutting down the feathers and moving them to oars, and about 45 men eat the fruit anyways, and begin to head into a stupor. Alzar controls them with Mass Domination or Mass Charm and they return each time. He also uses geases, quests, d3tect lies, and more to hunt down fruit that are suck aboard. They taste really good, the island looks like a paradise to a lot of his folks.,, and the food is fresh – also important.

On the island are large statues of people who look like really old Alphatians. What connection do these people or this island have to Alphatia or old Atlantis, as the Crones called it?
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Old 11-17-2015, 12:45 AM   #681
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Two days later they set sail again. Now they can navigate:



Vanya – 10 points
Koryis – 13 points
Alphaks – 5 points
Alphatia - 7 points
Bemarris – 10 points
Liena – 3 points

They continue down the wake and area, and float along with the “tide”. A huge rock grows bigger and bigger, and Alzar’s ships moves around it. It looks like great rocky asteroid, with some vegetation in a few valleys, and some ragged stones on top. The fleet berths on the edge of the rocks, outside of dangerous areas, Alzar heads on to scout.

He finds:

The cave contains a monster sized bed, covered with mounds of straw. Everything is the cave is of huge proportions, forks and knives, chest as big as a skiff, and an empty wooden corral at the far end. A flock of huge sheep enter the cave, and behind them is heavy breathing.

Alzar hides using Without a Trace and there is a beholder who moves in and secures the cave, moving rocks around with telekinesis. It’s a huge, gargantuan beholder about 10 times the normal size of one. Alzar can’t hide magically. So the Without a Trade works for now, and then the hides under some sheep. One is eaten. As the creature rests, Alzar slips to search, and picks ht lock and finds inside the chest thousands and thousands of copper pieces:

Alphaks Face on one side, “Alphatia Above All,, - Emperor Alphaks I” on the other side. He secures a few for later.

Alzar uses his OtherSpace to hide for a while. Teleporting hasn’t seemed to work, but extradimensional spaces are not affected. They head out in the morning. Alzar follows, and slips out, heads back to the ships, and then they head away, quietly,



Vanya – 10 points
Koryis – 18 points
Alphaks – 10 points
Alphatia - 7 points
Bemarris – 10 points
Liena – 3 points
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Old 11-17-2015, 01:13 PM   #682
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Two days later a large silver cloud moves to block their path. Hundreds of miles and wide. There is a huge tower on top. They berth here, and Alzar heads up the cloud to the Tower. A brass door at the bottom of the tower opens and a man dressed in long white robes appears. He raises a hand to greet Alzar, and welcomes him to his kingdom. This is a fellow immortal, and this is his land. He is the Keeper of the Sky Winds, and he direct the winds and such for the stars here. He shapes the cloud into various forms for Alzar as needs, and Alzar heads in.

He offers food to feed the sailors, and creates it for them and sends it to their vessels. He is I n the same sphere as Koryis and was asked to check in.

A great empire once ruled this area, but they destroyed themselves long ago. A man named Alphaks was the final emperor here, and his people betrayed him. But even before that, he was utterly evil and self-serving. Alzar mentions the two places he passes, and he knows nothing of beholders, but the people on the paradise island are descendants of old prisoners. Koryis is involved in some battle with another immortal over some current things. There is a place across the void that has the ability to send the travelers back to their homeland, in a dense fog. Alzar asks for info, and he gives him a large lather bag that contains a powerful wind. Release the wind at the right time. Meanwhile, the winds on this path will push him to the right place, eventually. But he knows other immortals are here as well, and involved, not just his ally and the one he faces.


Vanya – 10 points
Koryis – 23 points
Alphaks – 5 points
Alphatia - 7 points
Bemarris – 10 points
Liena – 8 points
6
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Old 11-17-2015, 04:56 PM   #683
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Several hundred feet ahead, the cloud ends, and another is here. Sitting on it, her legs swaying in the void below, is a giantess, waving at the party’s ship., and she calls for help. She is a cloud giantess.

Alzar has two longboats head over to her and bring her in. She is Kenatha and was sleeping on the edge of her homeland when the cloud broke away and moved down the void. Alzar agrees to tow her back home. She begins to blow some wind into the sails that can work to gently push the correct direction. Alzar heads to the land of clouds, off the wake, and lands with her and the two head up…

Vanya – 15 points
Koryis – 23 points
Alphaks – 5 points
Alphatia - 10 points
Bemarris – 12 points
Liena – 8 points


Several hundred yards away from the ships, Alzar follows Kenatha as she steps onto a huge stairway that heads down into the clouds. Thunderous voices cry out her name, as she arrives and she walks to the head table of an older one wearing a crown, and he raises his hand and asks for silence, and she introduces Alzar

He grabs a fork and throws it at Alzar! It misses. The giants do not listen to Kenatha, and they refuse to heed her. They move in, ready to attack . And these are gargantuan giants, about 5 times larger than normal.

Alzar makes his Spellcraft prof, and something is off. But they are too big for Charm or Mass Charm. What about Dispel? He casts the priest Dispel Magic at one and her battle frenzy drops and she moves to flank Kenatha. Alzar Dispels another, but there are 10 giants here, and he’ll be out of Dispels soon. He tries the Disjunction, and it works, and his final Dispel is spent works too. 5 giants freed. That evens the numbers.

He is forced to slay two giants, two more are killed, and the king is captured by other freed giants. They hold him here, and Kenatha grabs some treasure from his pocket and gives it to him:

10000 pp
+5 Short Sword
Staff of Harming
Large Flying Carpet
+4 throwing hatchet


Vanya – 20 points
Koryis – 23 points
Alphaks – 5 points
Alphatia - 10 points
Bemarris – 14 points
Liena – 8 points
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Old 11-17-2015, 07:23 PM   #684
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More time passes. The fleet is beginning to run out of food. Alzar’s magic items can keep up with water, but nothing else.

Another of these sky islands moves in front of the fleet soon enough, and there put in on it. Alzar heads to the 10-mile ish place and there are lots of trees, water, and even a ton of turkeys, just randomly on the island. Needing to get some food, water, and wood for repairs, some officers authorize landing parties to the island, even though Alzar specifically said not to. He’s 13 ships don’t. They know better.

Alzar finds a sorceress on the island who casts a spell at him, but it hits his MR. He casts Time Stop and moves in, casting Flesh to Stone and Power Word Kill, both fail, and she smiles, and stops.

“Welcome pet of Morena. She really adores you, brags about how the Sphere of Matter we are in together is going to get much stronger after you join our ranks.”

She introduces herself as Kersia, another immortal of Matter, like Morena. She lives here on the sky island. After introductions, she tells Alzar that about 20 of his men came onto the island, and were turned by herself into turkeys. It’s just protections. She shows Alzar where, but a bunch of the turkeys were taken back and are being eaten right now.

Alzar heads to the beach, where a variety of turkeys are being slaughtered, and more are being cooked. Alzar tells Kersia to wait, and talks with her somemore. Not wanting to reveal himself.


Turkeys are being used as food, carving, being stored for later, and fruit from the island, but normal food, and wood is being stored too. Alzar asks if they can stay for a few days, after he reminds the crew who is in charge, and she’s fine – doesn’t see a lot of company.


After waiting about 90 minutes, Alzar “reruns” to the fleet.

“The first party that left the ship has disappeared. I found them after some searching. I left clear instructions, that no one was to leave the ships until I scouted the area, and then returned. Want to know what happened to those people? Here I’ll show you.” Alzar casts Dispel at one dead turkey and it turns into one of the crew. “You are eating them. The first group to come ashore, in violation of my direct instructions not to was turned into food, and you ate them. They died. We’ve been on multiple dangerous islands, and the fact that I scout first keeps you alive. You do not embark without clear and specific instructions from me. 20 of our people have died, I hope you enjoyed the meal. The four officers who approved you to head to shore are demoted and stripped of their rank, and will be left here on this island after we leave. ”

A few days later, Kersia and Alzar are discussing the are, and she suggests that he go to the Underworld section of this area, and shows a secret path down there, and secret steps. There is someone down there that can direct Alzar safely.”




Vanya – 20 points
Koryis – 28 points
Alphaks – 8 points
Alphatia - 10 points
Bemarris – 14 points
Liena – 10 points
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Old 11-17-2015, 11:44 PM   #685
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Four days later, Alzar has a favorable wind to get to the Underworld which is not of the normally course, and he takes just one ship, and leaves the others here to repair. Not trusting the four officers, he brings them with him


The way to the underworld narrows until it’s a thin black line with about four hundred feet of clearance on each side Then a large magical longship, steered by shadows and captained by a great roaring demon sails up to the ship, and calls out to Alzar The demon tells Alzar that only his special ship can reach the Underworld, and tries to convince Alzar to leave his ship, sent it back, and then get aboard the shadowy vessel. Alzar doesn’t leave, and the demon tries magical domination, but that fails to. So it attacks

Roaring Demon – 16 HD, AC -5, 80 hp, THACO 5, 1 weapon in each hand, +3 damage, 80 MR.

It flies over to Alzar’s longship, and his axe heads over to and they meet.

Alzar kills it in 3 turns.

The shadows dissipate, but ht magical longship. They tow it and move on. They arrive and pass a gate. Rising of the dull black water is a small island of dark earth, and they berth here. There is an alate,r and in front of it a deep pit. The pit opens onto the Sphere of Entropy. Alzar follows the instructions given by Kersia, and a bunch of undead rise, move, and bathe in blood that is flowing from the altar, drinking it and strengthening. A spirit arrives later, and this is the soul of a dead character, a lawful neutral ghost.



“Hear me now my friend, for your path is difficult and many forces oppose your endeavors. Alphaks has become an immortal after betraying his primary philosophy He is the one who desires your death, Alzar, and the destruction of mankind on Pandius. He plots vengeance against his own kin. Beware of his wrath, for you have drawn yourself too high, and are subject to his sight. His eternal hatred is potent. If you survive his desire for your deaths, you may return to Norwold, alone, in a foreign ship Do not hurt Vanya’s sheep, on Tharl. You do not want to make enemy of that one.”

The spirit lingers. Alzar casts Resurrection o nit, and


Theyrex ,LN, level 14 Mystic, AC -4, 4 attacks a round – fist, fist, foot, foot – 5d6x4, STR 14, INT 14, DEX 17, CON 16, WIS 15, CH 13. No items anything.

Theyrax comes with Alzar as a useful ally





Vanya – 25 points
Koryis – 33 points
Alphaks – 8 points
Alphatia - 10 points
Bemarris – 14 points
Liena – 15 points
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Old 11-18-2015, 12:24 AM   #686
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They return to the island that they left, but a full month has passed, as time goes in different directions there. They have left the island. Kersia gives Alzar instructions about two dangers ahead – a great flat sea with three small kingdoms, powerful wandering rocks, and two horrible monsters, one that makes whirlpools.

Alzar’s two ships continue on after grabbing some provisions.


Beyond the remaining space ahead, expends a titanic horizontal spiral of water, spreading curing arms all the way to the rim. The center forms a great flat sea that seems navigable, and covered with the dome of light and such like normal. Above and beneath the great spiral are and endless region of vast floating clusters of rough stones tumbling about,

Sail on the sea? Sail in the empty spaces between the flat spiral and the stones? Sail under the sea spiral? Alzar chooses the rocks.

A multitude of jagged rocks are here, and Alzar casts the occasional spell to push them back or to change the speed of his vessel. One slips his defenses, hits the ship he is in for 13 hull points of damage. He remains on the course and makes it across. Forewarned by Kersia, he actually wound up taking the safer way. (The others are guarded by creature sand such). They also skip a bunch of encounters in here too, by taking the fast way out.




Vanya – 30 points
Koryis – 33 points
Alphaks – 8 points
Alphatia - 10 points
Bemarris – 14 points
Liena – 15 points


On the far side, the sky turns black and wind pickup. Ground swells rock the vessels as huge rolling waves appear roaring at the horizon, and the storm grows increasing violent. Alphaks is so upset that his special trap for Alzar was defeated that he sends this storm, and won’t let Alzar past. More and more swells hit his ship until…..

It’s destroyed.

Vanya – 35 points
Koryis – 33 points
Alphaks – 18 points
Alphatia - 10 points
Bemarris – 14 points
Liena – 15 points
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Old 11-18-2015, 01:25 AM   #687
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Alzar doesn’t lose anything – and the others don’t either. Something fights back, letting htem kepe their stuff (Koryis). They float along on wood and such, and then arrive at a small platform, where the winds of the void and the local tides drop them off.


It’s a madmade wooden platform, and rocks a stone observation tower with an unknown flag atop and a faint horn that can be made out, when a small and study skiff arrives to the platform.

There are a group of men and women that are a part of the Delthan garrison, and their leader, a lietenant named Torrick is a 20th level paladin, commissioned by his superiors to hold the tower. They are invited up to the tower, and fed and washed and more. The tower is simply built, with a Spartan appearance to it. There is a large fleet that sailed by their tower recently, and the Delthans are pretty worried about it. They think it belong sto one of their foes, the Gammarians. There are also Belthans here as well. A new war could begin if that fleet was theirs. Frictions are commond, and the truce is weak.

Alzar can wait here for the next small sail ship, and a truce flag, that will get him port in Delthar, and is given a written permit. It would be a month. But he doesn’t want that. He offers to buy the one ship they have, and take it, and they can wait for a month. After negotaion, they spend 10000 gp for it.

They set sail and As they do, a large fleet comes sailing towards him with more than 100 vessels in it. Alzar spies the flag of Norwald and his own people, and this is their fleet. Alzar and the fleet rejoin, and only 6 vessels, plus Alzar’s one, were destroyed, so they have 124 left (Bemarris didn’t want the fleet of Norwold destroyed up here, so he moved the fleet in time ahead, so it would avoid the obstacles and be reayd when Alzar needed)

Vanya – 40 points
Koryis – 38 points
Alphaks – 18 points
Alphatia - 12 points
Bemarris – 17 points
Liena – 15 points

Vanya creates a spirit of heroism and all of the fleets and battles Alzar faces for the rest of the module get +20 BR.

End of Chapter 2…
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Old 11-19-2015, 12:08 AM   #688
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Welcome to the star kingdoms, the three small hemisphereical realms here in the sky.

What’s really great about this is that the first Chapter plays like a Choose Your Own Adventure. If this happens, so to that section, if that happened instead, go here… The second section is basically a “Play in this order” chapter since the encounters have to be done in order. But this one? Pure role playing. They have three star kingdoms, some pirates ,and the merhcants guild all here. Everntaully you need to find and get to the mists, that take you back. It’s all good stuff. You have the full flexibility to do anything you want.



There are:

Delphans – These folks lie between the fleet, and the far side of this area, which likely has the Mists on it. There is a large central city with a capital of this lawful society, the most powerful paladin, rules, and countess towers are outposts that float about, guarding and protecting them.

Belphans – These neutrals have the biggest of the areas, with a council that is ruled by many, and are to the right, with a large military, navy, and base of operations.

Gammarians – These chaotic folks live on a rock and have a base of operations to the left. They are ruled by the strongest mage, and have the smallest population. These three spheres of control block off the area. You can’t get through without going through at least one of their areas.

Merchant Guild – Beyond the spheres is a netural rock that’s floating out in space, and allied with , and used by, all three of the star kingdoms.

There are also some space pirates that raid and such as well.

It’s unlikely that any of these three areas would allow a a big giant fleet to cross their space uncontested. Alzar orders the fleet to hold up here, outside of the space, and then takes the sailship to the Delphan, since he has a writ for them
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Old 11-19-2015, 01:48 AM   #689
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Alzar passes by their borders, shows them the ship and his passage from the tower they passed, and they let him arrive at their central location. After three hours, Alzar has secured a meeting with the ruler with Diplomacy and Court Intrigue proficiencies and such.

Alzar meets with King Korwant, a 36th level paladin, who leads the Delthar forces. And kingdom. There are 50000 people that live here in Delthar, similar to the sky islands seen before, but much bigger, covered with rich farmlands and several villages in key points. A powerful church council rules the LG nation state, and the place is more of a theocracy than a true kingdom. After one king dies, the church council selects the next – it’s not hereditary


He wants access for his fleet, food and other supplies, and information for the local area. After talking and negotiating, here is what he is given:

1). Alzar’s fleet will be resupplied by merchant vessels from the Delphan folks. They had out, escorting Alzar back.
2). Alzar’s fleet is denied the right to move through their zone of control.
3). Alzar is given information, supplies, and more, in exhcnage for agreeing to not violate their space


Alzar meets with various sages and such, and learns more.

As suspected, the plane they are on is the former home of Alphatia, which the current people call Old Alphatia. A planet that was their home was destroyed, and only these islands and civilizations are left. In fact, the star kingdoms are all descendants of the original folks. Emperor Alphaks I was ruler when a major rift began, and he sided with the wrong side, and lost. Alphaks opened a great rift in the mists here, and fled with the Alphatian navy to the other side. They show Alzar where the mists are,and he gets the information needed.
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Old 11-19-2015, 02:35 PM   #690
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He gets a good feel for the entire area, and they suggest that he go after Gammar, the central area of the Gammarian folks. Their fleet has roughly 12 special ships called Phase Ships, and these are the descentants of the people that forced Alphaks out, and they suspect that the current leader, the CE Halzunthram is not abiding by treaties with other states.

Alzar pushes the relationship with Delthar. Both Belthar and Gammar will move against Delthar, because they fear the larger andmor eorganized Delthan forces.

He returns to the fleet, and gets the promised aid for his ships. Three days later they find themselves at the border of Gammar.


Alzar draws up attack plans if needed, and then sends a signal to a ship on the edge of their space that he would like to parley. After a day of waiting, no vessels have come, so he orders the fleet to cross into Gammar space, but instead of going after their capital, he moves to angle the fleet to the right of their capital, so they can pass their territory and get to the Merchants Guild and then the Mists.


After two days, the Gammarian fleet has arrived to harass them They have special magical Phaseships they call “Skysharks”



They can phase in and out of the plane, and then dodge attacks, and then fire artillery. They can fly, phase in to fire their ballista, and then phase back. They have 15 ships, but 5 are on missions, 10 are here. Due to their special powers, that are hard to track down, and more of a harassing force than anything else.
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Old 11-19-2015, 08:38 PM   #691
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They like to phase in, concentrate their ballistas on just one vessel, and then phase out. It’s a pretty powerful design. They destroy a galley from phasing in as Alzar orders the fleet to turn about and head for their capital, the floating asteroid of Gammar. Thye phase in to hit vessels far from him, so he casts Mount, boards the flying Griffon, and then flies over to check things out. They phase in and after a few rounds, a small ship is badly wounded. Alzar is almost to them, and they phase out again, like phase spiders or blink dogs.

They phase in, and Alzar flies over a tad to get into range and then casts Mass Domination, and 14 of the 20 crew are now following his command. They attack and kill the other 6, and 2 of them die, 12 left. That vessel stops, and then Alzar lands on it. The other phaseships leave and don’t return. Alzar gets a full rundown of the vessel and it’s powers. The best way to take it out is with magic, not weapons.

Gammar is a tiny spherical asteroid, no more than 80 miles in diameter, with a variety of terrain typres, and the economy is well developed, with agricultural goods, mining and crafts of various sorts all sold, and about 30000 people here as well./ There are some dragons flying about, protecting it, and a full 14 phaseships are here, the others returned from their scouting missions.

As Alzar’s fleet arrives at the central nation, there is a fortified city of 10000 in the center of the their star kingdom. In order to attack it, the fleet would have to land on the seas, and then move traditionally.

They need to get through 4 dragons and the phaseships in order to land, and then sail to the capital. The Oceansend fleet is in the vanguard position, and Alzar orders it to push against the dragons and ships. He’s nowhere near close enough for the battle. The longships and his navy will land, and hold their position, and the support fleet will use artillery to hit the dragons, while the Royal Assault Squadronm their best fleet, is kept in reserve

3 vessels are destroyed while landing from the Phaseships, and 9 ships are destroyed as three dragons fall, and the 4th flees. But as they do…

Around from the far side of Gammar comes a pirate fleet!

Pirates – 71 BR, 50 small sail ships, artillery on every vessel, 40 Leadership factor, 4000 total hull points. Alzar orders the Assault Squadron to hit them, with the Support Fleet using artillery and the damaged Oceansend fleet to retreat.
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Old 11-19-2015, 09:49 PM   #692
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Let’s play the Sea Machine version of War Machoine (rules are in the module)

They toss a 22, plus the difference in BR and….

The Assault Squadron loses 20% of its fighting force and wins (10% is recoverable later) and they lose 60% (20% is recoverable by us). They flee, and Alzar orders the Assault Squadron and Oceansend Fleet to hold up here, and heal and protect, and the support fleet lands, and the three fleets move on Gammar

A bunch of war canoes and ships head out from small islans and such, and a small force of around 32 smaller ships moves to protest his presenc,e and are easily swept away, at the cost of just 6 of his vessels.

They arrive at the fortified city, and it fires some catapults at them. But he has 47 catapults on his ships, so they more at them. A few phaseships arrive to push him away, but he refuses to move his ships away, and focuses his longships on the phaseships. 4 dead longships later, the walls have been crushed, and their artillery silenced. They surrender a few moments later.

Alzar has taken Gammar

Alzar’s losses:


46 ships total, 11 recoverable

Destroyed – 16 ships recoverable

27 ships replacing the destroyed 46

Alzar spends a week repairing, refitting, and restocking.
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Old 11-20-2015, 02:58 AM   #693
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Meanwhile Alzar gets to use Gammar as a base of operations, but Belthar is moving their fleet over from their territory to hit Alzar. Alzar finds a writ of alliance with the pirates from the ruler’s things, and they were readying to attack both Delthar and Belthar with their phase ships, have each attack look like the other, and start a war.

He has a message ship sent to the Guild of Merchants, neutral space where everyone is free and may not be attacked. He wants to let them know about Gammar’s treachery. Meanwhile, he orders the Royal Assault Squadron and Support squadrons to hit and take out the pirate headquarters, now that their forces have been denuded. 9 days later, he gets news that they captured the headquarters, lost 17 ships permanently ,(after salvage and such) and then 450,000 gp is bought back, and various documents, items, food, and more is secured.

Using scrolls of communication with their leder, Alzar orders the destrouction of their base ,and they come back with everything else.

As Alzar is a high level wizard himself, Gammar doesn’t push back against him fir the roughly month that he and his forces are here. The Council at the Merchants Guild from both Belthar and Delthar hear the evidence, and Belthar agrees to send their fleet back. Additionally, they will both commit a fleet of 10 ships to Alzar’s cause ,and they will head through the mists to attack. Apparently, it’s not a one way trip. Smepirate raids go through the mists, and then return.

The pirates were desendnats of Alphaks’ loyalists. They had a shrine to him as an immortal. So Alzlar had it destroyed, and their most holy of relics, a jar of Alphaks’ blood from when he was Emperor is secured and Alzar takes it.

They will set sail with 10 phase ships, 10 ships each from the Belthar and Delthar navies, and then their own salvaged ships, now repeaired. Alzar grabs plans for making his own phaseships – they are pretty good.

Five and a half weeks after arriving at the Star Kingdoms, Alzar sails out….

Koryis gets +20 for diplomacy with Delphans, Vanya +40 for attacking and conquering the Gammar and pirates. Bemarris gets +20 for 50% of the Norwold fleet surviving, Alphatia gest gets +20 for Alphak’s secret being found out, and hurting him.


Ends of Chapter 3:



Vanya – 80 points
Koryis – 58 points
Alphaks – 18 points
Alphatia - 32 points
Bemarris – 37 points
Liena – 15 points

Liena heals and resurrects the Oceansend navy as they pass through the mists and head back, even bringing back dead vessels. She insures they will emerge fine. Gammar wants Alzar to rule them, as he would fix their internal squabbling by having a strong wizard who conquered them at their head, thus no one internal party is strengthened or preferred. But he can’t promise that he’ll be able to return, and he heads back.
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Old 11-20-2015, 06:12 PM   #694
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Slowly the star mist clears, and the Norwold navy, with the reinforcements from the Star Kingdoms is on the sea, off the coast of Norwold as before. Fresh salty winds attack the lungs and force out the unhealthy air that was breathed in on the other side.

A large volcanic island is off the fleet’s front, and a sickening smell can just be made out, as the poisonous mist that assaulted Norwold is coming from the volcanic island, and then heading to the nearby coast of Norwold. It’s not coming from the Barony of Qeodhar. The lookout cries out!

A huge fleet, of undead creatures manning them, with great ironclads, large galleys covered with dark metal, that are create by Alphaks to protect his volcano at all cost, emerge and move out.


This will not be easy:

The Dreadnaughts of Death – 214 Battle Rating, Elite, 120 ironlads, 24,000 hull ponts, 12000 undead troops on the vessels, Commander is a lich with 60 leadership.


Alzar has combined his forces into one, giant force:

Combined Norwold/Star Kingdoms Fleet – 130 Battle Rating, 116 vessels, 6400 hull, Alzar has 70 leadership

Now – two bonuses – Alzar gets +20 from Rod of Victory and +20 from Vanya’s spirit of Heroism. That gives him a 170 vs 214, but they have a ton more ships, hull, forces, and a better BR.

With a -41 br, they need to roll really well.
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Old 11-20-2015, 09:53 PM   #695
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Here we go:

The Dreadnaughts win, and they lose 10% of their ship, And Alzar’s 25%.

Alzar orders the fleet to retreat, and he slips into the water, and with his Necklace of Adapation, can survive. He summons a 16 HD Water Elemental wth the Face of Xenous, and it’ll protect him and be a bodyguard. They move towards the island, as the Dreadnaughts are pursuing the defeated fleet. He emerges from the water.

This dry rocky mountain is bare of vegetation, and was thrust from the water less than a year ago. A narrow part leaves the shore, roumnds the base of the crater, and there is no visible activity. Although it likely won’t matter, Alzar uses a pinch of Dust of Disappearance anyway.

The narrow ledge is mounted, with a water elemental in tow, and it does back down tht ewater level, and Alzar’s star, scout the entire area, finds a secret door in the rock, and his Chime of Opening forces it open. This door leads into a partially underwater passage, and Alzar moves to the ceiling with Slippers of Spider Climbing.

This corridor arrives at a small round cavern, with a dark, calm water filling it, and a pair of small islands in the middle, with a portcullis blocking the passage on the far side. Rather than play Alzar walks up the ceiling over the islands and avoid hitting dragon turtles and fighting here. He uses the Chime, the portcullis raise, and he moves on

The floor past the portcullis is clen of water, and roughly rectangular. It opens into a large drydock in the center of the volcano, with a exit for the Dreadnaughts on the far side. There are a variety of rails, chains to wheel the ironclads onto metal frames for repair, winches, and more here. A few ledges are here, and Alzar heads up, and finds a small door and enters an oddly shaped corridor.

This is a tube shaped corridor, with mists and fog obscuring much sight, and 7 platforms floating above a portal to a Plane in the Sphere of Entropy at the bottom. At the top of the 7 platforms is a teleportation arch, similar to ones Alzar has seen before.

The water elemental heads down the tunnel, and then moves to the first platform, and then heads to the next and so forth. At the top, nothing has happened, but the whole area detects as magic, so Alzar needs to make sure he’s not falling and heading down. He conjures a greater stone elemental to be here and grabs him if he fails or is pushed off or something.

Alzar makes it to the top, and the trio of them teleport….
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Old 11-20-2015, 10:14 PM   #696
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A 10 foot tall hourglass with white sand flowing down and turning black is this room’s sole decoration. Turning and smiling at Alzar is the avatar, and material form of Alphaks, as a Roaring Demon. Two large windows overlook the sea below, and they have teleported near the top of the volcano.

“Welcome mortal. Finally you have reached the end of your journey. Congratulations Alzar! But you have put a false faith into the designs of spheres of Matter, Time, or Energy. Everything ends. Everything dies. Everything dissolves. That is the truth of Entropy. You are evil, you know what I speak of. Some seize power as the world ends. I have. You have served your purpose well, and helped to bring the end of Norwald, Alphatia, and others, but now, it is time for a reward. But what will it be? I can be your patron, bring you into Entropy, and you can forswear your allegiances to that dwarf bitch and your jackal lover. Or I can kill you, and end the path to immortality of Alzar right now, and you will be a footnote in history. Is’s your choice.”

Alzar denies him. He snaps his fingers and Alzar’s elementals are destroyed, roares, and two weapons teleport to him, and he attacks:


Avatar of Alphaks – AC-10, HP 110, THACo 1; 2 attacks, +5, +10 vs human Long Sword of Slicing; +5, +10 vs human Dagger of Draining; +3 or better to hit, 80 MR, can cast some priest spells.

Alright, there you are. The Sword will slice off a leg or arm if it rolls a 19 or 20, and the Dagger will drain a level from Alzar each time it hits. (Alzar can wound Alphaks because he has Alphak’s mortal blood in a Bag of Holding)
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Old 11-20-2015, 11:36 PM   #697
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6 vs 2

Alphaks wil hit on anything not named a 1. He hits twice for 1d8+10 and 1d4+10 – 25 damage total. Alzar loses a level, a HP with it. His axe attacks twice back, but he needs a 6 to hit. 7 and 3 rolled, and the Barrier gest 5 and misses too. Alzar deals 21 damage back

Alzar – 57/82
Alphaks – 89/110

4 vs 3

Alphaks stabs Alzar and Alzar loses 27 hp and another level. Alzar casts Time Stop, and then Heal, followed by Lower Resistance. The spell resolves, he is healed, and the spell doesn’t work

6 vs 1

Alphaks hits twice for 24 and another level. Alzar slashes and tosses 19, 8 and 8. Misses with the Bright Barrier but doles out 42 damage from axe.

56/80
47/110

7 vs 5

Alphaks casts a Heal spell too. Alzar’s LR spell misses again, and then he tosses a 10, 5,and 16 and hits with the axe and shield for 31.


57/80
79/110

4 vs 8

Alzar finally wins init, slashes and…15, 8, 3 tosses – Alzar hits for 45 damage. Lower Resist fails, and then the avatar casts Heal agan.

1 vs 5

Alzar stabs and hits for 8, 8, 17 – 62 damage total. Alphaks hits for 27 more


31/79
48/110

8 vs 2

Alphaks wins and tries to finish off Alzar – If his hits with both, and tosses 11 damage (out of a possible 12) then it would work. He hits, and tosses 2 an nd 6 – 28 damage. Alzar casts Cure Critial Wounds and heals 40.

43/78

6 vs 9

Alzar slashes out and hits with a 19, 3, and then 15 for 24 and 11 damage – 35 total. Alphaks is just too wounded, and teleports away for good.

After forcing Alphaks away, Alzar explores the room and windows, and there is a portal here that opens to other places. The mist is coming from it. Alzar chooses to flip the hourglass, the the portal begins to close. The volcano, raised by Alphaks, now gone, and supporting portals that are beginning to close shakes, and Alzar teleports out.

But it doesn’t work. The area is teleport locked. He casts Mount, leaps through the window to the back of the Griffin, and moves to fly away.

Final Score:

Vanya – 80 points
Koryis – 58 points
Alphaks – 18 points
Alphatia - 42 points
Bemarris – 47 points
Liena – 15 points
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Old 11-21-2015, 12:31 AM   #698
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A great earthquake hits the ground, and tsunamis roll outward, and will move towards the Norwald fleet to drop it. Storm clouds roll in, and in two rounds, lightning begins to fire from the clouds, crashing into the island and punishing it. A great Lightning Bolt cascades into Alzar and hits him for 46 damage, no save – it’s immortal magic, unfettered by the boundaries of someone taking physical form. The bolt slays the griffin, and Alzar begins to fall to the ocean. He has two rounds before hitting, and uses one to enter OtherSpace, grabs some potions, casts the Fly spell (did not memorize it, but is using the Spell recall spell) and then leaves, flying under his own power.


A great maelstrom has formed, one more, with a giant whirlpool, earthquakes, electrical storms and more. While the Dreadnoughts of Death have returned to their place of creation else-where and else-when the Norwald fleet is being pulled back, soldiers are in the water from ships and boats that were broken, and the full frenzy of the immortals against Alphaks is catching the Norwald bystanders up. Alzar flies over to search, and suddenly..



The Maelstrom is over. The sea, sky, and others are all calm. No remnants of the island. A small merchant fleet from the Barony of Qoadhar is saling by, and Alzar spots it and flies over. Baron Norlan is on board, sailing to Alphatia on secret business. He introduces himself to Alzar, and Alzar takes him into a cabin in their ship and speaks behind closed doors and away from prying eyes.

Is Baron Norlan heading to the capital? Yes. To solidify his relationship with them? Yes. “To ask for Princess Mariella’s hand in marriage?

Baron Norlan looks very suspiciously at Alzar, and doesn’t answer. Don’t worry Baron, I have a good spy network in the capital. The Empress Eradne is going to say no. Alzar asks about the spy Baron Norlan sent to him recently, and he’s not sure what Alzar is talking about. Must have ben sent by Alphaks, not Norlan. In order to keep Baron Norlan of Qeodhar from going to Alphatia and causing a diplomatic issue, he agrees to initiate relations, and to give the Barony most favored trade status, which will result in a loss of tariffs for their goods in his March, but in increase of trade with his merchants, so they get ore wealth, but he gets less.
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Old 11-21-2015, 12:52 AM   #699
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Alzar teleports back home, and as he does, he is interrupted by Vanya.

He won with more favor from Vanya that the others. She gives him +1 to his main stats (INT), restores his lost levels, and meets with him.

In order to save the Norwold forces, Vanya, who is in the Sphere of Time, reversed time, and restored Alzar and others to 2 weeks before he left ,as Baron Norlan was heading out. Only Alzar, immortals, time-sensitive people like Chronomancers, and immortal sensitive folks like other immortality seekers will know. But most won’t know what or why.

Immortals are not allowed to directly act on mortals on Pandius, that’s against the rules of the game. Immortals sometimes bend the rules, that’s allowed. But they need to steer clear of direct intervention like he performed. That’s what keeps things interesting.

There is a council of immortals that protects the plane. They intervened, and he was punished. Alphaks is banned from Pandus and from retruning. Alzar should not see him again, although he had a few allies, but not even Entropy likes him that much. His sponsor was Thanatos, and even Thanatos has left him.

Alzar gains a level from the XP - he gains +1 5th and 6th level spells.
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Old 11-21-2015, 01:12 AM   #700
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Vanya goes ahead and agrees to sponsor Alzar now. She’s not really a wait-and-meditate can of Immortal anyway, she wants action, action, action. Here is the path Alzar must hew for the Sphere of Time


The Path of the Dynast

1. Alzar must create a realm with a human population of at least 50000 or demi-human of 15000.
2. Alzar’s March must gain independance from Alphatia and Norwold, and stand on its own
3. Alzar must quest for, find, and destroy artifacts from the Milenian Empire.
4. Alzar must create a dynasty that will endure from his realm, and his successsors must rule for at least 20 years
5. Alzar must travel into the future to three separate times, and secure his realm and dynasty’s future
6. Alzar must face and defeat 4 major challenges to his rule


Vanya will leave Alzar to it. She has swapped some over. Normally you would need to quest for an artifact that allows temporal travel,but he already can, so she has moved to something more personal.

End of M1. Into the Maelstrom


The other plane, Old Alphatia, did not have its time reset, and Alzar still conqured Gammar and the Pirates, but the mists are closed and the portal gone. He can’t get there in a normal way. But he can with another. He has some rocks from there. He can cast Worldwalk and open his own gate teo Gammar from Pandius.


Alzar heads over with Worldwalk. The locals had their ships restored by the Immortals, and Alzar brings back five phaseships from Gammar, and begins to build a set of shipyards here in Evenarrow, in addition to the drydocks already here.
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