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Old 04-02-2015, 06:35 PM   #101
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Dominion Addition - Raider’s Point

This hex is the far point on the peninsula that is across the channel from Evenarrow and Bergholm Isle. It’s just four hexes from the Barony of Moonhold, where Sandralane is. It has two resources – fish and salt.

Raider’s Point – This hex is the far point on the peninsula that is across the channel from Evenarrow and Bergholm Isle. It’s just four hexes from the Barony of Moonhold, where Sandralane is.


Villages – Raider’s Point - 40 families – This coastal village is on the bay to the east of the province, and brings in a lot of salt.
Havendrop – 16 families – this northern village is near the tip of the hex. It fishes north.

Details – 69 families
3 resource gp – Fish and salt

Monthly Income – Standard Income - 690 gp/month
Tax Income – 69 gp/month
Resource Income – 207/month
Total – 966/month (x14 multiplier)


Although it’s not the current largest place, Havendrop will be an ideal location for a fort, to guard the hex, this section, and the south side of the channel.


End of Month 4, Year 3:

23 weeks of Work left for the wharf defenses

Growth is a small 10%.

Alzar is now required to start paying 20% taxes to the King. After success, the County gets a new Confidence Check, and it rises to 368. Now it has a 50% of dodging any natural disaster.

Our income is 19,547, plus 10% for confidence (which cancels the 10% to tithe)

15637 after taxes

5877 after expenses

Alzar heads to the mat and hires some new folks pre-expenses:



Sherriff
2 provost
Warden
Chief Magistrate

That’s 2160 gp more

The Chief will run the court in Evenarrow so Alzar won’t have to.

Alzar will work to increase the army soon enough. People he hasn’t hired yet include an Artillerist for the Army, Magist, Sage (he counts as both), Guard Captain (10th level, and would cost 4000/month)

Over the next year, Alzar would like to basically double his army to 800, with the exact same numbers, and double that cost as well. That would bring his military cost to 5,580 total.
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Old 04-02-2015, 06:39 PM   #102
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Here’s Alzar right now:

Alzar the Mighty, Count
8th level Fighter (Myrmidon), 21st level Path Mage (Fivefold Mage)

Lawful Evil
Human

Str: 17
Dex: 13
Con: 10
Wis: 16
Int: 21
Cha: 17

Hit Points: 75
THACO: 13
AC: -2 (Bracers AC2, Helm, Cloak -2 AC, Ioun Stone -1 AC:-3 more for Bright Barrier or -2 when fighting with one handed weapon)
Total XP: 4,389,055 (Level 22 at 4,500,000)
Age 61, Body - 27

Race Abilities:

None Taken

Class Abilities (Cannot use as Necromancer without losing XP gain):

Specialization
Leadership (Alzar can command the tactics, strategy, logistics and more that a large force requires)
3 attacks every 2 rounds


Non-Weapon Proficiencies:

Myrmidon Bonus:

Tactical History 14
Fire-Building 16

Riding 11
Swimming 12
Reading/Writing 13
Survival 14
Blind Fighting
Etiquette 13
Endurance
Heraldry 13
Hunting 10
Fishing 14
Weather Knowledge 10
Orienteering 15

As a Necromancer/Fivefold Mage

Necrology 17
Netherworld Knowledge 14
Herbalism 14
Alchemy 15
Poison Use 11
Ancient Languages 10
Spellcraft 12
Ancient History – 14
Bookbinding – 16
Papermaking - 16
Sage Knowledge: Outer Planes, Inner Planes – 13
Divining: 15
Genie Lore: 16
Riding, Specialization: 10
Research: 13
First Lore – Aleph I: 8

Languages – Thorasian - Typic, Sis’sharr, UnderTypic, Kuo-Toa; Hamedhi – Arjuni, Sand Mire Common,


Traits:

Empathy
Fast Healer
Precise Memory
Obscure Knowledge


Weapon Proficiencies:

Bonus Kit Specialization:

Battle Axe

Battle Axe
One Handed Weapon Style x2 (-2 AC when using one weapon in combat)
Crossbow
Battle Axe Weapon Mastery
Spear
Dagger

Total with normal battle axe - +3 to hit, +3 to damage, -2 to AC. An additional +1 with the axe and +1 damage for strength


Staff – Can only use this as a Necromancer, +1


Class Ability:

1). Alzar can control undead as an evil Priest of the same level, and this ability extends to extra planar beings which are considered undead with the same hit dice for this purpose.
2). One Extra Spell/Level is Gained, must be Path.
3). Fivefold Mages reduce the spell level by one when researching spells in The Path.
4). Chance to Learn spell in The Path increased by +15%
5). Saving Throw of Targets when targeted by spells from The Path at -1.
6). No more than one spell per level can be from the group: Abjuration, Alteration, Alchemy and Geometry barring a highly unusual and temporary circumstance.
7). Fivefold Mage must invest a focus item as the method through which magic is cast. (Alzar’s Father’s Ring)
8). Must have a lab and library and workbench with 1,000 gp value per level, and an upkeep of 50 gp/level/month
9). They can store spells like an Artificer, but cannot begin to do so until level 6
10). Fivefold Mages have a chance to identify a magical item by spending a turn peering at it closely and examining it - chance is their level times 5.
11). Fivefold Mages never suffer from a negative reaction penalty due to controlling or animating undead.

Immune to starvation

Can cast ESP once/week

A Wish Resulted in - An interdimensional Pocket which only he can access by reaching out his hand, or concentrating to send himself there. It’s sort of like a giant Bag of Holding. It can hold up to 500,000 coins of items, and it’s the size of a large room. Due to the size and volume, it cannot be accessed as readily as his items in a Bag of Holding can be, and therefore, he cannot find items during combat from it. He also can’t step into it during combat, it takes a minute of meditation to translocate his form there.

Alzar may move and survive in the following planes at will: Tarterus, Acheron, The Abyss, Elysium, Arcadia, and the Astral Plane and Positive Energy.

+2 to all saves against fear/awe effects
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Last edited by Abe Sargent : 04-02-2015 at 06:39 PM.
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Old 04-02-2015, 06:40 PM   #103
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar’s Stuff:

20000 sp
145350 gp
55 pp

Gems:

Jewelry:


Objet d’arts:
Huge gold door, 20000 gp;


Books:

22000 GP Spell and Use Library
3 books on golems and repair – 500 gold.
Manual of Summoning Familiars – When read in its entirety just before casting Find Familiar or a similar spell, three possible familiars will arrive and spellcasters can choose which one they want.
The Anatomy of the Harginn (The Fire Elemental Grue) worth 500 gp and tell how to summon, and what they do, etc.
Four texts on Elemental Water, Evil – 250 gp each
Seven Tomes on Secret Rituals of Water Evil of various sorts.
Two Books of Magic
Three Books on Spell Research into Commanding Undead
5 books on summoning and binding of demons
Book on the Soul Gem
Lament for Lost Tharizdun – 33,000 gp
Book of the Gate -
The Fivefold Path to Power
One bookshelf of tomes on becoming a lich, controlling undead, diseases and curing
Diary of Helthrax
Treasures of Thorasia
3 Rows of Bigby’s Bookshelves: Magical Theory, Spellmaking, Enchanting, Science, Astrology.
Illustrated Hamedh Bestiary (250 gp)
Creation of the Shade
Surrisk’s notes on undead, necromancy, and a spell Undead Familiar
Book of the Coming
Neconilis’s Book of Horrors
Manual of Bodily Health; Manual of Gainful Exercise; Tome of Clear Thought; Grim Grimoire;
Diary - Alinor, Prince of Alphia


Laboratory:

22000 gp lab generally

Artifacts:


Face of Xenous - Summon one of each elemental, 16 hd, no control, once/week; Cone of Cold, Telekinetic Gaze, 1000 coins, 2/day; Flesh to Stone, Web 1/day; Color Spray, Darkness, 15’, 3/day; Comprehend Languages at will - Fires in 60’ extinguished and temperature drops 20 degrees when power used. When non-evil touches it take 4d4 damage and ages 1d4 years. INT 25, EGO 25, turn to CE if dominated.

Bright Barrier of the God-King Dargeshaad

Alignment – Lawful

Large circular shield

Major Power: Purge – Drain 2 levels of HD from all non-lawful who can see it 3/day
Minor Power: +2 Shield, wielder can hold shield and cast spells simultaneously. Deliver Shield Punch attack for 1d8+2 damage.
Cast Command at will; Detect Lie 3/day
Dangers: Wielder ages 1d10 months any time activating major power is used. Major power also pushes user more and more towards and stricter and stricter alignment. Chance Dargeshaad will inhabit user if major power used.
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Old 04-02-2015, 06:42 PM   #104
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
Magic Items:

Potions - of Sweet Waterx2, Diminutionx3, Gaseous Formx2, Poisonx3, Telekinesis, Extra-Healingx5, Healingx11, Levitationx1, Spider Climbingsx2, ESPx3 Animal Control – Horses, Clairvoyancex3, Clairaudience, Fire Resistancex2, Philter of Lovex2, Control Plantsx3, Neutralize Poison, Speedx4, Cure Disease, Water Breathingx4, Invisibilityx4; Invulnerabilityx3, Undead Controlx5 (Wight, Vampire, Ghoulx2), Heroismx3, Flyingx3, White, Silverx2, Black, Greenx2, Blue Dragon Control; Oil of Etherealnessx2, Strength, Treasure Findingx2, Human Controlx4, Growthx2, Animal Control, Philter of Persuasivenessx2, Super-Heroismx2, Polymorph Selfx4, Titan Strengthx3, Agilityx2, Seeing, Fire Giant Controlx2, Freedom, Mammal Control, Fire Breathx3, Storm Giant Strengthx2, Oil of Slipperiness; Hill Giant Strengthx2; Plant Controlx2; Vitality; Tonguesx2; Pursuit, Nutritionx3, Fish Control, Levitation; Cold Resistancex2; Lycanthrope Control; Infravisionx2, Fire Giant Strength, Devil Control, Shielding, Clear Thought, Oil of Acid Resist; Oil of Disenchantment; 2 Jars Keoghtom's Ointment – 6 applications left; Ointment of Blessing, of Poison; Potion of Sustenancex2, Bug Repellant, Elemental Form, Blending, Agility, Luck;

Weapons and Armor -


+3 Daggerx2, +4 Battle Axe; +1 Battle Axe; Bastard Sword +2; Short Sword +2; +1 dagger; +2 longsword; +3 Mace;

+2 Dagger, Longtooth; Cold Sword; +3 Frostbrand Sword; Scimitar of Defending +4; Vorpal Yataghan; Pickaxe of Piercing; Hammer of Luck +2; Ptah’s Royal Flail - +3 Flail, acts as Mace of Disruption; Dagger of Venom;

+2 Trombash of Returning; +2 Crossbow of Speed, +2 Heavy Crossbow of Speed
Arrow of Giant Slaying; Arrow of Thief Slaying; 4 Javelin of Lightning; Javelin of Piercing; 11 Darts of Wounding; 22 Bolts of Ice, +1 Bolt, deal 1d6 extra damage, 2x damage vs fire; 12 Stun Bolts; 2x Quarrels of Flying;

Chainmail of Presence (+3 and CHA 18 when worn); Shield of Fear (Like Plate Mail of Fear); +1 Elven Chainmail; Missile Deflector Shield (+1, +4 vs missiles, 20% chance Magic Missile negated);

Rings - Ring of Water Walking, Ring of Depetrification – 12 charges; Ring of Protection +1x2; +2x2, +3; Ring of Warmth; Ring of Windwarding; Ring of Quick Action; Ring of Invisibility; Ring of Human Control; Ring of Fire Resistance; Ring of Telekinesis, 50 lbs; Ring of Feather Falling; Ring of Mammal Control; Ring of Anti-Venom -20 charges; Ring of Mirror Images – 19 charges; Ring of Free Action; Ring of Sustenance; Anything; Regenerationx2; Spell Turning; Chameleon Nature; Cantrips; Shooting Stars (12 charges)
Ear Ring
Ring of Water Command; Ring of Three Wishes (3 charges)
Ring of Djinni Summoning – Can only open a gate to a random Prime Material Plane once/month, and nothing else.
Ring of Spell Storing – Haste, Lightning Bolt; Cleric Ring of Spell Storing – Word of Recall;


Wands, Staves, Rods -

Wand of Paralyzation 17 charges; Wand of Magic Missiles – 20 charges; Wand of Wonder – 45 charges; Wand of Force – 90 charges; Wand of Negation – 5 charges; Wand of Opening – 10 charges; Wand of Frost – 15 charges; Wand of Ice Storms – 42 charges; Wand of Lightning – 12 charges; Wand of Viscid Globs – 79 charges; Wand of Metal Command – 19 charges; Wand of Fire – 68 charges; Spider Wand – 64 charges; Wand of Fear – 22 charges; Wand of Rust – 27 charges; Wand of Secret Door and Trap Det – 7 charges; Wand of Salt – 21 charges;

Buckler Wand; Rod of Terror – 8 charges; Rod of Electrification – 17 charges; Rod of Smiting – 19 charges; Rod of Rulership; Rod of Cancellation; Rod of Victory; Rod of the Wyrm (Chaotic);

Staff of Striking – 48 charges; Staff of the Serpent, adder; Staff of Spell Focusing – 23 charges;
Amun-Re’s Staff of Rulership; Staff of Power – 16 charges;


Scrolls –

Wizard Scrolls -, Tongues; Invisibility, 10’ Radius; Push; Haste; Fly; Gust of Wind; Minor Globe of Invulnerability; Invisibilityx2; Mass Invisibility, Illusionary Script, Shield, Light, Mirror Image, Spectral Hand, Continual Darkness, Shadow Door, Dig, Feign Death, Strength, Hold Person, Emotion, Dispel Magicx3, Monster Summoning III, Disintegrate, Death Spell, Maze, Death Spell, Symbol of Discord. Disintegrate, Polymorph Self, Remove Curse, Airy Water, Limited Wishx2, Mislead, Summon Swarm, Control Weather, Crystalbrittle, Energy Drain, Gate, Charm Plants, Knock, Pyrotechnics, Globe of Invulnerabilityx2, Stone to Fleshx4, Symbol, Write, Invisible Stalker, Passwall, Fire Trap, Push, ESP, Wizard Lock, Vocalize, Shape Change, Solid Fog, Guards and Wards, Water to Poison, Vampiric Touch, Ghoul Touch, Monster Summoning VI, Power Word Blind, Summon Shadow, Erase, Dispel Magicx3; Binding; Fire Shield, Dimension Door, Elonia’s Glamer, Dazzle, Transmute Mud to Rockx4; Time Stop; Teleport Without Error; Abjure; Gate, Astral Spell,

Scroll of Spell Catching 1-6; Scroll of Portals

Cleric scroll – Scroll of Creation, Truth;

Protection from Acid, Cold, Demonsx2, Undeadx3, Magicx2, Elementalsx4, Lycanthropesx3, Felines, Traps, Devils, Possessionx2, Nonmagical Weapons, Shapechangers; Dragons;


Items Worn

Gauntlets of Ogre Power; Gauntlets of Dexterity;
Rock Jellaba; Robe of Useful Items;
Necklace of Missiles –5;
Bracelet of Swimming;
Bracers of Defense, AC6, AC4, AC 2; Bracers of Protection vs Normal Missiles; Bracers of Cleaning
Periapt of Proof Against Poison +2; Periapt of Health
Amulet of Proof against Scrying and Detectionx2; Amulet of the Planes; Talisman of the Golem; Medallion of ESP 30’; Scarab of Death; Scarab of Protection – 12 charges; Talisman of Memorization; Medallion of Defense; Amulet of Neconilis; Amulet vs Undead (5th Level); Amulet of Finding x4; Medallion of Proof Against Detection; Scarab of Venom; Luck Charm (+1 Saves)
Girdle of Ogre Strength; Zoster of Zeal
Sandals of Speedx2; Elven Boots, Boots of Striding and Springing; Slippers of Spider Climbing; Boots of Varied Tracks; Boots of Levitation;
Cloak of Displacement; Cloak of the Manta Ray; Cloak of Protection +2, Elven Cloak; White Dragon Skin Cloak - +3 save vs cold, 50% less damage from cold sources; Cassock of Precaution; Set – 1 Black Cloak, Black Boots -75% to move silently/be invisible in dungeons.
Crown of Leadership; Mask of Disguise; Helmet of Underwater Action; Helmet of Reading Languages and Magic;
Ioun Stone - Incandescent Blue Sphere (+1 spell level), Dusty Rose - +1 AC; Deep Black Sphere (See in Non & Magic Dark);
Eyes of Humanoid and Monster Charming
Death Mask of Ptah

Weightless Chest; Flatbox; Zagyg’s Spell Component Case (12000 gp of components); Heward’s Handy Haversack;

Crystal Ball with Clairaudiencex2
Carpet of Flying (4 Passengers); Broom of Flying; Folding Boat;
Star of Mo-Pilar (Gem of Seeing),
Rope of Entanglement; Rope of Climbing;
Warp Marble; Iron Flask; Prison of Zazig; Iron Bands of Bilarro;
Dust of Appearance x5; Dust of Disappearancex15
Magic Jelly Beans – 1 Grey, 2 Green, 2 Orange, 2 Yellow (G Cube), 2 White (Crystal Ooze), 2 Black
5 Beads of Force
Stone of Diminution, when held acts as potion until dropped. Pair of Glowstones;
Crucible of Melting ; Lens of Speed Reading ; Honing Stone 6 charges; Quill of Forgery; 4 Jars of Preserving; Chalice of Identification; Slate of Identification;
Incense of Enlightenment; 3 Blocks of Incense of Meditation; Phylactery of Faithfulness
Whistle of Golem Control; 2x Collar of Animal Control;
Banner of Renown; Pillow of Regeneration;
Pearl of Power, 2nd level;
Shovel of Digging
House of Zebulon ; Cube of Force;


Horn of Blasting; Horn of Fog; Bronze Horn of Valhalla, summons 2d4 Neutral Evil, level 2 fighters, AC4, 15 hp, spear or sword. Can only be blown by N, NE, LE, or CE Priest or Warrior.

Decanter of Endless Water; Metal Platter (Beef, Lamb, Turkey, Pheasant) for four people once/day; Mug (Beer, Ale, Mead) six/day; Pitcher (Water, Tea, Wine), three/day.;

Ebony Fly, Serpentine Owl Figurine
Brazier of Controlling Fire Elementals; Stone of Controlling Earth Elementalsx2; Censer of Controlling Air Elementals
The Whistle, “Nightcaller” – Blow once/week at night to raise Zombie from grave to follow you
Multiform Graegzim Gingwatzim, amulet an turn into Fremlin.

Bladestar - +2 dagger, CN, I 15, E 11, Detect Invisible, Charm Person on contact 3/day, strength 1/day, 19 or 20 does max damage when used in backstab. Slay Lawful Creature, 1/month – save vs death or dies instantly.

Wyrmcleaver - +2 two handed sword, becomes +4 vorpal sword against dragons

Helm of Selnor – Can only be worn by warrior with CHA of 15+, +1 AC and cast Charm once/day on group – save vs spells and cannot be broken normally, charmed become barbarians in culture and alignment, as well as friends.

Bloodfear - A +3 longsword that absorbs blood during combat = for every 20 points of damage vs a flesh entity with blood, the sword gets +1 in damage to a total of +7, after which is drops back to just +3 because it’s satiated and has to be built back up again.

Unifex - +2 Dagger made from unicorn horn, AC2 given and can teleport once/day

Deathstone Fragment - User will be cursed and lose 10 max HP; can control up to 50 HD of undead, with half level of ability. Curse is transferred is given away.

The Eye of Myr Div - Unique other-planar gem - 25,000 gp.

Body Parts:

Eyes, Scales, Teeth, Blood, Central Eye of a Beholder
Parts from a Bronze Golem; Drolemx2;
Eyes, Teeth, Scales, Blood, etc, of an old Blue Dragon



Protective Amulets allow a save made if they fail one and are destroyed

Level 1 – Charm Person
Level 2 – Forget
Level 3 - Suggestion
Level 4 – Polymorph Other
Level 5 – Domination
Level 6 – Flesh to Stone
Level 7 – Finger of Death
Level 8 – Maze
Level 9 - Power Word, Kill


Stored Spells:

Level 1 - Spoil Holy Water
Level 2 – Vocalize
Level 3 – Vampiric Touch
Level 4 - Minor Globe of Invulnerability
Level 5 – Magic Jar
Level 6 – Dřkkálfar Teleport
Level 7 – Teleport without Error
Level 8 – Maze
Level 9 - Lauthdryn’s Cleaving
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Old 04-02-2015, 06:44 PM   #105
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
Alzar can cast: 6/6/6/6/6/4/4/4/2

Spellbooks

Castanamir’s Evil Books:

1st Level: Charm Person, Hypnotism, Friends, Magic Missile, Nystul’s Magical Aura, Protection from Good, Sleep, Spook, Corpselight, Dance Macabre, Reflected Image, Spoil Holy Water, Wandbane

2nd Level: Darkness, 15’ Radius, Deafness, ESP, Fools’ Gold, Irritation, Ray of Enfeeblement, Stinking Cloud, Tasha’s Uncontrollable Hideous Laughter, Choke, Dark Mirror, Empathic Control, Ghost Pipes,
Castanamir’s Magic Missile Reflection, Undead Mount, Wall of Gloom

3rd Level: Feign Death, Haste, Improved Magic Missile, Protection from Good, 10’ Radius, Suggestion, Vampiric Touch, Curse Tablet, Dire Charm, Minor Malison, Mummy Touch, Skulltrap, Watery Double,
Whip of Pain

4th Level: Contagion, Enervation, Fear, Phantasmal Killer, Bestow Curse, Delayed Magic Missile, Putrefaction, Ray of Oblivion, Rain of Terror, Greater Malison, Merald’s Murderous Mist, Disfigure

5th Level: Animate Dead, Avoidance, Cloudkill, Domination, Magic Jar, Deathmaster’s Vial, Eyefire, Fiendform, Nystul’s Enveloping Darkness, Persona of Death, Vile Venom, Xult’s Magical Doom

6th Level: Death Fog, Ensnarement, Geas, Mislead, Programmed Illusion, Flesh to Stone, Curse of Lycanthropy, Gauntlet of Teeth, Otiluke’s Excruciating Screen, Seizure, Spell Mirror

7th Level: Acid Storm, Amorphous Blob, Blood link, Consume Knowledge, Create Crypt Thing, Finger of Death, Otiluke’s Death Screen, Spell Turning, Torment, Vanish, Wandweird

8th Level: Abi-Dalzim’s Horrid Wilting, Bone Blade, Brain Spider, Demand, Heart of Stone, Mass Charm, Maze, Otto’s Irresistible Dance, Trap the Soul, X-Ray Vision

9th Level: Absorption, Blade in the Soul, Energy Drain, Estate Transference, Imprisonment, Mass Domination, Mordenkainen’s Disjunction, Programmed Amnesia, Weird


Castanamir’s Enchantment Books:

Book 1 – Basics – Permanency 8th, Enchant an Item 6th, Analyze Dweomer 8th, Enchanted Weapon 4th, Recharge 6th, Steal Enchantment 7th

Book 2 – Advanced Item Making – Obar’s Lesser Purification (4th), Merald’s Meld (4th), Eternal Flame, (5th), Veladar’s Vambrace (5th), Crown Meld (6th), Wondrous Web (6th), Awakening (7th)

College of Wizardry Levels 8 & 9

Demonomicon of Iggwilv:

Banishment 7th, Binding 8th, Dismissal 5th, Dolor 5th, Ensnarement 6th, Torment 7th, Gate 9th, Cacofiend, 7th; Power Word, Banishment 9th, Spiritwrack 6th

Xaene’s Spellbook

1st – Affect Normal Fires, Charm Person, Comprehend Languages, Find Familiar, Grease, Identify, Magic Missile, Read Magic, Write
2nd – Continual Light, Darkness 15’, ESP, Invisibility, Levitate, Melf’s Acid Arrow, Shatter, Vocalize, Web
3rd – Clairvoyance, Dispel Magic, Explosive Runes, Flame Arrow, Hold Person, Material, Melf’s Minute Meteors, Phantasmal Force, Wind Wall
4th – Dimension Door, Fear, Fire Shield, Ice Storm, Magic Mirror, Polymorph Other, Wall of Ice, Wizard Eye
5th – Animate Dead, Conjure Fire Elemental, Dismissal, Dolor, Hold Monster, Sending, Teleport, Wall of Force
6th – Bigby’s Forceful Hand, Control Weather, Enchant an Item, Glassee, Globe of Invulnerability, Guards and Wards, Legend Lore, Repulsion
7th – Banishment, Drawmij’s Instant Summons, Limited Wish, Mass Invisibility, Phase Door, Reverse Gravity, Torment, Vanish
8th – Bigby’s Clenched Fist, Binding, Glassteel, Incendiary Cloud, Mind Blank, Permanency, Polymorph Any Object, Symbol, Xaene’s Mighty Chilblains


The Tome of the Unusual:

Aganazzar’s Scorcher, Odeen’s Magic Cloud, Vipergout, Ray of Fatigue, Paralyzation, Dispel Illusion, Acid Bolt, Gullship, Andrui’s Baneful Backfire


Bigby’s Great Tome

Bigby’s Bookworm Bane, Bigby’s Feeling Fingers, Bigby’s Dextrous Digits, Bigby’s Silencing Hand, Bigby’s Pugnacious Pugilist, Bigby’s Battering Gauntlet, Bigby’s Construction Crew, Bigby’s Force Sculpture, Bigby’s Fantastic Forces, Bigby’s Interposing Hand, Bigby’s Strangling Grip, Bigby’s Superior Force Sculpture, Bigby’s Besieging Bolt, Bigby’s Forceful Hand, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Most Excellent Force Structure, Bigby’s Crushing Hand

To be Decoded Later –

Wazor’s Spellbook





Alzar’s Combined Spellbook, 6/6/6/6/6/5/5/5/3:

First Level:

Alarm
Alzar’s Undead Porter
Armor
Animate Dead Animals *
Cantrip
Charm Person *
Chill Touch
Comprehend Languages
Conjure Spell Component
Create Divining Rod (D229)
Detect Magic *
Emrikol’s Question
Enlarge *
Friends
Identify
Hypnotism *
Locate Remains
Mount
Protection from Good
Protective Amulet
Read Magic
Sleep *
Spoil Holy Water
Talon’s Waterproof
Unseen Servant
Wizard Mark


Second Level:

Alzar’s Axethrow
Alzar’s Bookcopy
Alzar’s Bookmend
Alzar’s Familiar
Attract Ghoul
Baltar’s Lightening
Blastbones *
Choke
Continual Light *
Continual Wind
Death Armor
Embalm
Empathic Control
ESP
Forget
Ghoul Touch *
Hold Person (Hamedhi) *
Knock
Leomund’s Trap
Locate Object
Ray of Enfeeblement
Ray of Ondovir *
Skeletal Hands
Spectral Hand
Speak with Dead
Tasha’s Uncontrollable Hideous Laughter *
Tenser’s Hunting Hawk
Undead Mount
Unpickable Lock
Vocalize
Wall of Gloom
Wizard Lock


Third Level:

Alamir’s Fundamental Breakdown
Bands of Sirellyn
Bewilder
Bone Knit
Curse Tablet
Dire Charm *
Dispel Magic *
ESP Barricade (College)
Explosive Runes
Fly
Genie Contract
Haste
Hold Undead
Leomund’s Tiny Hut
Lesser Rhabdomancy (D229)
Lightning Rod (Volo)
Proof Against Teleportation
Protection from Good 10’ Radius
Searing Serpent *
Sepia Snake Sigil
Slumber *
Skulltrap *
Suggestion
Teleport Object (Volo)
Tongues
Undead Summoning I
Vampiric Touch *
Watery Double


Fourth Level:

Alzar’s Quest
Alzar’s Scrollmend
Alzar’s Undead Expertise
Backlash
Bestow Curse
Charm Monster *
Confusion *
Contagion
Detect Ensorcellment (D229)
Detect Scrying
Dig
Dimension Door
Disfigure
Dweomerflow (Volo)
Enchanted Weapon
Evard’s Black Tentacles *
Fire Trap
Greater Malison
Itemmeld
Magic Mirror
Merald’s Meld (Volo)
Minor Globe of Invulnerability
Mordenkainen’s Faithful Phantom Shield-Maidens *
Obar’s Lesser Purification (Volo)
Otto’s Tin Soldiers *
Polymorph Other *
Putrefaction
Ray of Oblivion
Rary’s Mnemonic Enhancer
Remove Curse
Ritual of Renewal
Special Effects
Summon Lycanthrope
Swordshun
Unburn
Vorthala’s Undead Turning Immunity
Wall of Evil


Fifth Level:

Alzar’s Far Summons
Andrui’s Baneful Backfire
Animate Dead *
Chaos *
Conjure Earth Elemental *
Conjure Water Elemental
Contact Other Plane
Deathmaster’s Vial
Dismissal
Dolor
Domination *
Eternal Flame (Volo)
Feeblemind
Focal Stone (Volo)
Greater Rhabdomancy (D229)
Hold Monster *
Magic Jar
Mnemonic Negation
Mordenkainen’s Faithful Hound
Passwall
Presper’s Moonbow
Prying Eyes
Spell Trigger (Magister)
Stealweb
Summon Shadow
Teleport
Transmute Rock to Mud *
Veladar’s Vambrace (Volo)
Vile Venom
Xult’s Magical Doom


Sixth Level:

Alzar’s Backtrace Teleport
Alzar’s Golem Heal
Alzar’s Spellbookmend
Anti-Magic Shell
Bind Tabi
Crown Meld (Volo)
Curse of Lycanthropy
Death Spell *
Dřkkálfar Teleport
Dwoemer Divest (D229)
Enchant an Item
Ensnarement
Flameproof
Geas *
Globe of Invulnerability
Invisible Stalker *
Legend Lore
Recharge
Seizure
Spell Mirror
Spiritwrack
Stone to Flesh *
Summon Soul Eater
Summon Least Yugoloth
Teleport Other *
Transmute Bone to Steel
True Seeing
Wondrous Web (Volo)


Seventh Level:

Amorphous Blob
Awakening (Volo)
Azundel’s Purification (Volo)
Banishment *
Blood Link (Volo)
Cacofiend
Consume Knowledge
Create Crypt Thing
Descry (College)
Finger of Death *
Mass Teleport (Volo) *
Negative Plane Protection
Power Word, Stun *
Semi-Permanency
Steal Enchantment (Volo)
Teleport without Error *
Torment
Wardmist (Volo)


Eighth Level:

Abi-Dalzim’s Horrid Wilting
Analyze Dweomer
Binding *
Create Spectral Wizard
Demand *
Hornung’s Random Dispatcher
Mass Charm *
Maze *
Monster Summoning VI
Otto’s Irresistible Dance
Permanency
Symbol
Trap the Soul *

Ninth Level:

Blade in the Soul
Energy Drain
Estate Transference
Gate
Imprisonment
Lauthdryn’s Cleaving (Magister)
Mass Domination *
Mordenkainen’s Disjunction
Power Word, Banishment
Power Word, Kill *
Strip Resistance (College)
Terminate Scrying (College)
Time Stop *


Key to Spell Locations:

Volo – Volo’s Guide to All Things Magical
Magister – Secrets of the Magister
College – College of Wizardry
D229 – Dragon Magazine #229



Special Books Already Used – Tome of Clear Thought; Tome of Leadership and Influence; Libram of Ineffable Damnation; Tome of Understanding; Tome of Quickness of Action
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Old 04-02-2015, 06:44 PM   #106
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Pets in Pandius

Ak’Kabar Tabi

HD – 5; HP 26
THAC0 – 15; 2 Attacks, 1d4 each;
Intelligence – 9
Speaks – Own Language, Common Tongues
AL – Chaotic Neutral

Each hit by a claw must save vs poison or be deluded for 2d6 turns. Tabis can pick pockets, hide silently, and move in shadows with a 40% chance of success, and they can backstab when doing do. A tabi looks like a cross between a monkey, a bat, and a cat. They are about 15 pounds, and roughly 2 feet tall. After being bound I is extremely loyal, will do anything commanded, will be loyal for life, can go far outside the boundary normally had, and most importantly, the tabi is not a familiar. He can have a familiar, and if it dies nothing bad happens


Azzil, Imp

AC 2, HP 14, Save As: Level 7
THAC0 – 19; 1d4 + poison or die
Lawful Evil, INT Average
Flight class A, 18
25% Magic Resistance
Can only be hit by silver or magical items

Can polymorph at will into a raven or giant rat. Can turn invisible, detect good, magic, at will. Has infravision. Regenerate one hp/rnd. If within 1 mile, master gains infravision, regeneration and 25% magic resistance. User’s caster level increased by one. If not in 1 mile, caster level decreased by one. Immune to cold, fire, electricity. Can communicate telepathically with Alzar. Once/day can cast Suggestion. Now, if Azzil dies, Alzar is drained of two levels like an Energy Drain.

Azzil wants to be the leader of this relationship, and views Alzar as the tool and him as the master, but in reality, Azzil knows that it’s not nearly as powerful as Alzar can be. The devils allowed Alzar to take one of their Imps as a recognition of the work he’s done against demons.

Imps are the Ferrari of familiars. There is virtually no familiar that is as useful as an imp. Auto kills no matter the level with poison, they grant MR 25%, regen, and infravison and +1 caster level. They can invisible, polymorph, detect at will. They are the best and most agile of flyers. Now sure, Azzil is a bit independent, and will collect its own treasure and hide it away from bad guys. But it’s good.


Aegis –


AC – 2
HP - 70 (HD 14)
THAC0 – 7
1 attack for 3d8damage
Needs a +2 to hit with a weapon
Immune to most spells

Made of Onyx Stone, gives it a better AC and HP than a normal Stone Golem. Heals fully when a Transmute Mud to Rock spell is cast on it.
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Old 04-02-2015, 07:03 PM   #107
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He’ll level up in five months of running his County.

So where/what is next?

CM3 works. I could flip and do something else too.

Before I do that though, hold on


Alzar has been researching to see if a plan of his will work. What he would like to do:

Cast Gate and open a Gate to Thorasia
Give Azzil the Scroll of Gate he has and send him over to meet with a local Alzar might know.
That person Gates Azzil back, and then others can follow as they desire.

But that doesn’t seem to work, Gates apparently can’t be used to open and summon from a different material plane. Now, what about Demand?

Here’s how the 8th level Demand works:

1). Allows brief contact with a particular creature that is known to the caster
2). Includes a Suggestion spell in it at a -2 to save
3). 10% of failure is they are not on the same plane
4). 25 words or less can be sent

So, can Alzar Demand something of one of his former pupils? Can Valia, his star apprentice hear him? Will he be able to connect with her? Will she care?

Alzar pens the 25 words, and the Sends the message and….no issue with it getting through the planar barrier…

Alzar is sealed to Pandius mystically – will this extend to mere communication as well?

Yes it does. It is shut down, and Alzar can’t communicate with people in other planes.
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Old 04-02-2015, 08:06 PM   #108
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But that gives him an idea.

Alzar teleports over to Claranasa the Seer. Alzar agrees to teach her the Demand spell, and she agrees to cast it three times for him and deliver the message he writes down.

The next day….her spell is cast, it isn’t stopped by the forces that interfere with inter-planar magic, and…the message is delivered, apparently Valia is still there. Next he wants to have her contact Japheth Arcane from Hamedh. This time there is a 50% chance of it not working and…….it works! She has contacted Japheth as well. One final attempt to reach and contact Aman Al-Rafiq and…even that one works too. Two people at the College now know about him, and Valia over at Thorasia does as well.

Alzar has decided to begin research on a 7th level spell. It will move the caster from their plane to Pandius, and arrive in Alzar’s dominion.

As the DM, I am ruling that Alzar can both research and rule at the same time due to the Ring of Sustenance which only requires 2 hours of sleep and no eating/drinking. However, I am also ruling that he will not get XP for ruling the nation while doing so.

Research proficiency roll…..7. Yay, halved research!

Normally it would take a base 14 weeks, now just a base 7 weeks to research. He will spend 14000 gp on research texts and such.

Now, let’s roll…Nope. Needs another week, nope, needs another rweek, yup.

9 weeks later:


Return to Alzar (Alteration, Conjuration) - Reversible
7th Level
Requirements - VSM
Casting Time – 7
Duration – Immediate
Range – NA
Save – NA

The caster of this spell immediately is shifted to Alzar’s fiefdom in the prime material plane of Pandius, just a mile from his keep in Evenarrow. There is no chance of someone appearing inside something solid. Only the caster may move, and only objects worn or in her or his hand can be moved. The material component is a platinum wand, 2 feet long, carved with Alzar’s name in Thorasian Typic, Pandius Prime, and Hamedh’s Sand Mire Common. The rod costs 40 gp to make. If reversed, this spell will send you back to where you came from.

Alzar gets 4500XP from it. He’ll be inscribing it on scrolls, and will be making a bunch of rods.
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Old 04-02-2015, 08:14 PM   #109
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A few days later after contact, Japtheth Arcane and a pair of guild wizards arrive in Pandius, and then Mass Teleport to Alzar’s abode and meet up. They haven’t met and talked in around 40 months.

Alzar gets some updates on the Sand Mire. They get updated on his campaigns and Count-ness here. He informs them of the spell he is going to research and he’ll be giving it to fellow guild members, and as well as scrolls and material components once it’s done. Valia will visit a little later after using an Amulet of the Plane to get here. She hasn’t seen him in almost 10 years since he left Thorasia. She is using his old base as hers now, and most of the people that were a part of his circle of friends – Gamholt and Wassilon and such are all gone on. Only Carum remains, still loyal to the Zombie Master. Estaish has had children, none have heard of Aleigha or Maerie, and others. Actually, a few days after that, Varney, the alu-fiend Alzar freed in the Temple of Elemental Evil arrives to meet up with Alzar.

So now Alzar has been found.
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Old 04-02-2015, 08:20 PM   #110
Tellistto
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Sneaky sneaky Alzar! Good going, Alzar! Let's rock against those damn demons!

Go go go Alzar the Mighty!

Tell
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Old 04-02-2015, 08:59 PM   #111
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As a level 15 Path Mage, Valia has taken on a lot of apprentices herself and spread the specialty all around Thorasia. Alzar and Valia have a long negotiated process, and at the end, come to some agreements:

Alzar will provide Valia with Return to Alzar, and the material components.
Alzar will allow Valia to copy his notes on the creation of the Shade and the Spectral Wizard
Alzar will allow Valia to gain the Bind Tabi and Summon Soul Eater spells.
She never knew Consume Knowledge either, and now she’s high enough to use it, so Alzar will share that with her as well.
The ability to copy his book on the Soul Gem for the old library again (no copies there, and she has the Soul Gem).

That will improve her power considerably. They both know that his lost items and such she gained with remain hers. That’s just the way of things. Sure, he’d like to get some of the useful magical items in his laboratory and such, or the money she inherited.

Instead, she will provide him:

A Bag of Holding, 10000 coins. He hasn’t gotten any since coming here.

For the next year plus, at least three times a week, she will arrive at Pandius, a total of 200 times. Each time, she will bring books from the library that Alzar wants and doesn’t have access too that have been Bookcopied and he can add back to his library.

With the Bags of Holding she inherited from Alzar, she can, over a year, with the Bookcopy spell, bring over his entire library from Thorasia. She has 8 apprentices who can help copying books.

Meanwhile, Alzar has finished repairing the books from the Alicor Library. They are historical, contemporary historical, and magical treatises.
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Old 04-02-2015, 09:12 PM   #112
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In one year’s time, Alzar will have (re)gained:

1000 gold worth of texts from Tower in Rahasia
2000 gold worth of Castanamir’s own personal journals.
3 books on golems and repair – 500 gold.
5000 gold in books on summoning and conjuring.
10 alchemy texts, 1000 gp value.
15,000 gp specialized summoning and conjuring texts
2500 gold Gingwatzim information, and the five books and two manuscripts that show it.
1000 gold, 12 books, info on making portals
3000 necromatic tomes for research
Ye Secret of Ye Philosopher’s Stone – 500 gold
Concerning Mesmerism and Lists of Effects – 50 gold
The Magical Properties of Gemstones - 150
The Magical Properties of Herbs and Flowers - 150
The Metaphysics of Mathematics – 150
Principles of Navigation and Legal Distinction in Letters of Marque – 10 gold
Cenozoic Glacial Geology, - 50 gold
The Art of Coarse Angling – 75 gp
History of The Gauntlet and The Sentinel – 250 gold
200 tomes, 12000 gp – value of books in generic mage research for spells and other mage stuff.
1500 gp worth of alchemical books
Tome – 500 gp Detailing sacrifice of humans to earth elementals for various effects.
Treatise on the nature of a flesh golem (not its construction)
5 books on anatomy of various monsters
8 books on Magical Lore
25 volumes on Battle tactics and strategies in various wars and sieges
100 magic research tomes
1786 texts - Shrine of Kuo-Toa, on religion, water, history, and various UnderDeep cultures. 150,000 gp
18 high quality religious texts on Sea Mother, 2500 gp total
358 Titles on Alien Theory, Gates, Teleporting, Magical and Normal Creatures, Various Theories
25000 gp on Books on herbalism, poisons, and magic item construction.
46 books on anatomies of various creatures.
320 books on history of Thorasia
2500 gold in making items such as Scarabs



That’s going to be pimp! Luckily, Alzar dedicated a huge section of the 100 yard Keep to his library, which was pretty small with the books he had thus far acquired.

Eventually he’ll come to a similar deal with the College of Wizardry. Except they’ll bring his books over, just plan, in backpacks or chests, from his library in Khaibar. He gives them the passcode, and provides some books for them to make copies of texts they want to retain in Hamedh so that it doesn’t “lose it’s learning.”

6 months later, Alzar will have this:

History of the Badlands Tribes (20 gp)
Encyclopedia of Local Plants (50 gp)
Diary of the Wizard, Zelligar
Meteorological Phenomena of Hamedh (75 gp)
Tribal History of this Duergar Clan
Yaghoub’s Journal
Three books of magical history
Book on history of tower and residents
11 books on the nature of demi-humans – 250 gp
100 Books from Bone Hill Study
1000 gp library of 300 general purpose books from Dungeon in Desert
6 Books on Worship of Nabilah
1200 GP of works on spell research for Scrollmend
5000 gp research library from Nadir’s Tower
Complete Leather-Bound 10 Volume Set of writings of Japheth Arcane (5000 gp set)
Scrolls, Maps, Journals, War Plans from Tomb of Amhara


Yeah baby!
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Old 04-02-2015, 09:37 PM   #113
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After completing his spell, handing out scrolls and the rods, he’ll expect to see a large number of folks visiting him from Hamedh or Thorasia. The scroll is an MU scroll, so that limits it to folks who can read it – Bards, Thieves, Wizards, and such. Plus they can’t bring friends, but as a general rule, it works.

But the best, by far is getting access to the books he secured in all of the various adventures he initially began.

Advance two months in his Dominion. No major events beyond a creature attack at Raider’s Point killing a few families and 6 weeks of work were done on the wharf defenses.


17 weeks left

Alzar is using to treasury to build stone buildings in Evenarrow like a smith, increase the wharves, and then to do the same in major villages in other hexes.

We’re going to finish this thing off.
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Old 04-02-2015, 09:52 PM   #114
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The County of the Mighty -




The yellow-orange dot is Evenarrow, the capital of the County, and the purple dot in the south shows the province of Raider's Point and the capital of that province, Havendrop.
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Old 04-02-2015, 10:55 PM   #115
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Month 7, Year 3:

We roll a 53 – 4 more weeks roll off – 13 left.

There is an attack by a tribe of trolls from the nearby Ljallenvals Mountains on the elf-hold, and Alzar ‘ports over and helps to take care of them.


Elsewhere in the Dominion, minor 5% growth everywhere.

Month 8, Year 3:

26 rolled – 9 weeks left

In the dominion, minor growth again. We have now doubled the size of our army in every way. We’re building a nice treasury-based nest egg to assist with the next construction project,

Month 8 - Mid-Summer Convocation – 10% of income that month is held.

Alzar will level up soon

Two more baronies are formed in Norwold as people begin to move here.


Month 9, Year 3:

21 is rolled – 5 weeks left…

Growth increases as a lot of potential people have learned of the War of the Crown and have packed up and headed out, many want to get in before winter starts – 10% growth in established provinces 15% in the newer ones.


Month 10, Year 3:

63 rolled (barely avoided an issue) 1 week left…

Just 5% in the larger ones, and 15% in the Point and the quarry, rock of Rostock, near the elves.

Month 10 - Harvest Festival - 15% of income that month


We have a minor fire in Augustia and lose 18 families there.


Next month…..

Month 11, Year 3:


We rolled a 74, bad weather – we only get 2 weeks of work done this month. But that works. After the first week, I’m ruling that winter has set in and folks have to end work and such until post winter.

Count Alzar throws a quick little one day feast in celebration of the completion of the defenses and entrance and walls around the wharves.

He also gains a level!

He can now cast the 6th and 9th level magic.

He has also finished dispelling and verifying that Wazor’s Spellbook is ready to go. It’s a traveling book, with few spells that Wazor didn’t actually memorize:


1st Level – Magic Missile, Chromatic Orb, Detect Magic, Read Magic, Identify, Burning Hands
2nd Level – Invisibility, Detect Invisible, Flaming Sphere, Tasha’s….Laughter, Forget
3rd – Fly, Fireball, Flame Arrow, Dispel Magic, Item
4th – Charm Monster, Fire Trap, Massmorph, Polymorph Other, Polymorph Self
5th – Transmute Water to Dust, Hold Monster, Dolor, Improved Blink
6th – Anti-Magic Shell, Enchant and Item, Stone to Flesh, Globe of Invulnerability
7th – Phase Door, Statue, Teleport Without Error, Dragon Breath
8th – Major Globe of Invulnerability, Permanency, Incendiary Cloud
9th – Wish, Meteor Swarm, Gate, Wail of the Banshee

He learns Major Globe of Invulnerability. It’s exactly like the Minor and Normal ones, but it stops all magic from 6th level and under from hitting you. He also learns Wail of the Banshee. He’ll make the Wail is normal fourth 9th level spell now that he has another one from level 22.
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Old 04-02-2015, 11:26 PM   #116
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CM3. Sabre River



It’s the next in the line of CM stuff, and again, it sort of leaves behind the whole point of CM level adventure. This module is posted online at a blog, and I’ll sometimes be posting things from it.

Here’s a quote from the module:

Have all of your characters settled down and started dominions? Have you wondered if they’ll ever get a chance to fight their way through an old-fashioned dungeon again? Yes they will!

It’s another missed opportunity to build off the idea of CM1. I want political intrigue or a murder mystery or somesuch.
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Old 04-03-2015, 02:11 PM   #117
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As the snows and winter drive down the work, a child has arrived in Evenarrow that wants to speak with Alzar. Cutter, who is around 8 years old, is escorted to Alzar in his throne room, and he comes from the small area around the lead mines that they have going in that area about 13 miles to the west.

While waiting for him to arrive, Alzar checks in and apparently taxes and such have just stopped coming in from the mines a few days ago.

Cutter greets the Count and tells him that he begged his family to allow him to come to Evenarrow.. This year, something has entered the area, and their animals, food, and ore have begun to rot and decay. A few weeks ago, monsters began to roam the countryside at night, and during the week of the new moon, they walked during the sub and many neighbors have died.

Alzar uses the Bright Barrier to Detect Lie on Cutter. Cutter tells him that when he was a baby, he was found on his family’s doorstep, and taken in. He wants to save the village and its area, and feels very close to folks, and he is immune to the animals, monsters, and anything else that has been happening. Only him, by himself, could reach court safely. All of those are truth as Cutter knows it.

The room grows dark and a chill wind lifts the wall hangings. Out of thin air a huge skull materializes and floats in front of you. The eye sockets are inky black, and water drips from the nose, ears, and mouth. As the water hits the floor, it turns to blood. A stench of damp rot fills the air. Then the skull speaks: "The blood of men grows pale and weak, The land rots while you search and seek. "A blight on earth for all to see, So civilization can never be. "The cure you seek is in your hand Even while you search the land. "No man can change this evil's course, Unless you seek the curse's source." Without a trace, the skull vanishes

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Old 04-03-2015, 02:33 PM   #118
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Here's the link to the online blog that has the whole module, if you want to follow along:


Welcome back to the Sabre River - Return to the Sabre River
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Old 04-03-2015, 04:23 PM   #119
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Cutter tells the court about the Sabre River that runs through the area from the Ljallenvals. The curse comes from the river too it seems, and out there is an island right by the homes of the miners and other workers. There is a seer who has lived on the island for some time who has told folks to come visit when unusual things happen, and to come visit and get guidance, for a price that is never money.

The detect lie spell lingers and verifies Cutter again. Well, that’s a good place to start.


Cutter will be given food and a place to rest. Alzar will spend the night scrying, and then in the morning memorize a different set of spells, and teleport them back to the area to check on things, and then to visit the island.

That night, Alzar receives a dream from the five crones again. It’s hard to decipher though.

In the morning they teleport over to check things out. Sabre River appears to be an odd color, and animals drinking it are sleeping, or looking violent and controlled. The small buildings are deserted and everyone succumbed to the effects of the river water, there are around 40 locals alive, and armed with knives, and they are controlled and move to attack the. Alzar has Cutter and himself fly off on the Flying Carpet to get away. Cutter’s adopted parents appear to have been killed while he was away. He begs and pleads to go to the island, and Alzar agrees, and they head to the seer’s place on the island in Sabre River.

The river is wide here. In the center of the river is the island, which looks to be a scant 100 feet across. All around it the black waters of the Sabre River swirl with whirlpools and dangerous currents. The island looks lifeless. Dead bushes and trees obscure its center with a tangle of gray and black. Suspended over the river at a height of 10 feet is a single cable. The cable is supported by a thick pole on either shore.



They fly over and are at the island in the river a few moments later.
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Old 04-03-2015, 05:08 PM   #120
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Location: Catonsville, MD
On the surface, the island looks like any other, and with a pit there that gives access to two subterranean levels:



The pit is barren, and there is an illusion here, but Alzar ignores it. They arrive in a mud pit with a small bridge that crosses from left to right (#3 on the map). A Mud Golem animates and moves to attack Alzar. Alzar’s axe is out and he moves forward. He wins init and carves the golem three times (it has an AC of 9) for 46 damage and it dies. It leaves nothing behind. Alzar leaves to his OtherSpace to collect his anti-golem items in case he needs them.

He comes back and the Gem/Star shows a few other unanimated mud golems in here (7 more) so he heads out now. Also the middle of the bridge is a trap, and anyone walking there gets muddropped. Alzar conjures an earth elemental.

He heads right to an amphitheatre (4).

Two ledges turn around the northern, eastern, and western walls of this large, square room. The ledges are 5 feet apart. In the southern wall is an opening. In the northwest corner of the room is a door. The walls and the ceiling are carved stone. In several places the carvings have been gouged and defaced. In the corner opposite you a giant gargoyle is perched.

The gargoyle is of the gargantuan persuasion, like those he fought against for the dwarves. It moves over, and Alzar tries to capture it in his Warp Marble as it nears…It rolls a 7 and that….a failure. The golem pops out. Melee range has been reached. The first round it misses Alzar (Cloak) and then with its AC5 it is hit a bunch of times for…..55 total damage. The gargoyle has 105 left.

Next turn initiative…8 vs 7. The Gargoyle attacks Alzar five times, hits three for 31 damage. Alzar Vamps him for 22 and the golem and elemental each hit once for 19 damage. 64 left.

Initiative? 4 vs 2. The gargoyle adds another 29 damage, and then Alzar hits once, twice, three times (anything but a 1 hits) for 2, 5, and 6. (13+39) 52 damage. The golem hits (only a 1 misses) for 8, 4, 5 – 17 and it dies. Dead Gargoyle.

Alzar – 40/76

The Gem/Star reveals nothing else here.

15k XP
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Old 04-03-2015, 06:20 PM   #121
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They head through a tunnel down some stairs and into an oddly ordered chamber

You are in a large chamber. Near the center is what appears to be a pit with a small platform overlooking it. The walls of the chamber are covered with runes and writing. Stone statues stand here and there on the floor, and all the surfaces of the chamber are scorched and gouged. In the east wall is a door. Across the chamber from you is a large, six-legged lizard.

This is a basilisk. Alzar casts Power Word Stun at it (which is super fast, it’s just saying a single word – no gestures or components needed.) It is stunned, and Alzar grabs the Gem/Star and sees something very odd.

One of the statues is a magic-user using a Statue spell, and there is an Invisible Stalker making it way to him.

Alzar orders his Elemental to attack the Stalker, the golem to cover himself, his imp to head over and take care of the stunned basilisk, and prepares to attack the wizard.

Seeing his cover blown, the wizard turns back to normal and begins to cast a spell.

Initiative.

3 vs 6. Alzar casts Power Word Kill, and the wizard has a Ring of Spell Turning. Here’s how this will work. We roll….4. 40% of the spell if turned back on Alzar. Now Alzar gets a save vs spell or die with a +6 penalty to the roll. The wizard gets a +4 penalty and rolls. (If Alzar had more hp, he’d be immune)

Alzar normally needs a 4. Now he just needs a 1. He does. His foe has a 8, and now he needs a 4. He makes it too. Well that’s annoying. The mage casts Disintegrate at Alzar. Alzar needs a 6 to make the save, and he rolls that 11. Alzar moves to melee range, which was just a few feet away.

Their Stalker takes some damage, and theirs stabs and misses Alzar. Init. 3 v 7. Alzar grabs his axe and tries to carve a message on the mage. He just has an AC of 6. 3 hits and 45 damage later, the mage is dead. Sometimes, you just need an axe.

The Stalker dissipates and they finish the basilisk. 21k XP

They find:

Ring of Spell Turning
Potion of Gaseous Form
Crystal Ball

Neroth’s Spellbook
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Old 04-03-2015, 06:49 PM   #122
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The child, Cutter, still has not been seen or attacked.

They head down the stairs:



This room feels like it was lifted whole-cloth from the Sand Mire. It’s like a vista of another world and place, with sand dunes, some giant scorpions, and more. They are killed extremely quickly and without prejudice by a golem and elemental, both immune to them.

Alzar finds a glowing hammer in a small pit:

Warhammer, +2, +4 vs Weapon-Using Opponents

There’s a secret door, but after scrying he notices a draconic form in the big chamber in the other direction. He has the Earth Elemental lead, and he’ll have others off to the side. He swaps some items around, place his Scroll of Portals on the wall, and orders the Earth Elemental to open the door
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Old 04-03-2015, 07:48 PM   #123
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You are on a ledge overlooking an enormous cavern. Twenty feet below you is a second ledge and the cavern floor 40 feet below that. The slopes of both ledges are steep but negotiable. The sounds of rushing water can be heard and toward the rear of the cavern a short waterfall empties into a pool of black water. Next to the pool a huge black winged lizard eyes you balefully. It stretches to its full height, spreads its wings, and bellows its battle cry.



As expected, it breathes acid, and the Earth Elemental is almost dead. Alzar’s scroll opens a Passwall and the group flanks the black dragon.

Alzar has Cutter and the Imp behind, and the golem moving to the far side of the cavern while he drinks a potion of Black Dragon control and….

It works. There’s no treasure or alternate ways out here. It was charmed by drinking river water, and that kept it charmed. It’s still charmed and when Alzar’s potion runs its course, the charm will resume. They fly through the other door and head down the corridor.

You are looking into a room filled with moving machinery. Gears, pulleys, and rods are in motion everywhere. Even the low ceiling is a mass of moving metal. As you look closely you can see a few narrow paths through the machines.



The dragon blows through all of the traps of this maze and opens every thing up. They make it through immediately. This dungeon ends in a large hexagonal room:

Before you is a hexagonal room, the walls of which are covered with black tapestries. Woven in each tapestry in shades of grey are pictures of great battles. In the center of the room is a large kettle full of hot coals. Floating in mid-air next to the kettle is a large, moldering book. Floating crosslegged behind the book is an old man wearing a black robe. A hood obscures his face.
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Old 04-03-2015, 08:15 PM   #124
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The Seer’s eyes light up as he sees Cutter and welcomes him. He suggests that Cutter stay with him, but Cutter is not pleased with that at all. Then the Seer:


"Ages ago a general of Alphatia bravely fought many battles in this land. But supplies were slow in coming from his homeland and often he fought just to survive. His final battle was on the banks of this very river, where he was overwhelmed by the savages and their tribal shaman.
"At the end, feeling betrayed and angry, he stood alone on the river bank. Raising his magic sabre he called down a curse, saying, 'Let this land remain a savage and uncivilized wilderness for seven times seven centuries!" Although the sky was without clouds, it seemed to shudder at his words, and a bolt of lightning came out of nowhere and struck his upraised blade, dividing it in two.
"The general and his weapon fell into the river and were never recovered. However, the shaman came across the hilt of the sword and, knowing that if the curse was to be one day lifted the hilt might play a part, kept it safe.
"For years the curse was forgotten because no one cared to brave the wilderness, but for over a decade now the land has been gradually settled, and the curse is showing its power.
"The sabre hilt lies in the Tower of Terror in Flamesmouth Mountain in the Ljallenvals. I cannot leave this island, but if you will go to the tower, find the hilt, and bring it to me, I can lift the curse. The way is dangerous, and you must keep the boy, Cutter, from harm, even though little can harm him. But if you succeed the land can be saved."


The seer shows Alzar where the tower is. It’s named Flamesmouth because of the red dragons that live in and around the area. Alzar and the dragon fly up and out, and then, surrounded by his allies, Alzar forces the dragon to breathe twice and use up his acid and cast it’s spells, and then lifts the control just as axe and punch are aimed for it. It takes 44 damage from various hits and then the next round begins. Alzar’s Ring of Quick Action ensures that he gets initiative and he hits once…twice, and then…..three times for….5, 4, and 4 damage – 47 damage and the dragon falls. Alzar spends some time carving it up an gaining some XP.


Alzar casts Teleport Other on Cutter to send him back to the capital.
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Old 04-03-2015, 08:54 PM   #125
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The Tower is about 32 miles away, but just 5 miles from the dwarves in the mountains. Alzar teleports over and then uses his Carpet of Flying to scout around a bit.




His scrying demonstrates a very, very old red dragon and about 4 or 5 young reds in the caldera of the old volcano. Alzar was considering trying to find a way past the dragons and into the Tower when he spies a treasure herd bigger than just about any he has ever seen before in his life. (Its big)

He drops down and enters OtherSpace and swaps some items around. He grabs Wyrmcleaver, a sword that’s normally +2 but +4 and vorpal when used against a dragon. He puts on the Ring of Fire Resistance (pulling off the Quick Action) and then grabs a scroll of protection against dragons and reads it. He has just one left. Alzar flies down, activating the Zoster of Zeal.

The leader dragon, Incendiarous sees him coming and begins to cast some spells of her own. She drops haste on her and her brood, and detect invisible. Alzar is almost at melee range and she looses a breath of fire and he takes…. 15 damage.

Alzar 61/76

No golem, no elementals, and no imps. Alzar’s using the +4 axe against the youngling. 9 vs 2. The dragons attack, and he takes no damage (Cloak). Now they know where he is. The younglings just have an AC of 2. His axe bites into one for 7+13 – 20 damage, and the second attack follows – dead youngling. His shield tries to bash the next youth and…he rolls a 5 (he gets +3, +3, and +2 on this attack from weapon, STR, and Zoster – and then THACo is 13, so he just needs a 3.) That’s a hit for 9 more damage (6+2 damage, and he rolled a 1). None of the dragons can touch him in melee.

5 vs 7. Alzar carves the wounded dragon dead, and then hits a 3rd for damage twice and it’s down as well. The 4th and 5th younglings attack, and the older one chooses to cast a spell – Polymorph Other, right at Alzar. He fails his save, but Alzar has a protective amulet that is destroyed in case a P Other hits, and it’s destroyed (he’ll reload it later after the adventure). 1 vs 4. Alzar kills the last two dragonlings. And the older one rises and then breathes fire on him for 17 more damage.

47/76

6 vs 2. The Dragon uses her third breathe for another 15. Alzar swaps weapons and flies up, looking to hit. Now, Alzar’s attacks change a bit. He gets +4 from sword, +3 from zoster, and +3 from strength, and then -2 because he doesn’t know how to use any sword. Alzar’s wyrmcleaver is simple. He’ll get three attacks every two turns with it, and then a shield bash every turn. He rolls a 13 with the cleaver and…hits for 10 damage, misses with the shield, and then is attacked and missed.

33/76

2 vs 6. Alzar swings twice and rolls. 11 and….19. That’s it. The Vorpal blade works, and severs the head of the dragon and it dies instantly. (you need an 18, 19,or 20, naturally for a larger-than-man-sized critter – so there’s a 15% chance in each attack). Dead dragon. (It still would have had more than 100 hp).
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Old 04-03-2015, 11:09 PM   #126
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Alzar gets a sinful amount of XP.

He has the Imp fly down from way above and a Detect magic reveals a few items in the gigantic horde.

The treasure pile contains the following items:

120,000 sp
75,000 gp
15,000 pp
200,000 gp worth of jewelry, all types
70,000 gp worth of gems

potions (2 doses each type):
agility
elemental form
ethereality
longevity
sight
speed

Necklace of Adaptation, Rope of Climbing, Elven Cloak

Yay!


Alzar will teleport back and forth for a few days to unload all of the treasure.
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Old 04-03-2015, 11:51 PM   #127
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He flies down the caldera

You are in a huge cavern baking in the heat of molten lava. A dull red glow comes from the depths of the volcano and colors the many niches and passageways. The central portion of the chamber overlooks the bowels of the volcano. Swirling vapor clouds and pillars of smoke writhe above the pit. As you watch, in the center of the room, the smoke congeals with a suction-like sound. Suddenly, flames erupt and where there was once only smoke stands a giant man within a ring of supernatural fire.

This is at the bottom of the extinct, about a thousand feet below. Someone has opened up a portal to the plane of Fire, and some other fire folks are popping out. There is a large Efreet, and some hell hounds it seems like. Alzar notices some fire creatures called hellions on the side of the volcano. Three is also a gargantuan Fire Elemental on a ledge about halfway down. There are some entrances into the area from the shaft proper, and Alzar flies into one.

(#11 on your map)

Dampness and a moldy smell come from this chamber. Large boulders, crumbled stones, and what look disturbingly like human bones cover the floor.

Alzar reaches out and senses a force here. Poltergeists. Three of them. He easily controls them. But they are bound to this room and can’t go anywhere else. They tell him of treasure behind though. He checks with his Gem/Star and there is a secret door here. It opens to reveals a small corridor that ends. The poltergeists tell him there is a room past there, but there are no secret doors or anything. He uses the Scroll of Portals to cast Passwall.

This chamber, buried within the solid rock of the volcano, is the location of treasure beyond belief. However, any characters who reach the room have a few problems before they can retire rich. If the poltergeists from area 11 have been defeated, they must also be dealt with in here. The monsters fight to the death here unless forced away during a cleric's turn. Even if the haunts were dispelled (by failing a save) in area 11, they need to be turned again before they will leave. They will probably not be at full strength if they have been forced to retreat to this place. The room is piled high with treasure - coins, gems, and jewelry. Dozens of weapons lie around the room, and many bottles of clear liquids can be seen amid the other treasures. In stark contrast to the unbelievable wealth, 8 or 10 human skeletons also remain here in mute testimony to the absence of doors, windows, exits, or entrances in this room.

This is exactly what Alzar often does. Have a room with no ways in or out, and in this case, the poltergeists can get it and out all day long.

Get ready to hold onto your butts:
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Old 04-04-2015, 12:12 AM   #128
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The treasure to be found here is:

• 1,780,000 sp
• 500,000 ep
• 250,000 gp
• 75,000 pp
• 10,000 gems, worth a total of 1 million gp
• 1,000 pieces of jewelry, worth a total of 700,000 gp

Potions (3 doses each)

• animal control
• clairaudience
• diminution
• dreamspeech
• ethereality
• fortitude
• gaseous form
• healing
• invulnerability
• levitation
• merging
• poison
• speech
• speed
• super-healing

Weapons

• 5 swords +1
• 2 swords +2
• 4 short swords +1
• 1 short sword+4, +6 vs. giants
• 1 battle axe +1
• 1 battle axe +3
• 1 javelin, returning
• 1 net +2
• 20 arrows +1
• 4 arrows +4
• 1 suit of leather armor +4
• 1 suit of chain mail +2
• 3 shields +1
• 1 shield +3 (special: flying)
• 1 shield +5

Magical items

• 1 lamp of long burning
• 1 onyx dog figurine of wondrous power
• 1 finger nail
• 1 broom of flying
• 1 square wheel


Wow

Again, he’ll be spending some time teleporting back and forth to relocate some of this. But here’s the thing, only the poltergeists and Alzar know about this room. This is not a bad secondary treasure horde. Sure, he’ll take the magic, and the other stuff.
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Old 04-04-2015, 12:33 AM   #129
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Anyway, Alzar heads back and will use the first room as a cover in case he needs to run from bad guys, he can bring them to get ambushed by the poltergeists under his command. He cancels the Scroll of Portals after grabbing some the best stuff (post Detect Magic)

The hallway from the room continues on, and it winds down and eventually hits the ledge where the gargantuan FE is, so Alzar flies back up and over to the other entrance and moves in (to 13)

This room is empty and has no secrets to hide.

The Gem/Star confirms it – empty room. The room is over a pole heading down, but Alzar skips it and just flies down to avoid any potential traps, poison, spells, etc.

This area seems eerily quiet, although if characters listen carefully they can hear what sounds like the steady breathing of one or two large animals. Several statues of human warriors stand here and there. Four gorgons are in the room, masked with invisibility reinforced by permanence. This protection lasts for each gorgon until it attacks. Gorgons are immune to gorgon breath weapons. When the party first enters the room, one charge and make butting attacks. While the party is occupied with the other three, the fourth gorgon slips around and attacks the party from behind. These gorgons are the guardians of the stairway to the chamber containing the sabre hilt, but they have no treasure of their own.

Alzar sees the invisible gorgons as he arrives because he can see invisible (with the super-high INT). This chamber is 50’high and Alzar flies up and autokills these gorgons like he did in mire of Twolakes Vale.
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Old 04-04-2015, 02:08 AM   #130
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There are stairs that leads up.

Red, green, blue, and white light spills from a hundred sources in this spectacular, intricately appointed chamber. Suspended from the center of the ceiling, a chandelier of carved red and green stones glows with a light that seems to emanate from the stones themselves. Around the outer walls are 10 statues of stern warriors, eyes glittering like diamonds in sockets of golden metal. Each statue seems ready to draw its sword from the bejeweled scabbard at its side. The floor of the room is a mosaic of jewels, placed in an abstract pattern of simple, yet elegant design. The walls, too, are covered with skillfully rendered mosaics. These tell a story that seems to advance from left to right around the room. Across the room is the most dazzling sight of all. In a triangular alcove, directly opposite the entrance, is a small altar. Upon this altar, radiating a golden light that overwhelms all the other glitter, sits the hilt of an ancient sabre.

Alzar can see through an illusion on the hilt that makes it look nice, and the Gem/Star reveals fake stuff all over. The statues aren’t constructs waiting to spring or anything else. There is a statue that looks differently, and has a hilt on its sword that looks real enough. That’s probably the hilt then. There are traps on the floor, so Alzar has Azzil, the Imp, fly over, grab the hilt, and then return to him in the hallway. He uses his final teleport spell to teleport everything back to Evenarrow, unloads the best stuff from his Bag of Holding and OtherSpace, sleeps the night, and awakens on the morrow refreshed, with a newly minted spell selection, and then readies to teleport back to the seer.

The more he thinks about the seer, the more suspicious he’s been of him. How come creatures that were charmed by the curse lived peacefully next to him? Cutter doesn’t seem to have any more information, and begged Alzar to come with him, but he refuses. But Cutter insists, pointing out that even the Seer seemed unable to damage or wound him. Alzar relents, and Mass Teleports over.
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Old 04-04-2015, 07:06 AM   #131
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Alzar hands the Seer the hilt, and he asks for Cutter to come forward. He is needed to help with the spell.

The seer is standing over Cutter. He says, "Hold forth your hand, Erbas son of Korse." Slowly, Cutter extends his right hand. The Seer says, "Grasp the hilt of the sword long lost. Feel its power." Cutter takes a firm grip on the hilt, and with an evil screech of triumph the Seer calls out an alien word. The hilt explodes in a blinding flash of light, and Cutter's body seems to melt and shrink until at last it is transformed.
A moment later the Seer is holding a whole sabre in his hand. The blade crackles with sorcerous blue energy. He waves the blade and shouts, "Death to you all! Now that I have the sabre again, the curse shall be fulfilled, and the land remain savage for all eternity! With this sabre in my hands I am invincible!"
In Cutter's voice the sabre cries out, "Help me!"



Wait….what? The child Cutter was turned into the sword? No, the sword must have become Cutter the child, and then the Seer restored them.

Alzar casts Power Word, Kill, and the Seer is immune. He summons a creature, four Sabreclaws. Alzar grabs his axe and carves twice, and the Seer laughs and summons more creatures to fight, this time a pack of 4 hellhounds. Clearly, this guy is immune to stuff, seems like Cutter may have been more right than he suspected.

Alzar reaches to his Bag and grabs one of the potions he has in there. It takes a full round to find, and he takes no damage (Cloak) and the Seer summons giant wasps. Alzar quaffs the potion of telekinesis the next turn and uses it to grab the sword from the Seer’s hand. It does and Alzar grabs it and stabs the Seer and he dies.

Your blow strikes the Seer. His image grows fluid and with a bloodcurdling scream he begins to dissolve before your very eyes. His body has become a puddle of water on the floor over which a black mist hangs.
The mist begins to move, taking on the shape of the Seer's face. Its mouth opens and you hear the Seer's voice. "Your doom is upon you," it says. "You have defeated me here, but I shall return and then shall all the land know my fury!.


The summoned creatures dissipate as well.
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Old 04-04-2015, 12:14 PM   #132
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"I have been saved and I thank you, but my task is not complete. The Seer is gone, but his curse remains. To lift it, you must plunge my blade into the festering sore at the Heart of the River. Only if I remain at the Heart will the curse be foiled forever."

The Heart of the River is where the headwaters lie. They too are in the Ljallenvals, just around 13 miles away. Alzar grabs the Carpet and heads out.



It’s actually near the Alphia location that Alzar found the old library and tomb at with the Rod of Victory there. As Alzar nears the location, a few rocs spy him and move to attack him flying in the air like a morsel of meat. He moves down low to fly just a dozen feet over the ground

One swoops down at him, and he uses a trick from long ago and casts Ray of Ondovir at it. If it works, the creature is forced to repeat the same thing it did last round. It works, and the Roc swoops down at full speed into the ground, rather than lift up. It dies. The other two break off their attack and head off.

A short while later, Alzar notices…

Ahead is a wall of stone rising high enough to block the sun. From a hole shaped roughly like a heart at the base of this cliff, the black waters of the Sabre River pour forth, angrily chewing at the rocky gorge. As you look up, many hundreds of feet above you the trail ends. Five large pillars, decorated with a unique pattern of carvings, flank what looks like an opening into the mountains. Were it not in such a wild place, you might think it was the courtyard of some wealthy prince. The heart-shaped hole is that labeled Area 14 on the map. If the characters have had any experience with Alphatian ruins (in module CM 1, for example), they will recognize the carving as peculiar to that culture.


Seeing the heart shaped entrance of the river, Alzar decides to fly down there to check things out. The current flying from the hole is very powerful, and he can’t swim up it, but it can fly over it. There’s about 10-15 feet of space between them too.
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Old 04-04-2015, 01:04 PM   #133
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The roar of falling water obscures all other sound, and a choking veil of spray spews up from the surface of what is obviously a large body of water. As you struggle clear, you see that you have come through the ceiling of a huge natural cavern 30 feet above. Fifty feet away, waves wash a rocky shoreline, while in the opposite direction the lake stretches into the distance. The water here is foul-tasting and black— quite unlike the fresh clear water spilling from above.

There is a hole in the ceiling that water is cascading through. Alzar heads into his OtherSpace for a few moments, and then comes out with his pro-water stuff. He is wearing the Bracelet of Swimming, Helmet of Underwater Action, and Necklace of Adaptation. This is a very large lake with the foul, polluted water.

Alzar then dives into the water.

There is a concentration near the bottom. As Alzar closes, a dragon turtle rises!

It’s a really big one too. It’s underwater though, that’s a better place to fight it – no breath weapon or the ability to break or overturn boats.

Alzar unfurls his axe, activates his Zoster, and gets ready and the dragon turtle nips him and misses (Cloak)

Initiative. 3 vs 2. The turtle gets three attacks, two hit for 19 damage. Alzar gets three attacks like normal (His three items give him fast speed, no need to breath, and not slowed down by water. He can actually go faster, and more nimble underwater, with these three items, than above water.) He gets a 4, 14, and 15. That’s three hits for 3, 3, and 3. 41 damage. 5 vs 9. Alzar carves again, hits twice with the axe for 36 and it roars and dies.

12k.

Alzar will carve up the dragon turtle later on. Meanwhile he drives on and plunges Cutter into an odd shaped alive plant thing. After a moment, the thing has died, and the water begins to clear up.

The curse has been lifted.

If the curse is removed, pure water once again spurts from the wormhole, and soon begins to clear the befouled lake. There is no more danger from swallowing the water. Within a day, the underwater lake will be clear. A day later, people downstream on the Sabre River will see a noticeable improvement in the water quality. A full month will pass before the river is completely clean and back to normal.
As soon as the curse is removed, however, all of the dangerous effects from drinking river water vanish. The creatures that have been charmed by the effects of the water will fall into a deep sleep, awakening 1-8 days later. Those which are sentient will have no knowledge of what happened to them during the intervening period.
The water elementals quickly enter the wormhole, eager to return to their plane. If the PCs and elementals have worked together, the elementals pledge to return the favor at some point in the future. This pledge means that the PCs can summon a water elemental from the waters of the Sabre River by nonmagical means. Summoning will work only once and will bring a 10-HD water elemental from the river in 1-4 turns. The elemental will perform one task for the PC but will not spend more than a week doing it. The player character must actually stand in the water of the river in order to summon. All he or she need do is call aloud the phrase that the elementals give them before departing.

Continuing the Campaign

The king will take careful note of those characters who saved the Sabre River from the curse. If adjacent land is available, characters may find their dominions expanded by a hex or two as a reward. The status of the PCs at court is also increased.
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Old 04-04-2015, 01:44 PM   #134
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Alzar has the whole upper complex here he skipped past. There are some water elementals happy to have their healthy pool and waters again and they tell him about a Beholder, and a bunch of Sabreclaws up above. They also tell him that a pair of Bronze Golems guard the gate.

Alzar notices that the ruins are identical to the ones he found before, and are both part of the same city from long ago.

He grabs the Talisman of the Golem and heads up, and after some time hits the beginning. He dodges past some sabreclaws and then uses the Talisman on a Bronze Golem. It fails. He tries it on the mate. That one works, and now Alzar has grabbed a Golem. He forces the others away, and the Golem steps on his Flying Carpet and he flies back and away.


Bronze Golem, Named Aleph:


Bronze Golem – AC 0, HD 20, HP 97, THAC0 – 3, 1 attack fist 3d10 damage +1d10 heat damage;

Deals 1d10 heat damage from its scaling hot “blood” inside the being. That fiery liquid spurts out when it takes damage to whoever hit it, or when it punches because it makes contact. Immune to heat, and requires a +2 magical weapon to hit.

As long as Alzar has the Talisman of the Golem with him (it can be in his OtherSpace or Bag of Holding) he can control Aleph, his new Bronze Golem toy. He cannot use the Talisman for any other golems though.
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Old 04-04-2015, 01:45 PM   #135
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Here’s the history of Cutter, the sword, in case you care:

Cutter, Major Artifact
Aura none; CL 30th
Slot none; Weight 5 lbs.
Description
This is a +5 sabre of Lawful Good alignment, Int 12, capable of speech.
• The sabre can attack by itself and move through the air as if flying, at speed 50';
• The sabre can locate secret doors 10' 3/day;
• The sabre can read magic at will;
• The wielder can inflict 4 times the normal damage for 1-10 rounds 1/day;
• The sword can detect all types of gems within 60' by pointing itself in that direction;
• Only the sabre can destroy the Seer;
• Only the sabre can remove the growth from the Heart of the River and stop it from growing back;


Cutter's real name is Erbas, adopted son of Korse. As an infant, he was found on the banks of the river. Cutter is really the polymorphed sabre of the general, created by the lightning that cut the sabre in two. Cutter is unaware of his true nature. He does not know he is a sabre or that he has the power to stop the curse. All he knows is that the curse does not seem to be able to affect him.

As a boy, Cutter has the same abilities as the sword, with a few alterations. He can move and attack by himself, but only on foot and with his fist or a hand-held weapon. He cannot do extra damage. Cutter can find secret doors as the sabre can. However, he doesn't always think to tell his friends what he sees. When they are not looking, he might pass through the secret door.
Cutter can read magic and detect gems just as the sword can.
Cutter is immune to any aspect of the curse. If a creature is under the influence of the curse, it cannot affect Cutter in any way.

All traps set by the Seer have no effect. If he is ever killed in some unforeseen way, such as by an uncharmed creature, he rises again in 24 hours.


Centuries ago, an Alphatian general was charged with preparing the land around the Sabre River for colonization. However, Alphatia did not send him enough supplies. As he lost battle after battle, his forces dwindled, until finally he was backed up to the banks of the river. After hours of furious fighting, he was the only Alphatian left standing. Holding his magical sabre aloft, the general called down a curse upon the land and, as he did so, a bolt of lightning struck him and cut the sabre in two.

The Seer is not a living being, but the animation of that curse. He exists only to carry out the destruction of all civilization in the area.

There you are.
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Old 04-04-2015, 01:47 PM   #136
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End of CM3. Sabre River


Sabre River is certainly better than CM2 in several ways, especially since it doesn’t try to shoehorn in as much stuff. Alzar skipped sections of dungeons and was fine, because he had secured his objective, an found massive treasures to boot. There’s no reason to fight a gargantuan Fire Elemental with more than 200 hp or a Efreet and some hell hounds or the Beholder and its minions. But it’s not bad.
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Old 04-04-2015, 02:04 PM   #137
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Anyway, as expected ,King Ericall, a ruler with a lot of land to offer, uses it to reward Alzar for his continuing service to the crown. Alzar gains a new hex, this one is southwest of Raider’s Point. It’s north-east of the mountain chain, and 3 hexes from Moonhold.

Let me give you an End of year 3 Look at his County

The County of the Mighty


Ruler – Count Alzar

Hex #1(Evenarrow) – Villages – Evenarrow - 331 families – On the southern coast of the little jutting peninsula, this village fishes south in the Great Sea and the entrance there brings in some nice saltwater fish. With a small set of docks, Alzar will be expanding Evenarrow into the capital of his County. It’s in the perfect place. The rest of the Hex is really small villages here and there or individual shepherds and there is large area, near the mountains on the western part of the hex that has Cassiterite deposits that can be opened to mine.

Details – 396 families
7 resource gp

Monthly Income – Standard Income - 720 gp/month
Tax Income – 72 gp/month
Resource Income – 504/month
Total – 7128/month (x18 multiplier)

Hex #2 (Storn) – North of Evenarrow is this highly populated hex, southeast of the mountains, and with some amount on the Alphatian Sea. Forest and some hills.

Villages – Storn – 369 families, inland, center of the hex, they grow grapes on the hills here.
Riverton – 144 families, On a small river from the mountains to the sea, shepherds

Details – 599 families

Monthly Income - Standard Income - 890 gp/month
Tax Income – 89 gp/month
Resource Income – 267/month
Total – 8386/month (x14 multiplier)

Alzar will be building up Storn here as well, later on.

Hex #3 (Augustia)– East of Evenarrow and Storn, and flanked by the coast, this hex is the last full hex in the area in the waters. Lead has been mined before just south of Farhome and there’s open mines there ready to be used, if they are cleaned out and reinforced.

Villages - Augustia – 191 families, on the northern coast, fish the Alphatian Sea
Farhome – 70 families, grapes, on hills by western edge of hex
Asantia – 104 families, farmers in southern coast of hex.

Details – 377 families


Monthly Income - Standard Income - 540 gp/month
Tax Income – 54 gp/month
Resource Income – 378/month
Total –6786/month (x18 multiplier)



Hex #4 (Rostock) –, this heavy forested hex is next to the Ljallenvals and has an elf-hold of 122 elves living here too.

Village – Rostock – 138 families, they have a small quarry here they use to harvest stone and rocks of quality and send them elsewhere. 3 resource GP

Details - 148 families, 1 good – Stone


Monthly Income – Standard Income - 560 gp/month
Tax Income – 56 gp/month
Resource Income – 168/month
Total – 2072/month (x14 multiplier)
Raider’s Point -

This hex is the far point on the peninsula that is across the channel from Evenarrow and Bergholm Isle. It’s just four hexes from the Barony of Moonhold, where Sandralane is. It has two resources – fish and salt.

Raider’s Point – This hex is the far point on the peninsula that is across the channel from Evenarrow and Bergholm Isle. It’s just four hexes from the Barony of Moonhold, where Sandralane is.


Villages – Raider’s Point - 101 families – This coastal village is on the bay to the east of the province, and brings in a lot of salt.
Havendrop – 39 families – this northern village is near the tip of the hex. It fishes north.

Details – 181 families
3 resource gp – Fish and salt

Monthly Income – Standard Income - 690 gp/month
Tax Income – 69 gp/month
Resource Income – 207/month
Total – 2534/month (x14 multiplier)

Hex #5 - (Spearhold) – This hex is southwest of Raider’s Point and northeast of the mountains in Eagles’ Barrier. With just two resources, it has only grain and potatoes here.

Villages – Spearhold - 60 families – Virtually everyone lives in this farming village, growing either potatoes or grains.


Details – 68 families
2 resource gp – Grain and Potatoes

Monthly Income – Standard Income - 680 gp/month
Tax Income – 68 gp/month
Resource Income – 136/month
Total – 884/month (x13 multiplier)



Bergholm Island –

Although it spreads across via two hexes, it’s really the size of one full hex, and we’ll treat it as such. Heavily mountainous and with very few places to do stuff.

207 Families; 2 resources, 1 mineral, 1 vegetable – Copper mines and berries.

Just one village: Bergholm Villa – 176 families, they are on a river where it meets the Great Sea, and the place is elevated too. Form here they can reach both some copper mine and harvest the numerous berry bushes that grow all over.

Monthly Income - Standard Income - 290 gp/month
Tax Income – 29 gp/month
Resource Income – 116/month
Total –3105/month (x15 multiplier)



EXPENSES – 15,010 + Tithe, Taxes

20% taxes to King Ericall (Not paid for first two years)
10% Tithe to local temple (Not paid for three months)
Military – 5,580
County Staff - 2520
Specialist Staff – 4050
Stronghold Staff - 2560
Taxes to Ericall – 20%
Tithe to Matter Temple – 10%

Treasury - 121,592

Holidays:

Month 8 - Mid-Summer Convocation – 10% of income that month
Month 10 - Harvest Festival - 15% of income that month
Month 1 - Year’s End Divine Liturgy – 5% of income that month

County Staff –

Chaplain – 500 gp
2 Magistrate – 400 gp
6 Sheriff – 600 gp
16 Provost – 320 gp
10 Warden – 200 gp
Reeve – 500 gp

Specialist Staff:

Steward – 1000 gp
Engineer – 750 gp
Herald – 300 gp
Chief Magistrate – 2000 gp

Stronghold Staff:

Marshall - 80 gp
4 Bailiffs – 80 gp
Chamberlain – 200 gp
Senechal – 200 gp
Castellan (Lvl 8), 2000 gp


County Military –

Light Foot Soldiers – 300 troops, 10 leaders – 600 gp – AC6, longsword + dagger
Heavy Foot Soldiers – 160 troops, 6 leaders – 480 gp, AC4, longsword, spear, dagger
Light Horse Soldiers – 80 troops, 2 leader – 800 gp, AC6, longsword, lance
Heavy Horse Soldiers – 100 troops, 4 leader – 1600 gp, AC 2, longsword lance
Crossbow Troops – 160, 4 leaders – 640 gp, AC 5, heavy crossbow, shortsword
26 Officers – 260 gp, AC 2 better than troop they lead
10 Armorer – 1000 gp
4 Smiths – 100 gp
2 Equerry – 100 gp

Total monthly cost for the military Alzar is putting together is 2790

He gets income and expenses each month, and then rolls for population changes, and events. It will take 2 months before they will start getting taxes in. He also gets XP on an even level with his taxes, so he makes 2902 XP the first month, and then it heads up from there.


Current Confidence of County – 268 – Average
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Old 04-04-2015, 03:12 PM   #138
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Because Alzar is now getting 30k XP a month from gold, and it’s getting higher, I am now capping his XP gain per month to 10k. That is being done to keep his level down. I am justifying it by pointing out that continuing to rule doesn’t have as many opportunities to learn and grow as before.

He’s saving up money for the next construction project, but that might not be needed anymore.

As expected, trade in Evenarrow is increasing. With the enhanced wharves, location on the major trade route, and an important place strategically, trade and traffic here continues to increase.


Alzar heads over to Alpha to have his annual End of the Year meeting with the King, Queen and their advisors about the various things that have been happening and such. After the curse, Alzar’s Dominion Confidence dropped 100. King Ericall mentions that he’ll send one of his contacts over to help. He knows of a traveling showman who has a particularly grandiose show to head on over and help his dominion out.

Alzar has also begun to send out feelers for golems and their building. He has built golems and other constructs back on Thorasia, such as Iron Cobra and Necrophidus. Some of the common Pandius Golems, like the bronze one, really appeal to him.

Some of the common ones here include:

Amber Golems - The ones that look like lion things., He encountered them in Thorasia and Hamedh as well. Basic tomes reveal that they would take a high level priest.
Skeletal Golem – Weaker than the typical Bone Golem.
Silver Golem – Wizards make them ,and they are very interesting.
Mud Golem – Made by priests
Obsidian Golem – Not a lot is known about them

There are probably some others. There are other golems made here too, like standard Stone, Iron, Flesh, Clay, Bone, the weak Wood Golem and various variants like Iron Cobra and Necrophidus. Of the group, he finds the Silver Golem very interesting, and has begun to inquire how to make one. Golems are animated either from earthen materials (Stone, Clay, Mud, Amber, various metals, etc) or from formerly living ones (Wood, Bone, Flesh). There are probably some unusual golems, like sand or something out there too. But for now, he’s fine.

He has all of the information on how to make iron golems and the smaller version, iron men, from Castanimir’s complex he raided, and he has made his own flesh golem back in Thorasia, stone golem in Hamedh, and made Iron Cobra and Necrophidus constructs (not golems) as well. So it shouldn’t take too long to find out the process on how to make a Silver Golem, common golem types tend to have lots of people know how they work, and he begins to send out feelers.
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Old 04-04-2015, 07:43 PM   #139
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The Book of Lairs II




We’ll interject this smaller stuff here and there to flesh things out again.

Near the end of the year, about a week from it, news comes of a raiding party of frost giants that cross down from the island of Frosthaven and down, and entered the Ljallenvals. A small raid was just conducted. Alzar teleports to the village and flies back the way they supposedly came, and can see their trail.

A few miles later he arrives at a long, broad cave. He sees more than 20 frost giants in front of the cave, and just inside, it’s not deep, just about 30 feet or so back from the surface . There’s a pack of winter wolves in the front.

Alzar heads out a few hundred yards and the begins to summon allies. He summons water, earth, and air elemental (water from the heavy snow – there is no fire to use for that one) . He also summons an Invisible Stalker and orders it to do some scouting and Azzil., his Imp, does so as well.

This is a great opportunity for Alzar to try out his new spell. He’s going to have the elemental army pressing on one side, and then drop onto the other.

Alzar gets the elementals to guard one of the two exits from the other, and then flies down, with the Stalker and Imp out of spell range. He has the lock of female elf hair in his hand and casts Wail of the Banshee.

The Wail works thusly:

For each spell level of the caster, one listener within range will hear the wail and make a saving throw vs death magic or die. It’s that simple. Alzar wails. And…9 giants die, a few weren’t in range, and two wolves do as well.

With that many of their people dying that quickly, the giants immediately fail their morale check and flee. They rush right into the large group of elements waiting to smash them. They have no organization, and the elementals quickly make quick work, supported by the occasional spell by Alzar. Afterwards, Alzar carves the wolf pelts and takes them, and then he animates one of the giant skeletons, grabs a few slaves/meals the giants captured from his people and Mass Teleports them back. Then he’ll pop back over every so often to animate another, and he’ll store 23 giant skeletons out here in case he needs them later.

He also found:

Splint Mail +1
23432 GP in various coins, predominantly copper, silver, and electrum, and some minor goods.


Alzar is going to spend that gold to build a large paper-making and book-binding facility in Evenarrow for himself to use, and employ locals, teaching them the trade himself.


End of Book of Lairs II for now
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Old 04-04-2015, 08:43 PM   #140
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Year 3 Ends.

Alzar is working on learning some new skills. (He’s gained a lot of levels and acquired a lot of skills points to use. ) He’s been in Pandius almost 3 years without learning anything new. He spends some time with the air riders and learning aerial riding. Considering how often he flies, and that he can fly the Ebony Fly figurine when he wants to, that just makes sense.

Month 1, Year 4:

No major growth or ungrowth in winter time.

Month 1 - Year’s End Divine Liturgy – 5% of income that month

Alzar picks up:

Artillerist – 750 gp
Guard Captain – 4000
And some additional County Staff


A Comet is seen in the sky and Dominion Confidence drops again. It’s now 242.

Month 2, Year 4:

Dominion News – 5% growth across the board, 15% in Spearhold

There are a few changes to the next building project in Evenarrow. Firstly, because the county now has a quarry in the next hex over with a lot of people, the quality of products improves. Secondly, because the second project has been completed, the experts from King Ericall have returned to him. But they've now built two major projects, so their expertise is solid.

Because Alzar has more money, and the final project is the defenses of the city, he's going to expand the initial plan by increasing the height of some areas, and widening the length and range of the walls.

The original PM modifier was 1.75, now its 1.4,

Wall, moat, defensive towers, and such for the village:

2 level tall stone walls around perimeter:

102 stone walls – 51000 gp; 3060 man weeks
102 stone walls with machicolation – 88128 gp; 5406 man weeks
1 greater gatekeep – 40620 gp; 4625 man weeks
102 moat – 2809 gp; 900 man weeks
1 drawbridge – 550 gp; 40 man weeks
8 large round towers; 168000 gp; 10080 man weeks

This is now a total of 351,107gp and 24,111 man weeks

Now with 10% overhead costs and our new, spanking 1.4 modifier

540,705 gp
37,131 Man weeks – 714 man folks. Alzar does the work of a lot more men with his leveling up and getting new items. Hold on…. He now does…337. He hires 20 extra laborers (100 gp each – 20k) for getting double the work done, and drops the work load to 75% again.





Alzar pays the cost Work should get started next month.
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Old 04-04-2015, 11:36 PM   #141
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Month 3, Year 4:

The first week is done – 38 weeks of defensive fortification needed.

Dominion – Normal Growth

Nothing major happens, but Alzar’s research into the Silver Golems creation is done. He’ll need a lot of mercury for the golem. He begins to have some of his people build a foundry for the building of large metal objects, such as, say, a golem. Meanwhile they cast about for mercury and silver.

Month 4, Year 4:

57 rolled – 34 weeks left

Dominion – Normal Growth; 16 families immigrated to Evenarrow to work with the new army, foundry, bookmaking, and building stuff.

Nothing Else major happens.

Month 5, Year 4:

73 rolled and….bad weather all month long, no building conditions. Still need 34 weeks of work.

Alzar has gained another level from the 10k XP this month. He’s now level 23 and has another 7 and 8 level spell.

Alzar needs some more 7th level spells that work well while adventuring, so from his books he learns:

Vanish It’s a pseudo-teleport that instead can be used to send an object or target away into the Ethereal Plane in a sub pocket there until Alzar calls it back out again.
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Old 04-05-2015, 12:46 AM   #142
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CM4. Earthshaker



This is an odd module, that feels very pure adventure ish. It’s also fast. It has 24 pages of module, and that includes NPC Bios and maps of the various rooms in the Earthshaker, and all of the various permutations of what might happen when.

In fact, if it follows the right trajectory, it could literally take like an hour to run through. Anyway, here we go:


Thought your characters would never settle down? That they would never learn to appreciate the finer things in life? With Earthshaker!, you can remind them of all of the pleasures offered by civilization.
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Old 04-05-2015, 01:55 AM   #143
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In the first week of the month, Alzar is taking in business in the throne room when the Chief Magistrate comes in with a problem that has to be passed up.

One week ago, a knight of Solvhavne, the dominion established by Max I, and which sided with Alak Dool and Thyatis in the War of the Crown , was in the village of Havendrop, in Raider’s Point. Even though their rulers were swapped out, relations between the pro-Alphatia and pro-Thyatis side have been very distant, particularly with Alzar’s County of the Might and Sandralane’s County of Moonhold.

This knight, Heimglarson, led raids against Alzar’s territory and people. Indeed, he was known for his prowess and savagery. He stopped for the night in a local inn and was killed by the burgomaster in Havendrop, Ruva Kolchitsky. Ruva feld from justice and was appended by the Raider’s Point Sheriff in the nearby wilderness.

Many people where there in the inn when Ruva killed Heimglarson. In his defense, he offered evidence that Heimglarson had been responsible for the death of Ruva’s entire family, including his children, during one of those raids. This was confirmed both with a Speak with Dead spell to Heimglarson and with divinatory magics for Ruva. Normally the punishment for cold-blooded murder is capital. But the burgomaster is well respected, has reason, and the people of Havendrop have advocated for his release. Meanwhile, the new Baron of Solvhavne has demanded that Ruva be turned over to them for trial and murder. Ambassadors have left and should arrive within ten days or so. Advisors tell Alzar that Solvhavne might be upset enough to take real action and they have a really big army. Meanwhile, if Alzar turns him over, he’ll have an angry village that might go up in arms, and become a major irritant as well.

Alzar will think it over.
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Old 04-05-2015, 11:11 AM   #144
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A few minutes later a large man with a lot of colors enters, Milos Formiesias bows, and enters. He has come after getting new from King Ericall about a need for some excitement around here! He can bring his traveling entertainment here in a few days. He’ll need some nearby acreage and some seed money of 10000 gp and then he’ll tithe all of the proceeds to the local church.

Alzar agrees and they’ll arrive in three days, money paid. They sign terms. Alzar announces a 3 day feast and pays for both from the treasury.


The three days have passed and leaflets advertising the Traveling Expedition of Wonders have been handed out. As night passes and dawn nears, three enormous thumps reverberate for miles. A huge number of people are up and alarmed, crying out that an attack is among them.

In a few minutes Milos arrives to tell people that it’s all a part of his Wonders.

As dawn cracks, the breeze flutters the brightly colored pennons that grace the tent tops of the Expedition of Wonders. Alzar has arrived, and the first day of their Expedition has begun. They have a medusa, a animated gargoyle skeleton, a mirror that tells lies about someone, clowns, tumblers, a sextet of charmed harpies who charm audiences, and minstrels all over.

But none of that is the real show. Behind them, towering over the area like a great Colossus is a giant machine-like creature, more than 1200 feet high. Milos invites Alzar inside for the first tour, free of charge, to show there is nothing here that could be a problem
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Old 04-05-2015, 12:36 PM   #145
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The tour has begun. He answers question put to him by Alzar – The Earthshaker is thousands of years old, built by a long lost civilization. He found it himself while in the employ of the Principalities of Glantri, but after convincing the gnomes that live here about moving the machine, Glantri asked him to leave, but not before giving him an object that can teleport the Earthshaker.

The machine has a central gem that contained its soul, but now the gnomes move it with steam from coal and water. It goes though tons a day. There are gnomes all over, and they address Alzar warmly, and answer some of his questions. Their clan has lived here for thousands of years, and passed things down. Due to the massive size, and effort required, there are thousands of gnomes that live aboard the Earthshaker.

They head around and check out a limb and then the main furnace before heading the head of the creature. Earthshaker is huge. The cables are larger than Alzar, and the gears about 15 feet around. The scope of the thing is incredible.

While here at the command deck in the machines head, a message comes through the speaking tubes that a battle with large forces is occurring in the engine deck. Alzar overhears them, and Milos is quite concerned. Attacks are pretty rare.

Alzar asks if people can teleport here, and is told that they can. He was in the engine room a few minutes ago, so he grabs his Crystal Ball and scrys the area then Teleports down there to help out.

A pair of fighters, a thief, and a magic user are here fighting a large party of gnomes, but the gnomes here really aren’t major fighters. These are engineers. Alzar arrives to the side, away from the fighter, and casts Power Word, Kill, and drops the thief. He doesn’t have line of sight to the others. After one dies, they shout out, see Alzar, and move to target him after pushing aside some gnomes and then the mage casts Power Word Stun, but his HP is too high and it doesn’t work. Alzar orders the gnomes to pull away and casts Evard’s Black Tentacles between the mage and their fighters. All three are tied up by 27 tentacles. Alzar’s axe is out and he dashes forward, killing the two fighters in front as they struggle with the tentacles, and the mage surrenders. He agrees to willingly submit to a Teleport Other spell and Alzar teleports him to jail. Alzar orders a general evacuation and Milos and the others agree, and many begin to head out.

In less than three minutes, the engine is secure.
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Old 04-05-2015, 03:24 PM   #146
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Alzar begins to walk back up to the head when a group in the right leg has captured some gnomes and is holding them hostage. Two attacks? And they are without a target? Sounds like a diversion. Alzar grabs his Gem/Star and begins to scout critical places for something, anything. He has Azzil flitting about, doing the same, and he pauses to cast Invisible Stalker to help.

In a nearby tunnel to the engine room, Azzil spies a group moving to the engine room, and Alzar races back to fight them off, and orders his Stalker to join them. They are moving to the head swivel controls. This is a group of 6 people, and someone tosses a stone at Alzar with a Silence spell on it. It lands at his feet. A few long range weapons miss him (Cloak).

The space isn’t big enough to find a place to cast spells, and Alzar can’t get to them to stop them, the place they are going for is on the left of the room. He pulls back into the hallway and orders his Stalker to attack and slow them down. He casts Animate Dead on the three corpses and gives them another creature to slow them down and fight.

Alzar heads back, and he knows where the next attack is likely to hit –the command deck. Alzar begins to create a line of defense, and conjures an earth elemental, and summons the Shield-Maidens, Seraing Serpent, and such. He heads into the OtherSpace for a minute, then back out and uses the Horn of Vahalla, the three figurines of wondrous power, and He casts Major Globe of Invulnerability after everything else. Aegis is pulled out of the Warp Marble. He even has time to Mass Teleport away all 10 gnomes away to safety. There is no one left anymore.

And then they arrive.

8 people, looking to take this machine.

Viktor Zhucharnov – Fighter
Serge Schrodt – Mage
Ivna Beria – fighter
Voroniev Lukin – Fighter
Yurk Kurochin – Cleric
Varm, Melchia, Tuva – Fighters

They are battle scarred, and strong, and ready to go. Alzar activates the Zoster.

Battle begins…
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Old 04-05-2015, 04:57 PM   #147
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Init, 9 vs 3. Serge casts Power Word Blind on Alzar. It works because PWB has a lot higher HP threshold to run (100 and less). But it will only last a few rounds (1d4+1 on really high hp targets). 3 rounds. Meanwhile, weapons are out and Alzar’s group takes some damage. Alzar unfurls his axe, and steps into melee, ready to attack with Blind Fighting. He rolls 12 and 6. He needs a really low number, and even with the -2 from the fighting blind, he’s able to tack both hits for 29 damage. No shield is being used, though.

5 vs 8. Alzar carves his target twice more, and whoever it is has died. The elemental and golem team up to do some damage, and they kill Tuva. Alzar’s minions have been carved, and his berserkers have dropped mostly already.

4 vs 2. The last berserker falls, and they kill the Serpent and begin to take out lesser creatures like the Onyx Dog and such. Someone casts heal and someone else haste to speed up their team The Elemental and Alzar both hit for some damage and two more people are wounded.

4 vs 7. Alzar’s blind is back, and he Wails (of the Banshee.) Everyone alive is in range and….17 for the big guy, 2 for the Serge and he dies, 12 for Ivna she’s fine, 7 for Voroniev, and he dies, 15 for Yurk, and he’s okay, and 19 for the last fighter. Alzar took out two. Meanwhile his people damage the wounded Varm, and he’s down., Melchia is also down too. 4 down. Meanwhile Yurk casts Hold Person on Alzar which fails (Ring of Free Action, Globe) and then Viktor, ordering everyone to focus on Alzar, has some misses, but the Cloak is now known.

5 vs 3. Alzar takes 29 damage from a few hits with magical weapons, and Yurk tries to Dispel the Major Globe, and….it works, Globe is gone, Alzar casts Vampiric Touch to drain 19 from Ivna. The elemental and golem both hit and she falls. 2 to go.

1 vs 3. Alzar casts Time Stop. On the first turn, he casts Power Word Stun at the cleric, and on the second Finger of Death on Viktor. He even gets a third round (he rolled well) and casts Continual Light at the cleric, in case the PWS doesn’t work. Well, when time resumes, the cleric is stunned, but made the blinded save. Meanwhile, Viktor rolls a 15 and he’s fine. The Elemental and Golem roll 18 and 14, and both nail our good bad guy….for 31 damage. The imp reveals himself and stabs down and….gets a 16, which hits with the +4 bonus and he takes 2 and….rolls a 13 and he’s still fine. Viktor grabs a potion from his belt, quaffs it, and turns into a gaseous form, and disappears into the venting system just a foot away before Alzar can answer it.

Damn. Alzar orders his minions to finish off the cleric and he grabs a potion of G Form of his own, chugs it down, and follows

This attack ends.
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Old 04-05-2015, 05:54 PM   #148
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After a few minutes, Alzar can hear where Viktor is. He has found a secret control compartment, and he resolidified himself, grabbed a seat on a throne, and has just finished placing the mind gem back on the control panel.

With a groan the machine leaps to life. After coming to life, it begin to prepare to move. Alzar remembers what Milos told him about finding the Earthshaker, it was upright. Forcing it to fall would likely break it. Viktor is so focused on the outside that Alzar has a free shot to cast a spell if he solidifies in the right place. He does, and casts Maze of Viktor. It always works, no save, and jut delays things by a bit. Expecting that he’ll come back in a few rounds, Alzar grabs the Mind Gem and pulls it off. Everything shuts down at once.


Alzar prepares for the return of Viktor. Alzar’s axe, and shield are in hand., ready to strike, and when he returns, Alzar lances out, with the first hit. He nails Viktor with a 12, 5, and 14, three hits for 3, 7, and 4 for 48 damage and he dies. Dead Viktor.

Alzar grabs his stuff and secures them, heads to his OtherSpace, and drops off the Mind Gem, and the items from Viktor. Then he heads back to the main areas of battle, and does the same. The people who were holding gnomes hostage were long since killed by his soldiers.

About an hour later, Alzar emerges from the Earthshaker alive, and with Viktor’s corpse. The attempt to gain control over the machine was unsuccessful.

Embarrassed, Milos agrees to do some work around the dominion for a few hours to make up for it. He drains a swamp and moves earth and tress to clean up for a road. Meanwhile, Alzar will check out the items he grabbed from Viktors group.

The mage that surrendered was Maggione, a wanderer from a foreign land, neutral, who was paid to join and attack. He was a mercenary for hire, but didn’t understand the plans or anything. (in fact if you demonstrate what the plans really are in the adventure, he may even turn on Viktor and join your side) . Alzar some time of being convinced of his honesty, Alzar releases him, and he’ll stay in the area
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Old 04-05-2015, 07:12 PM   #149
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Meanwhile, the ambassadors from Solvhavne have returned. Alzar has them shown to his throne room, where many are arrayed. They do not bow, and they do not talk. Alzar waits. Minutes pass. The throne room, with more than a hundred people, is dead silent. After ten more minutes pass, Alzar announces that since the ambassadors aren’t asking for anything, Solvhavne must be satisfied, and has them sent away, back home. They begin to protest and Alzar chides them for their lack of decorum. First of all, their ruler has no right to his subject. Justice is his to grant as he sits fit, and not their rulers. And secondly, their lack of respect just now demonstrates that they have no right to even ask, and they are tossed out of the country.

“Get ready for war folks.”

Two weeks later the assembled ruler of Solvhavne has arrived near the dominion with 6000 troops, many of the hastily assembled:

6000 troops, BR 74

Vs

Alzar’s forces: 800 troops, BR 129


Alzar meets them at fortifications just inside his borders that he has been preparing.


Bonus – Alzar’s forces are outnumbered 7-1. +80 for them.

Alzar gets: +35 for magical items, +10 for own domain, +10 for defense, +10 for morale, +20 for terrain of their choosing. Alzar gets - +85.

Result +60 difference. Here we go. 66 to…44 +82. Alzar’s force wins, they keep the field. Alzar loses 105 and they lose half of their force today. Alzar is not tired, and they are strong tired.

He orders his army to force march and…It works, but they are tired, and now moderately so. They force battle:

Numbers – Now 6 to 1. +70 for foe.

Alzar gets - +20 for their tired (but loses 10 for his) and then gets +35 for item, +10 for own territory, +10 for morale, +10 for a troop they’ve beaten before

Result - +70 for Solvhavne and +75 for his troops, again +60 for difference.


47 v 56.

Win by 51.

20% loss for Alzar vs 50% loss for them. Everyone is now fully tired. Having lost a full 75% of their fighting force, and going from 6000 to 1500 troops, they are forced to withdraw, head home, and sue for peace. Alzar only lost 15% casualties, the other are healed.

His Dominion get +20 confidence from the entertainment, +10 for stopping the Earthshaker, and +10 for defeating their foes in battle.

Alzar forces the Solvhavne Barony to give him some concessions to break off war. They end up agreeing to give him some minor trade agreements that end tariffs for all goods produced in his Country from their Barony, stuff like that.

He returns home a war hero and the Earthshaker has left to head out to the next place of entertainment.
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Old 04-05-2015, 08:01 PM   #150
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Alzar still has the Mind Gem in case he ever wants to track down the Earthshaker and try to use it. He didn’t mention that to Milos or anyone else.

In a month, after Solvhavne is not sanctioned, he teleports over to Alpha to put in a formal complaint. One vassal declared war on the other, and nothing happened. The King points out that Alzar could have turned over the killer, and avoided it, but Alzar demonstrates the lack of respect shown by the barony, and they had no legal right to the killer. He puts it right to Ericall frankly. “You want me to disobey the law that you want me to uphold, so that you don’t have to do the right thing?”

Alzar refuses to remove his official complaint.

He’s seriously rethinking Ericall’s style of mis-management.

( I was secretly rooting for the machine to be activated, and then tripped and destroyed. That would have been really cool. That would have created a tourist attraction that would have added another resource to the province (Come see the place and the ruins that the great wonder of the world left behind!). Magic collectors and users would arrived and buy up the parts and such. Alzar would have taken the best parts, moved them to his foundry, brought in some of the best artisans on Pandius, and then used them to begin to make Iron Golem bodies. Finally, around 2000 gnomes would have relocated and created a gnome-hold in the Ljallenvals mountains, Alzar would have claimed that area for his County, and they would have been very loyal subjects. But nah.)


Meanwhile, he got these magical items:

+4 broadsword; +4 Short Sword; +4 bastard sword; +2 mace; +2 broadswordx2;
+4 leather armorx2, +2 plate mail x2; +2 shieldx3; +4 plate mail; +1 plate mailx2; +3 banded mail x2;
Arrow of Disarming x4
Sword of Deceiving +2
Ring of Protection +3x3, +4
Elven Boots
Potion of Elemental Form, Fortitude, Speed, Freedom, Super-Healing, Diminution
2 Scrolls of Communication linked together
Scarab of Protection
Scroll of Disintegrate, Delayed Blast Fireball, Mordenkainen’s Disjunction,
Boots of traveling


Serge’s Spellbook

And that’s it!


End of CM4 Earthshaker!
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