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Old 06-02-2012, 04:05 PM   #801
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar stored Domination, Vampiric Touch, Slumber into Rings.

He kept the same spells from yesterday.

He regenerated himself and could not use it Gem to heal anyone else.

After two days, progress has been made. They bottled up the chimney. After seeing the reassure looted and the Hydra dead, they must have figured out he slipped in that way. Someone had to have known about the passageway.

Slain – 25 Fire Giant, 6 Ettin, Snurre, Queen, 13 Hell hounds, 11 Fire Giantesses, 14 Fire Giant child, 5 Hill Giant, 10 Headed Pyrohydra, 1 Stone Giant


15 Fire Giantesses from level 1 left

Level 2 slain -

3 Fire Giants slain from level 2
4 Ettins slain from level 2
5 Hill Giants slain from it
2 Fire Giant Children slain
1 Stone Giant Slain

On day three, how does Alzar intend to attack this time?

Alzar directs his Mud Ring at the door and turns the Obsidian to mud. This is permanent. Now they have an opening. Behind it, they loaded the corridor with stuff – bolted wood, boulders, spare furniture, and everything to board it up, basically. A spy has line of sight and see him and the door go away and an alarm rings. Alzar retreats. That’s not going to work.

Two hours later, an invisible Alzar returns so the front door. Two people are inside and keeping watch. He sends in the summoned Vrock with a Mirror Image and in teleports in and slays both fodder Giantesses before being taken out. It’s a minor victory, but they count. He wants to keep them on their toes.
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Old 06-02-2012, 04:38 PM   #802
Abe Sargent
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Alzar has a new plan. He saw stairs earlier in his searching. He knows there is a bottom level. What if he dug down and penetrated the next level down? He orders the giant skeletons over to dig down to the left of the room he ambushed them in. It was at the end, so east of it should find something, he hopes.

A few hours later, they’ve dug down pretty deep. He orders them to stop. He wants to noise to end. The rest is to be done with subterfuge. Another Transmute Rock to mud is cleared out. He uses Passwall twice and a hole is opened to a room beneath him. He summons a Glabby who manages to gate in two Vrocks. They use Mirror Image. That;’s an assault force. He goes invis with Elven Boots and drops.

He quickly realizes that he missed and wound up on then trance floor. He;s in the far corner. It a barracks but quiet, no one is here. He slips to the corridor and the Giantess is on look out just outsie the door. He casts Slumber and drops her to sleep. He slays her. He arrives at the hell hound pens and skips them. A Fire Giant is in this section on guard. He uses Slumber from the Ring and…it fails but he doesn’t hear anything since no intonation was used. He tries Domination and it works. He now has a 58/58 Fire Giant ally. Alzar orders him to wait in the barracks.

He arrives at a large corridor with four giants in various stations on duty. It’s time. Alzar backs up and uses the Stone and Censer to summon a 72 hp and 58 hp elemtnals. His hit squad arrives and in two rounds and his demons have slain everyone. 1 Fire Giant, 2 Giantesses and a Stone Giant. The noise brings more. Alzar has the Fire Giant from the barracks follow when the demons left it, and arrives. The Elementals are ordered forward. Battle begins.
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Old 06-02-2012, 05:07 PM   #803
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Nearby are a Frost Giant, two trolls, and two kids. They sound the alarm and come in, many more can be heard. Alzar’s group pounds a troll dead and he grabs a flask of oil and sets it on fire so it won’t come back. A child is pounded to death. More can be heard from beyond and bodies show up in both corridors south and west.

All of the sudden a Fire Giant leading a Chimera busts out of the kennel to the south that Alzar didn;lt check. He has to handle them s well.

He orders the demons to tp in and attack the Chimera. His elementals crush the other troll and he burns it’s pieces as well. The Chimera breathes and deals very little damage to the demons. The Fire Giant doles out 27 damage to the Glabby.

They win init. Three ranged weapons hit Alzar but don’t. The glabby takes 21 more damage, and the Chimera blasts two images on a Vrock. A Power Word on the Fire Giant stuns it for 5 rounds. The Vrocks doles out 23 damage to the Chimera. Alzar drops Dire Charm on a Fire Giant in the background and is fails. His ally giant slays a Frost Giant.
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Old 06-02-2012, 06:00 PM   #804
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Alzar’s group wins init. The Chimera is slain by three demons. The Elementals are ordered down one passageway and Alzar and his Giant take another. They attack and deal 30 to the Air Elemental and hit Alzar for 15 with boulders.

They win init. They slay the Air Elemental. They miss Alzar twice but a troll hits him for 8 damage after a claw misses due to the Cloak. The Earth elemental punches a Giantess for 23 damage. Alzar orders both Vrocks to support it and the glabby finishes off the stunned giant. The Fire Giant with him slays the troll and Alzar makes sure it stays dead. More enemies pour out.

Alzar wins init this time. The Earth finishes th Giantess. A Vrock slays a child and another Giantess takes 10. The glabb ytps next to Alzar and attacks but misses twice. Alzar’s Charm Monsyter turns a Troll undamaged to his side -

33/33 Troll

They attack him for 15 damage. The Earth elemental takes 29 damage and the glabby is slain by a thrust from a Stone Giants club ho moved up. There are tons of giants in now. Alzar goes invisible and retreats. His Troll and Fire Giant manage to slay a giantess at his command before they go down and he slip sback later to acid the Troll’s remains. With their Mirror Images, the Vrocks are hard to kill, and they take out a Stone Giant and two children before biting it. They wall off the passage way to the barracks that he broke into and then cause the floor to collapse, with a drop.


Slain – 29 Fire Giant, 6 Ettin, Snurre, Queen, 13 Hell hounds, 18 Fire Giantesses, 18 Fire Giant child, 5 Hill Giant, 10 Headed Pyrohydra, 3 Stone Giant, 4 Troll, 1 Frost Giant, 1 Chimera

Used Slumber and Slumber from Ring. Domination, Stone and Censer, Dire Charm, Charm Monster

Alzar managed to take out another section of bad guys, and hereis the current count left:

Level 1 –

8 Fire Giantesses Left

Level 2 –

1 Stone Giant Left,
Jarl and Wife Left
1 Frost Giant Left
6 children left
6 giantess left
4 Fire Giants left
King;s Torturer, Royal headsman left
Fire Giant Smith left
16 Trolls left
Bunch of gnolls left
2 Cloud Giants left with 2 spotted lions
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Old 06-02-2012, 06:29 PM   #805
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Other things…



Alzar returns and finds the area blocked off as mentioned. He summons a Hezrou and it cant’t gate in any friends. He heads back to the various entries but can find no one to see and tp in to attack. They’ve blown out all of the torches and lanterns. Without light, he can’t target a tp for a demon. He animates the giantess skeleton and sends it back



Animated Giantess Skeleton 48/48 hp

He uses his final passwall to cut through the rubble and finds the Fire Giant Skeleton by the kennels and animates it, second it back

Animated Fire Giant Skeleton #5 – 57/57

He has the skeleton dig away the rest of the rubble for a half hour and then leave. No one disturbs him. Alzar investigates, and it’s getting dark. On goes the Ring of Shooting Stars and he uses the Faire Fire to light up a rock he takes with him

Ahead he sees no giants, but trolls. Many trolls. No longer are they having giants on this level with defenses and such, but they have released a large pack of trolls. They move to Alzar and his demon jumps in. They slay one and he fires it. He doesn’t have enough oil and acid to finish off 20 or 30 trolls even if he could manage to slay them. He has an idea though. He gets them to chase him, but he leaps over the floor damage area in front of the kennels . They can’t follow, so they sit there, ready to attack. Alzar orders megala to lead the fighters amnd undead here. Meanwhile he grabs a Pigment and starts crafting. Ten minutes later, he has drawn a picture of a ten foot large cauldron of caustic acid on a pulley. It becomes real and he has used a jar. He can tip it whenever he wants. His soldiers have arrived, and he wants them to attack the trolls, and then after slaying them to drop parts into the vat to dissolve them permanently.

Another demon appears and it’s a Vrock. The Vrock tps over first, drawing their attacks, and then the fighters head over with a few planks dropped over the holes helped by a Rope of Climbing. Within a few minutes, five trolls are already dead, and five more follow. A few fighters are wounded, but the trolls dies quickly, and miss easily. In ten minutes. 21 trolls have died, and all are away. The parts are placed in the vat. Yuck, but it works .



Updated Hp check:



Fire Giant Skeleton – 48/56
Skeleton #2 – 55/68
Skeleton #3 – 58/59
Skeleton #4 – 12/57
Animated Giantess Skeleton 48/48 hp
Animated Fire Giant Skeleton #5 – 51/57
Maerie –38/55 hp
Aleigha – 49/72
Alzar - – 58 hp
Estaish – 44/69 HP
Carum –38/ 81 HP.
Wassilon – 38/49 hp
Hrothgr - 52/78 hp



Slain – 29 Fire Giant, 6 Ettin, Snurre, Queen, 13 Hell hounds, 18 Fire Giantesses, 18 Fire Giant child, 5 Hill Giant, 10 Headed Pyrohydra, 3 Stone Giant, 26 Troll, 1 Frost Giant, 1 Chimera

Used Slumber and Slumber from Ring. Domination, Stone and Censer, Dire Charm, Charm Monster, Animate Deadx2: Used Jar of Pigment

A search of this level shows that is has been emptied. They decided to retreat to a lower level to defend.


They will search later for treasures and things. The level is damaged, some things are moved around and other were taken down, so I’ma stay away from that for now.

Alzar has the kids rerun to the cave. He sets up Megala at the top of the stairs, and will be woken if anything tries to come upstairs


End of Day Three
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Old 06-02-2012, 06:31 PM   #806
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Here’s a picture of three demons by the way:



They are, from left to right, Babau, Hezrou and Dretch
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Old 06-02-2012, 07:11 PM   #807
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Dire Charm replaces Slumber in Ring. Everything else is back

Alzar moves out to investigate. The same protections as before are out. The Acid Vat is still there and still caustic. But it can’t be moved, yet it can be a careful resource. Alzar uses Passwall twice and Transmute Rock to Mud twice and dies through the hole in the ground made by the enemy to the next level. They arrive in the middle of group of 8 trolls that are guarding 70 unarmed gnolls. Alzar’s pulley tips the vat and it slays the Trolls and dissolves them.

The acid tumbles into the adjacent rooms and slays the gnolls as well, The screams of the dying have gotten attention. The lights are out there as well, and only the light shining from the sky above shows anything.

Alzar drops to the ground and his Rope of Climbing creates a nice way down for some others. As he does so, suddenly, out of the darkness, enemies attack!

Many blades swing aut and miss Alzar due to his Cloak or good AC. As Carum drops down from the Rope, Aleigha goes berserk and jumps down the hole, turning into a werebear as she does. She roars! That’s not very subtle, Alzar thinks.

Alzar’s axe cuts into one of these smaller than man-sized creatures ,and he pulls it into the light – wererats! That’s why Aleigha is going off on them. They have a real hatred for each other. Aleigha tears into one and slays it. They skip Alzar and a chattering goes up. More wererats can be heard from the darkness. Carum misses one.

They win init and Aleigha can be hit while in werebear form by them. She takes 15 damage. Maerie arrives at the bottom this round. Alzar carves and slays a second wererat and cuts into a third. Aleigha slays a third and Carum ,slays the one on Alzar. Another group of wererats arrive and bowl right for Aleigha.

We win init and cut down two more. Aleigha takes 18. Normally she or they would run, but not with this blood feud in their essence. Hrothgr drops down this round. We win init and Alzar hews one dead and hacks another badly. Maerie finishes it, Aleigha slays another and Carum and Hrothgr the last one. All ten wererats have been slain.

Aleigha is down to 16 hp. Alzar orders her to the back to the group. Alzar leaves the gargoyles in front while he checks the body. He recognizes the dagger in one of their hands as sunlight washes dully on it. This is a Dřkkálfar dagger. Now exposed to sunlight, it begins to slowly erode. In a few days, it will be too weak to use and will crumble or snap. There’s no way that a simple Dřkkálfar dagger would make I into the hands of a random wererat. He checks and more have them. The ones behind the plotting and the scheming, and the smart defenders are not giants at all, but the Dřkkálfar.

That changes everything.
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Old 06-02-2012, 07:24 PM   #808
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Alzar gathers 6 +1 Dřkkálfar Daggers that were not exposed to sunlight. He has the fighters carry four torches, and drops the undead skeletons to this area and tells them to stay here. He wants to use them as a backup.



Level 1 –

8 Fire Giantesses Left

Level 2 –

1 Stone Giant Left,
Jarl and Wife Left
1 Frost Giant Left
6 children left
6 giantess left
4 Fire Giants left
King;s Torturer, Royal headsman left
Fire Giant Smith left
Very few gnolls left
2 Cloud Giants left with 2 spotted lions

Level 3 –

5 Trolls slain

Alzar goes invisible and sneaks forward, as he does, he cracks something on the ground, and suddenly two ballista bolts fly down the darkened corridor at him. They heard the warning and established defenses. Maybe they expected him to come the back way that he just made, rather than the main way down and had the ballistae here already. It doesn’t matter, because somewhere down the hall are ballistae and enemies who know he is here. He runs back and summons a Vrock. He has it use Mirror Image. It tries to gate in some allies and brings out 9 Dretch, which Alzar will bring with him.

Vrock – 61 hp
Dretch – 9
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Old 06-02-2012, 07:44 PM   #809
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Alzar has the Vrock fly down the corridor, with the gargoyles behind it, and then himself and the Dretch follow down the hallway in their wake. Four giantesses are here are a fork in the path. The ballistae have been placed on a swivel so they can aim in any direction. While charging down the Vrock lost two Images. There are two ballistae, and boulders for throwing. The Vrock arrives and battle begins.

Round 1 –

They win init. They hit the Vrock twice for an Image and 19 damage. Suddenly, a door just down a new hallway opens and out come two Cloud Giants and their spotted lion pets. The lions charge in and the Cloud Giants throw the boulders in their hands at the Vrock. Two more images gone. The Vroclk hits a giantess for 12 damage once, and Alzar orders he gargoyles to attack the same one. They peck it down to 12 hp left. The Dretch move in and attack anywhere they want. Alzar just wants chaos. They do very little damage, but block line of sight to Alzar from the Cloud Giants. He can see the wounded Giantess so he flings a dagger at her and slays her.

Vrock – 42/61

Round 2 –

They win init again. Three more Images are gone and a Cloud Giant slays a Dretch that got too close. Out of the other corridor from a small bend just thirty feet down arrive a party of 5 Fire Giants. Two are the Headsman and Torturers, and three regulars. They can attack next turn. From farther down the hallway where th e Cloud Giants are, The Jarl, his wife, and another Frost Giant Emerge. They can attack next turn too. Good. Alzar orders the undead he raised to move down the hallway, and that’s the signal for the fighters to follow. The Vrock savages a giantess along with the gargoyles and slays her. The Dretch confuse things, and Alzar can see one Cloud Giant and casts Dire Charm on the regular Frost Giant by the Jarl and Queen. It…rolls a 8 and fails. It begins to attack the nearby allies. It’s queen takes 14 damage from its attack.
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Old 06-02-2012, 08:01 PM   #810
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Round 3 –

We win init. A third giantess bites it after two Vrock hits for 31 damage and the gargoyle pecks. The charmed Giant hits again for 20 damage to his queen and she has taken 34. He casts Domination on a Cloud Giant, but it makes the save. The fighters and skeletons arrive this turn, and can attack next. The Dretch managed to slay one of the lions. The Vrock takes three hits, two hit him, and he is down to 7 hp. Three Dretch are slain – 5 left. The Jarl and Queen attack the Dire Charmed one and deal 39 damage to him. From behind the same place the Fire Giants appeared down the hall, appear three Dřkkálfar and then can take actions next turn.


Round 4 –

We keep init. The enchanted Giant deals 21 damage to his queen. She is almost dead. The Dretches slay the last lion. The Vrock misses once and does just 13 with the other attack to the final Giantess and the gargoyles only manage 8 damage in some anemic hits. The fighters finish her off. Alzar sends the skeletons to the Cloud Giants and later to the Frost Giants. He wants to attack and finish off the wounded queen, but the Dřkkálfar are a much more important target. He has to delay and distract them. He casts Evard’s Black Tentacles in their midst and 13 of them rise from the ground.

Two strike a Fire Giant and he makes both saves. Three strike Curate #1 and he misses a save. It grabs him down and squeezes hard. 4 strike Curate #2 and three pull him down. Three strike the female Curate ,and she is taken down by one.

They attack and slay the enspelled Frost Giant he Dire Charmed. The Vrock is slain by Fire Giant boulders. The remaining Dretch disappear. The Cloud Giants have been based by skeletons so they attack. They first randomly attacks…the first one and hits for 25 damage. The second attacks the same skeletons and destroys it. The curates attack their tentacles. Two are freed and the third is freed of one. Around the bend and past the Fire Giants emerge 4 giantesses with a cart of giant sized boulders to restock the Fire Giants with and use themselves.
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Old 06-02-2012, 08:37 PM   #811
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Round 5 -

They win init. The female curate flees, and the one downed breaks another tentacle. He’s about to die. The one who freed himself casts Silence 15; Radius on Alzar. He fails his save and it takes. The Fire Giants attack the fighters and several take damage. Another skeleton is wounded by the Cloud Giants. You can see below. The Jarl has based the skeletons and he queen ran back. The skeletons are mentally commanded to focus on a Cloud Giant. They slay the first one and deal 22 damage to the second one. The tentacle squeezes and deals 6 damage to the Curate and slays him. Alzar uses the stored spell Vocalize he has stored for emergencies as per his class abilities. He can now cast spells without speaking, which will enable him to cast under this Silence. He points to Estaish to move the fighters back, they can’t take a cleric and 9 giants for long. They move to the Cloud Giant and Jarl. Gargoyles and Alzar face the giants.


Round 6 –

Alzar wins init. The skeletons finish off the Cloud Giant. They also hit the Jarl twice for 32 damage total. The fighters attack him. Estaish uses his crossbow for 5 damage. (Is immune to the Frost Brand sword). Carum spear him for 9. Aleigha misses, Maerie misses, Wassilon deals 11, and Hrothr doles out 19 with his slaying weapon. The Jarl is badly wounded. Alzar casts Empathic Control on the Curate and….He rolls an 8 and fails. Alzar now controls him. He drops to the ground, and takes off his armor and throws his weapon elsewhere.. The gargoyles are ordered to swoop in.

The Jarl stabs and slays Skeleton #4. There is nowhere to retreat too – this section has no exit. He will die cursing Alzar on his breath. The 9 Fire Giants target Alzar and all miss this round due to his Cloak. A horde of 15 Trolls led by a Stone Giant arrive a the far end of this corridor. Alzar needs to make a quick assessment.
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Old 06-02-2012, 09:15 PM   #812
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Round 7 –

Alzar keeps init. The Jarl is slain by Carum. Alzar points to Estaish to hunt down the queen and the rest to move back. He casts Dire Charm on a Fire Giant and…it fails and attacks its mate. The Torturer takes 24 damage from a sword. The Gargoyles attack and slay the unarmored Curate. Alzar has Dryshik drop his Wall of Fog in the hallway, prevent ranged attacks from having accuracy and doesn’t move, using that time to grabs two items from the Bag of Holding.

The gargoyles are attacked but cannot be hurt. The rest of the giants, trolls, slay the one charmed and move into the Fog.

Round #8 –

They win init They emerge from the Fog and Alzar takes 29 damage from Boulders. Alzar puts the Horn to his Lips and blows the Horn of Blasting. All of the creatures in the hallway take a minor amount of damage – 1d10, and are stunned for a round. The skeletons throw boulders from the pile that was stored by the Ballistae, and three manage to connect with a Stone Giant for 44 damage. It has 5 left. The gargles finish it off and hammer at the Fire Giant Torturer, and deal 8 damage to it. Alzar mentally commands them to fly up and away.
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Old 06-02-2012, 10:33 PM   #813
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Round #9 –

They win init and are stunned. Alzar grabs a Skull and launches a Skulltrap. It deals 25 damage to four Trolls, 13 damage to three trolls, 13 damage to three Giants, and 25 damage to a Giantess. One troll dies. He hands the item he pulled out, a Flame Tongue sword, to Wassilon and points to the troll carcasses. Estaish had found the queen and stabs at her with his normal +3 sword. He slays her before she can retaliate. Boulders slay the wounded Giantess and knock a wounded Giant to 4 hp. The gargoyles fly back down and put themselves in front of Alzar to keep away the horde of Trolls about to arrive. A Mist Ball flies into the face of a their Torturer and blinds him for 5 rounds.


Round #10 –

We win init this time

Estiash runs back. Aleigha transforms into a werebear and moves in. The gargoyles slay two wounded trolls. Wassilon lights up the body parts of the three slain trolls instead of attacking and finishes them off. Boulders slay the Stone Giant. The trolls are now in front of the giants and there are three giantesses, the Torturer ,the Headsman and a normal Fire Giant. Alzar uses the Black Tentacles on the three giants left. 14 tentacle are created. Each are brought down, the Headsman by three, the Fire Giant by two and the blinded torturer by 4.

The trolls carve into the gargoyles and deal nothing. Three sneak through the line and are blocked by Aleigha. They can’t hurt her either. The Headsman and Fire Giant free themselves for a tentacle each.
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Old 06-02-2012, 10:57 PM   #814
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Round #11 –

We keep init

The Torture is slain by the tentacles. The Headsman and Giant are squeezed as well. Three trolls die and Wassilon ensures thy stay dead by burning the bodies. 9 trolls are left. Boulders fly into the Fire Giant and slay him. Alzar uses his boots to jump over the line of gargoyle and Aleigha and trolls and behind the pac ,and then axes a wounded troll taking it out. 8 trolls left.

The trolls are unable to damage those in front so they turn to flee, but Alzar is there. They attack him and all miss – Cloak. The Headsman takes out 2nd tentacle on him.

Round #12 –

They get init back. Alzar takes 19 from trolls. (Low AC with boots, -1 AC stone and Axe he has a -3 AC). The headsman frees himself. The gargoyles and fighters finish off 4 more trolls. Boulders fly into the Headsman, wounded him badly. Alzar laps to him and finishes him. The remaining trolls die next turn.

Whew!

After battle, Alzar animates the two Cloud Giants as skeletons


Cloud Giant #1 – 78/78
Cloud Giant #2 – 64/64
Skeleton #2 – 55/68
Skeleton #3 – 39/59
Animated Giantess Skeleton 48/48 hp
Animated Fire Giant Skeleton #5 – 51/57
Maerie –38/55 hp
Aleigha – 16/72
Alzar - – 12/58 hp
Estaish – 44/69 HP
Carum –25/ 81 HP.
Wassilon – 38/49 hp
Hrothgr - 41/78 hp


Slain – 32 Fire Giant, 6 Ettin, Snurre, Queen, 13 Hell hounds, 23 Fire Giantesses, 18 Fire Giant child, 5 Hill Giant, 10 Headed Pyrohydra, 4 Stone Giant, 49 Troll, 2 Frost Giant, 1 Chimera, 70 Gnolls, 10 wererats, 2 spotted lion, 2 Cloud Giant, Curate #2, Curate #1, Jarl, Jarl’s Woman, King’s Torturer, Royal Headsman


Used: Dire Charmx2, Domination, Evard’s Black Tentaclesx2 , Empathic Control, Horn of Blasting, Skulltrap. Animated Dead x2


Level 1 –

3 Fire Giantesses Left

Level 2 –

6 children left
6 giantess left
1 Fire Giants left
Fire Giant Smith left
Very few gnolls left
Eclavdra left

Level 3 –

20 Trolls slain
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Old 06-02-2012, 11:38 PM   #815
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They explore the rooms to the north and they are the chambers of the Cloud and Front Giants. They move on and find an evil temple and some rooms. All Alzar is doing right now is a cursory look with the Gem of Seeing to see if they can spy enemies. He does find Whelm in the Frost Giant’s room and reclaims it. They scout and everything is empty. Megala informs him that no one came up the stairs to level 1, so they are all off this level, except for the cells. Alzar moves to the cells and begins to open them.

Cell #1 – Qwith female princess for sacrifice to their evil goddess. She is released and agrees to send Aleigha treasure as gratitude after she returns home. Why Aleigha? Werebears are usually good, and Alzar doesn’t want gifts arriving at the front door of his lair. She will keep the gold that arrives, and Alzar will get the items

20x +1 Arrows
Arrow of Giant Slaying
Elven Cloak
Elven Boots


Cell #2 – 8 male qwith who will escort their lady home.

Cell #3 – Normal merchant held for ransom but has none. Alzar uses Orb to Detect Lie and the merchant honestly has nothing. He is sent away with the Qwith.

Cell #4 – Gem of Seeing shows a secret door at the back that opens into a room they’ve already been too.

Cell #5 – 2 good aligned Centaurs that are bound for torture. Freed and will escort merchant and Qwith home.

Cell #6 – Empty

Cell #7 – Insubordinate gnolls who want to get into their master’s good graces by lying to Alzar, he slays them.

Cell #8 – Empty

Cell #9 – Chained troll for torture practice, since it regenerates wounds. Slayed.

Cell #10 – 9 thief gnolls who stole money. They just want to leave and have no desire for anything. Alzar trades them freedom for information about the lowest level. It’s a caves system that was tunneled into and enhanced in a few places, but mostly natural. They are freed and run away.

Cell #11 – human skeletons, unanimated

Cell #12 – A thief female who admits to trying to stel treasure and offers to help party. The Orb detects the help part as a line. Alzar leaves her chained. She wants to steal from the party later on.

Cell #13 – The Sub-Chief of the Fire Giants is here, Boldo. He claims that he tried to usurp Snurres power and failed and was captured. This is a lie. Alzar questions him further and eventually finds out that he was insubordinate. Alzar tells him that Snurre and his queen have died. He lights up. That makes him in charge. He orders Alzar to free him, and Alzar instead slays him in chains.

Cell #14 – This cell has two things of note. One, the Gem of Seeing finds a secret door, behind which is a small chamber that the wererats used. The second is the prisoner, a drugged titan. Alzar uses his knowledge of poisons to discover that that Titan is just a bit ou of it. It would take a human about 12 hours t flush this toxin out of his system, and if an equal amount was given in proportion to the Titan’s size, it should be gone in 12 hours as well. Alzar decides to leave the Titan here and may come back for it later
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Old 06-03-2012, 12:35 AM   #816
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They head down to level 3. There is a winding tunnel down. Alzar orders Megala to fly down here and guard this exit. He wants to know immediately if anyone comes up. At the end of the rough tunnel is a badly hewn door. Alzar’s Gem shows it to be an illusion and he walks through it, invisible. He enters a room with a red dragon sleeping on a pile of treasure. It’s a giant chamber with a large number of exits. The Gem shows that both the dragon and the treasure are illusions, it’s actually a Gorgon




Alzar wants to take out the sleeping gorgon now without any issue. He casts Charm Monster on it. It works, but it was already charmed. The two charms cancel each other. That’s an interesting result. Now it will attack those who come by, thinking it’s friendly. And Alzar won’t be blamed. He moves around and finds a side passage close by that heads south east. There are a couple of Grey Oozes here and he slays them before moving on.

This tunnel reemerges into the Gorgon chamber and there is a back tunnel Alzar takes. He finds himself in a room with 12 Piercers on the roof, and they detect him even though he is invisible, and fall to attack him. They miss due to his cloak and he moves about the room, getting them all to fall down, and slays them all.
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Old 06-03-2012, 01:01 AM   #817
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This tunnel continues until Alzar emerges into a giant pair of three caverns where trolls lair. He counts 36 trolls back here. None detect him through invisibility. He noticed some lava on the tunnel in the way in and returns. He pulls out the Orb and summons a Fire Elemental, which arrives as a level 12 Elemental due to lava.

Fire Elemental – 81 hp

Him and the Elemental move back into the Troll Area. For the next twenty rounds, he occasionally becomes visible, slaying trolls, and taking out the group. At the end, the Elemental has 24 hp left and Alzar took 8 damage. In the back are a pair of green slimes which the Elemental takes care of with no problem. Due to the light it gives off, Alzar leaves the Fire Elemental in the Piercer room and he returns from this section of the third level.

He arrives at the Gorgon room again and heads north but sees four ballistae set up, with both giants and Dřkkálfar guards. He retreats and takes another tunnel out but it ends up in the same place, as does a third tunnel.

Alzar skirts around the Gorgon room and takes tunnels on the left side and a medium size cavern is at the end of one. The Gem of Seeing shows three hidden Ropers in the room. He skips them for now.

Another tunnel ends at a very long but not wide space. Alzar moves south and finds a room of 13 Fire beetles. Alzar summons a Glabrezu and he slays the beetles and takes no damage. They head north and arrive at place with two old fire lizards. They are a mated pair and have 3 eggs. Alzar gets in close and then orders the Glabby to tp inand attack the one by him. It’s the female and she had 53 hp. Alzar carves away 16 of it and the Glabby hits twice for another 29.

Init.

Alzar wins init. He doubles attacks and slays the female. The male is hit twice by the glabby for 33 damage. It does not run, desiring to protect the eggs. It tries to hit alzar and misses – cloak. The next turn it wins init but misses Alzar completely. Then they slay it.


3 Fire Lizard Eggs

The rest of this cavern has nothing, and Alzar returns.
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Old 06-03-2012, 01:25 AM   #818
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Alzar returns and takes another tunnel. It opens into a room and continues and 4 Hell Hounds are here and begin to paw nervously, as if they sense something amiss. He returns to the Gorgon cave. There’s no tunnels left from the Gorgon Room, but there is a huge boulder covering something to the north of the Gorgon Room. Alzar can’t move it right now, without disturbing the Gorgon.

Alzar decides to set up his own trap. He switches bracers to the ones that protect against normal missiles, but keeps the AC3 ones on his belt. He moves to the area where the defenses are gathered. He wants to cast a spell on one of them and then flee. Will they chase him past the “dragon” who is their friend?

Alzar looks and sees a larger Fire Giant on a ballista (it’s the Fire Giant Smith). He reveals himself to cast Domination on it. It rolls a 16 and succeeds. Meanwhile, he has the Fire elemental and Glabrezu as backup in case they come too close. Missiles fly into him and miss and he flees.

A party of two giantess and a Fire Giant led by a Dřkkálfar warrior move out and see him. In order to prevent them from seeing him as a trap, he turns and casts Slumber on the Fire Giant. It fails an falls down sleeping. The warrior moves in and the giantesses throw the boulders they are carrying and they do nothing.

Alzar flees and they follow. He’s faster (boots) but he goes around the gorgon. In order to catch up, the automatically move towards it. It awakens and with its sleep disrupted, attacks them!

It breathes on the Dřkkálfar and he fails his save and turns to stone. The Giantesses attack the Gorgon and deal 15 to it with boulders. Alzar spins and observes. He silently orders the Glabby to tp to the sleeping Fire Giant and slays him behind this combat. He also cuts off the giantess route of escape.

The gorgon charges a giantess for 13 damage. She tries to flee but can’t, she is stuck to its horns. The other attacks it for 10 damage. 18 hp left for the Gorgon. Alzar grabs the Stone and Censer from his Bag and uses the Stone.

The gorgon breathes on the giantess and she makes her save. She frees herself from the gorgon and flees but sees the large glabby and goes toward the pincer room. Alzar orders the Fire Elemental to kill her, which happens in two rounds. The giantess left slays the gorgon. And Alzar uses the Censer. The glabby moves in and attacks her for 25 damage She dies the following round and Alzar summons an Earth Elemental with the Orb. A Water and Air follow, and he uses the Mud Ring to bring out another Earth. He feels it’s time to go big. With half of this level explored fully, there can’t be that many enemies left. They’ve retreated to a smaller space to defend, and he needs maximum power to break through.
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Old 06-03-2012, 02:17 AM   #819
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Here is what comes

Level 12 Earth Elemental – 79 hp
Level 12 Earth Elemental – 76 hp
Level 12 Earth Elemental – 89 hp
Level 8 Air Elemental -59 hp
Level 8 Air Elemental – 64 hp
Level 8 Water Elemental – 65 hp
24/81 Fire Elemental
Cloud Giant Skeleton #1 – 78/78
Cloud Giant Skeleton #2 – 64/64
Skeleton #2 – 55/68
Animated Giantess Skeleton 48/48 hp
Animated Fire Giant Skeleton #5 – 51/57

And then his allies and himself

Maerie –38/55 hp
Aleigha – 28/72
Alzar - – 14/58 hp
Estaish – 44/69 HP
Carum –25/ 81 HP.
Wassilon – 38/49 hp
Hrothgr - 41/78 hp

Glabrezu

Zadaxx is brought out as well.

He tries to gate in and gets 15 Dretches

It’s time to go in big. The weapons of these dark creatures are all magical, so the gargoyles will stay back and not do much. Alzar casts Haste. He targets – 3 Earth Elementals, All Skeletons, Water Elemental, 2 Airs, but does not have enough for the wounded Fire one.

It’s time to go big or go home – Alzar has very few spells left, but they are here and he has allies and that’s what matters. Alzar switches back to the AC3 Bracers and keeps the pro ones out.

Alzar breaks in muscle comes in in the form of very fast Elementals that reach their defenses before they can fire back. The skeletons are in firing places, the Dretches are behind the first line, the fighters behind them and the Glabby is really to tp in with the Gargoyles as clean up.
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Old 06-03-2012, 02:41 AM   #820
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Round 1 –

They win ini. The Dřkkálfar order a defensive attack, focusing on the biggest Earth Elemental. They drop it. Then the Dřkkálfar cast Darkness on several places around the room and it goes magically dark. 3 Dretches die. Alzar’s turn. Alzar casts Dispel Magic from his stored spells and cleans out the Daknesses. The elementals in front exact a terrible vengeance on their front line. With double attacks and high hit points, they slay a child, two giantesses, and two Dřkkálfar warriors. The giant skeletons throw the many boulders laying around and hit twice. They drop two more giantesses. The fighters clean out three Dřkkálfar. They are fairly weak.

Round 2 –

Alzar’s group wins init. They destroy the line completely, slaying a Fire Giant, 3 children, 2 giantesses and the last Dřkkálfar. There are only a few left.

A line of 12 gnolls breaks upon them from beyond and 8 fire giants leading four hell hounds arrive from side passage. The two children and giantesses attack and deal very little damage.

Round 3 –

They win init. The 12 gnolls slay 2 Dretches. The giants coordinate to finish an Air Elemental and the Fire one. Out of the darkness comes a large party of Dřkkálfar – more than 20. The Elementals smash the remaining giantess and children. Dretches blast a gnoll. The glabby tps next to a Fire Giant and attacks. It takes 28. Skeletons toss at another Fire Giant and take it down, and they badly wound a third. The fighters carve four gnolls. The Gargoyles are ordered to face the giants. Alzar has a chance to hit the incoming enemies before they arrive. What does he have that will slow them down while he cleans out the rest?

He grabs the Orb and uses Earthquake on the roof, bringing it down. Eight of the level 3 warriors die. Many takes serious damage. No one else is in range. All of the Dřkkálfar are trapped.
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Old 06-03-2012, 02:56 AM   #821
Abe Sargent
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Round 4 –

Alzar’s group wins init. The remaining gnolls are easily slain. The Glabby finishes the wounded Fire Giant and Skeletons take out the wounded 3rd and a 4th. Gargoyles slay a Hell Hound. The giants attack and slays the obviously wounded Skeleton # by dealing exactly enough damage to finish it.

The Dřkkálfar are using levitate to move stones and will have this section cleared out quickly. Two more warriors die before the rocks are off of them

Round 5 – They win init and do nothing, critically missing twice. The elementals slay all of the hounds. Everyone else focuses on the giants and takes down three. The final Giant starts to run but is chased down and slain by the gargoyles as Alzar orders everyone to rank up, with the skeletons grabbing swords and moving to the front line.

Two rounds later, the Dřkkálfar have broken out and have been joined by many other.

24 Dřkkálfar face them. Who will win init?
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Old 06-03-2012, 11:51 AM   #822
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They do!

A lightning bolt from a mage stabs out and hits an Earth Elemental. They finish it off and more take out the other Air Elemental – leaving just Water, one Earth behind. They drop a few more Darknesses around the area as well

Alzar’s group counters. With harder to hit penalties, it’s difficult. Skeletons easily kill Dřkkálfar with one hit and with two swings, it’s easily to see how six dies to them. The Dretch miss. The fighters attack and take out two more, including a level 5 leader. Alzar’s Vampiric Touch slays one but he doesn’t know which one (A level 4 reinformcent) and he gains 20 hp from it. The glabby tps in the back by their mage.

They fail to keep init. The Elementals slay two more level 3 warriors. A dretch manages to finish off the last one. The giants slay a level 9 fighters but nothing else. The glabby uses Power Word Stun on the mage and it is stunned for 9 rounds, Alzar’s axe bites into a level 4 warrior and hits for 13 damage. The fighters take out two level 4 fighters.

In the back, the turn their attention to the demon and slay him. The ones in the darkness fighting damage the Water Elemental badly.

They win init. They choose to flee, rather than pursue a losing battle. Alzar’s Mud Ring, worn to control the Earth Elemental and not taken off, drops another Earthquake over their heads and slays or traps them. He finishes them all off in the next ten rounds.

A Passwall from his axe, the final one he has today, opens up the corridor and they continues.

They arrive in a cavern with three mind flayers, observing the action. Alzar orders the sped up skeletons to take them out. They mentally control Estaish and Carum for a moment, but then the ruble from the Earthquake is thrown at them in double time, and they are slain.

They encounter a pair of flame Salamanders who finish off the water elemental but otherwise do no damage. They arrive at the cavern over a pool of lava. On the other side, eight Dřkkálfar are leaving, and the priestess from a previous encounter is leading them. Alzar uses a charge on his belt of flying to get across the chasm, because it will take too long to cross otherwise. The female curate barks orders to six of the Dřkkálfar and they turn to face him. The gargoyles arrive as well, in case he wants them,

Alzar’s axe hews one – they attack and all mis save one, who drops a Darkness globe over the battle. Alzar has blind-fighting though. He has two attacks and slays one and damages another - he then takes 14 damage. He follows with a Vampiric Touch to an unwounded one for 19 damage. He takes 6 back. They are only level 2 fighters. He slays a damaged one. He doubles attacks and kills two. One left - it flees. Alzar chases it and cuts him down.

With no way of penetrating rock left to him, the rockfall that the two fleeing Dřkkálfar trigger keeps him from being able to follow them.

He returns.
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Old 06-03-2012, 12:04 PM   #823
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They’ve been to all of the rooms on this floor,so he orders the party to that great boulder. Two Giant Skeletons push it aside.

Inside is what appears to be an awake Red Dragon on a pile of treasure. Alzar has to decide on a means of attack. He orders the earth Elemental in. It breathes and the Elemental takes 50 damage. It bases the Dragon. Alzar summons a Vrock from the Orb and sends it in after it casts Mirror Image

The Dragon loses init and the Elemental punches once (no more haste) but critically misses. The Vrock is in and can attack next turn. The dragon attacks the Elemental and deal 26 to it. He dragon wins init and finishes it off. The Vrock hits once for 16 damage . So that it can hit the Vrock through the Mirror Image, it breathes and slays it and in comes four gargoyles.

Alzar’s group wins init and the dragon takes another 8 damage in pecks. It tries to stab them but can’t Next turn it wins init and breathes to slay the gargoyles since they were immune to its claws. Now Alzar orders in the skeletons. They move in and the next round begins. It attacks and wounds a Cloud Skeleton for 32 damage. They attack back and two hit for 24 damage. Alzar jumps in this round

The dragon wins init but only does 21 damage. The giants and Alzar finish it off.


A double check verifies that there is nothing else left here.
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Old 06-03-2012, 12:46 PM   #824
Abe Sargent
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Slain – 41 Fire Giant, 6 Ettin, Snurre, Queen, 17 Hell hounds, 33 Fire Giantesses, 24 Fire Giant child, 5 Hill Giant, 10 Headed Pyrohydra, 4 Stone Giant, 86 Troll, 2 Frost Giant, 1 Chimera, 78 Gnolls, 10 wererats, 2 spotted lion, 2 Cloud Giant, Curate #2, Curate #1, Jarl, Jarl’s Woman, King’s Torturer, Royal Headsman, Boldo, 2 Grey Ooze, 12 Piercers, 2 Green Slime, 13 Fire Beetles, 2 Fire Lizards, Dřkkálfar 6th level warrior, Gorgon, 12 Dřkkálfar level 2 warriors, Fire Giant Smith, 9 Dřkkálfar level 4 warrior, 18 Dřkkálfar level 3 warriors, 1 Dřkkálfar level 5 warrior, Dřkkálfar level 9 fighter, Nedylene, 3 Mind Flayer, 2 flame salamanders, 1 Red Dragon


Used: Dire Charmx2, Dominationx2, Evard’s Black Tentaclesx2 , Empathic Control, Horn of Blasting, Skulltrap. Animated Dead x2, Charm Monster, Summoned Fire Elemental with Orb, Slumber, Haste, Vampiric Touch, Used Charge on Belt, Flying


XP from our enemies was 835,550 – 119365 to each of the 7 people

Alzar - 566,116 (Level 12 is at 750k) – 58 hp
Estaish – 389,615 (Level 9) –69 HP
Carum – 369,805 (Level9) - Now has 81 HP.
Wassilon – 148,207 fighter (level 8, level 9 at 250k)/ 148,207 thief (Level 9, lvl 10 at 160k) 56 hp total
Hrothgr – 378,615 (Level 9) – 78 hp
Aleigha – 458,000 – 72 hp
Maerie – 205,000 =- Level 10 Thief – 61 hp
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Old 06-03-2012, 12:47 PM   #825
Tellistto
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Location: Whitman, MA
That was the very interesting campaign. All sorts of baddies to kill off there.

Tell
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Old 06-03-2012, 12:56 PM   #826
Abe Sargent
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After three days of searching, magic piles, Gem of Seeing, and more, here is what Alzar found:

207944 gp in coin

763,920 gp from gems and jewelry that was generic, taxed 10% down

3 Cubic Feet of Silk, 3000 gp per foot
8 pieces of rare wood, lined with mother of pearl – 1000 gp each
12 ivory husks work 1500 gp each
13 furs worth 32500 gp total
9000 gp worth of spices
7 Evil Statues, placed in bag for study later, don’t count as on Alzar for their ability.
Coral Skull Necklace - 15000 gp
Iron Crown studded with Diamonds – 25000 gp
Jade Box worth 5000 gp
Basin and Ewer of Jasper – 6000 gp for set
3 bars of Adamantite – 3500 gp each
Goblet of Lapis Lazuli – 5000 gp
Screen of Ebony – 1500 gp
Moonstone Box – 5000 gp
Bloodstone Idol – 1900 gp

Scroll of Protection – Demons, Acid , Lycanthropes; Cleric Scroll – Shillelagh, Word of Recall, Neutralize Poison, Unholy Word, Restoration , Sanctuary; Wizard Scroll – Mislead, Summon Swarm, Control Weather, Crystalbrittle, Energy Drain, Mass Invisibility, Gate, Charm Plants,

Potions – Healingx3, Fire Resistancex4, Fire Breath, Speed. Poison, Longevity, Treasure Finding x2, Agility, Seeing,. Extra-Healing, Flying, Freedom, Human Controlx2, Fire Giant Controlx2, Delusion, Mammal Control, Delusion, Spider Climbing, Titan Strength, ESP, Philter of Love, Polymorph (self), Philter of Persuasiveness,

4 Javelins of Lightning
Giant Sized Two-Handed Sword +4 to hit, +6 damage
Giant Sized Two handed Sword +4
Giant Sized Two Handed Axe – 10d4 damage +2 to hit and damage, natural 20 severs arm 1-2, leg – 3, head – 4-6
40x +1 Arrows
+1 longbow, +1 battle axe, +3 warhammer; 4x +1 morningstar; +4 great mace – 1d8/1d12 instead of normal attacks;
+2 Dvergr-sized Plate Mail; -2 Shield of Missile attraction; +4 studded leather; +2 Shield
-2 Short Sword
Dragon Slaying Sword, +2, +3 vs dragons and double damage
Arrow of Giant Slaying
Elven Cloak, Hell Hound Cloak – allows wearer to turn into a hell Hound but not really, much like the gargoyle cloaks do.
Elven Boots
White Dragon Skin Cloak - +3 save vs cold, 50% less damage from cold sources
Giant Sized Black Dragon Hide Armor
Set – 1 Black Cloak, Black Boots -75% to move silently/be invisible in dungeons.
Ring of Protection +3 x2, Contrariness, Ring of Water Command, Ring of Delusion, Ring of Three Wishes, Invisibility, Shooting Stars
Huge Silver Mirror – Reflects Invisible or Magical creatures as they actually are
Jeweled Pendant – Wizard Eye spell on it allows others to see throughit
Gauntlets of Ogre Strength
Rod of Cancellation
Pipes of the Sewers
Brazierof Controlling Fire Elementals
Wand of Viscid Globs – 79 charges
Amulet of the Planes
Tome of Clear Thought

Demon Staff – Once/day – Cause Fear touches no save, 4d6 damage by touch, summon a Vrock, turn user into a Type III demon for 5 rounds.

3 Fire Lizard Eggs
Red Dragon Teeth, Scales, Blood, Hide, Horns, etc


Dřkkálfar Items:

+1 short sword x5, 182x +2 chainmail, 2x +1 shield, 3x +1 dagger, 4x +2 shield, +3 chain x2, 5x +1 longsword, +3 dagger, +3 shield, 30 mini crossbows, 10x +2 dagger, 300 darts, +3 mace, 10 small casks of poison

Lesser Tentacle Rodx2
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Old 06-03-2012, 12:56 PM   #827
Abe Sargent
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Quote:
Originally Posted by Tellistto View Post
That was the very interesting campaign. All sorts of baddies to kill off there.

Tell

Yup yup!
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Old 06-03-2012, 01:21 PM   #828
ozias
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Holy crap, what is Alzar going to do with all his new found wealth?
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Old 06-03-2012, 01:25 PM   #829
Abe Sargent
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He finds many scrolls from Eclavdra in regards to attacking others and such.

Unknown to Alzar, a group of rakshasas were here but snuck out with their treasure – potions and cleric scrolls.

Alzar uses his time here to Animate all of the giant corpses. He leaves with 50ish giant skeletons (He can animate four a day with Animate Dead) and then teleports them slowly over time back to his home.


Some of the items he has found and what they do:

Wand – shoots globs of goo that stick things together

Brazier – Summons a Fire Elemental like the Censor and Stone summon Air and Earth Elementals.

Silver Horn of Valhalla – Once/week blown and summons 2d4+2 2nd level berserk fighters. (AC4, 12 hp, weapon in each hand, 1d8/1d6, one hour or until slain)

Pipes – summon either 1d6x10 giant rats of 3d6x10 rats if either is within 400 feet.

Alzar reads the Tome of Clear Thought and gains one point of Intelligence permanently – 20 now. I takes 6 days and 6 hours per day while he animates skeletons and more.


He also quaffs the Longevity Potion. He loses 9 years of his life. Physically.
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Old 06-03-2012, 01:25 PM   #830
Abe Sargent
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Holy crap, what is Alzar going to do with all his new found wealth?

Go on a vacation maybe?
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Old 06-03-2012, 01:53 PM   #831
Abe Sargent
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Alzar has been using the month to teleport back and forth and use his lab. He’ll tp back a undead and study, the tp back and animate some, and explore using the Gem and whatnot.

He realizes that the tunnel in the bottom level leads to a large underground labyrinth. Should he pursue? He has Whelm back. There are many other things he could be doing.

Hrothgr decides to leave. He takes a normal set of armor and weapons, and 50,000 gp as his take and Alzar keeps the magic items. Estaish, Wassilon and Carum each get 50000 too for all three adventures. Aleigha and Maerie split 50000 between them.

He also spends part of his time learning a few spells he wants. His spellbook expands from scrolls or books.

With six wishes available from the rings, he decides to use one now. He’ll keep some as emergencies, but having a free wish now would really help.

Here are some he considers

1). Creating a pocket dimension where he can safely tuck away a workshop, library, and other stuff, access it any time, and not have to take things with him when he travels

2). Instantly gaining access to ten spells of his choice placed in his spellbook.

3). Instantly gaining the knowledge, components, and equipment needed to construct an Iron Golem

4). Instantly gaining a powerful magic item.

5). Instantly have full knowledge and location of the closest artifact to his home

These are just five that pop into mind right now, Of them the 3rd and 5th are most easiest dismissed. The 3rd is the weakest, and the 5th is too random. It might not even be a useable artifact – but something like a sword or a lute or something. That leaves all of the remaining options. The next one to go is #4. While Alzar is frustrated by the fact that he has never been able to upgrade his Robe past this minor one, despite trades and adventures, anything he got could quickly be outdated. He has hundreds of magical items, and yet many are quite minor that he wears. Could he do better than Bracelet of Swimming or a Robe of Useful Items? Of course, but who knows what is next.

That leaves the first two. Despite a lack of good 5th level spells, Alzar doesn’t think 10 spells would improve him too much. But the first wish he really enjoys.


So

Alzar uses a Wish carefully worded. Has has gained:

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.

We haven’t had a full char sheet for Alzar since just before the Temple of Elemental Evil, so here is Alzar is all of his full glory, as of today.
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Old 06-03-2012, 01:56 PM   #832
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
7th level Fighter (Myrmidon), 11th level Path Mage (Fivefold Mage)

Lawful Evil
Human

Str: 16
Dex: 12
Con: 10
Wis: 15
Int: 20
Cha: 17

Hit Points: 58
THACO: 14
AC: -1 (Bracers, Cloak, Boots, Ioun Stone) Gets +2 when fighting with one handed weapon
Total XP: 566,116
Age 48, Body - 25

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 14
Netherworld Knowledge 10
Herbalism 14
Alchemy 12
Poison Use 11
Ancient Languages 10
Spellcraft 12
Ancient History - 14

Languages – Typic, Sis’sharr


Traits:

Empathy
Fast Healer
Precise Memory


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

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.


Stalked by a Death Servant, who merges with his shadow. If he ever is about to take a fatal blow, the Death Servant will jump out, take the blow instead, and Alzar will be fully healed.

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.
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Old 06-03-2012, 02:00 PM   #833
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar’s Stuff:

Gold: 1,307,029

15000 copper
10870 pp
15000 sp
5800 ep
845 pp
Silver coin necklaces, which have 360 silver coins pierced and on a thread of gut. x30



Jewelry and Gems and Objet d’arts


Crowns: 5000x2 and 50x4, Necklace 1500, 700, 50x3;Tiara 200; Wristbands 100x4; Bracelets 10,000 gp, 600x2, 500, 300; Pearl Necklaces, 400x2; Gold Medallion, 300, 200; Jeweled Dagger 1000, 900, 850, 300;Gold Diamond Bracelet – 5080, 750 gold; Platinum and Ruby Pin – 2000, String of Matched Fire Opals , 15000; Gold Medallion with Topaz – 1000 gold; Gold Necklace – 620, 60 gpx3; Gold Earrings – 700, 50 gp setx2, 600; Gold Bracelet – 700 gp, 575x2, 560x2, 75 gp; Gold Ring – 500, 100x2, 75 gp, 50 gp, 30 gp; Pearl encrusted collar 3000 gold x2; Black-Opal Pendant on a gold chain – 1250 gold, Jeweled Hilt – 500; Gold and Turquoise Belt Buckle – 200 gp; Silver Amethyst Necklace – 1300 gp, Necklace of Topaz Beads – 1800 gp; Gold and Hematite Chain – 250 gp; Gold and Jade Bracelet – 250 gp; Silver and Amber Bracelet and Necklace Set, 800 gp; Platinum Cloak Clasp – 160 gp; Seal of Jasper – 60 gp; Black Opal on Gold Chain – 2000 gp; Sapphire Necklace worth 6000; Gold Belt Buckle – 500 gp; Silver and Opal Bracelets – 200x10; Silver and Coral Necklace – 1100 gp; Necklace of Garnet and Electrum 1300 gp; Electrum Bracers – 560 gp; Neckguard of Electrum - 1400gp; Gold and Ruby Necklace worth 1400; Silver Ring – 300; Jeweled Helm – 3000 gp; Gold Brooch – 3000 gp; Platinum Ring with Fire Opal – 5000 gp; Silver Amulet – 50 gp; Brooches, 500 gp, x5; Diamond Earrings – 2500 x4, 1245x2; Diamond Pendant – 5000 gpx3; Silver Circlet with Emerald – 1500 gp; Necklace of Black Pearls – 2670; Gold Rings with Emeralds – 290x3; Mother-of-Pearl Necklace – 750; Gold Ankle Bracelets – 575x2; Necklace of Coral and Jade Beads – 760 gp; Jade Amulet inlaid with Mother of Pearl – 750; Jade Earrings – 150; Sapphire Pendant – 370; Golden Belt with Silver Buckle – 520; Boar’s Head Amulet on Gold Chain – 2675 gp; Jade Mask – 250; Diadem of Opals and Jade – 300; Hair Ornaments of Obsidian – 200; Earplugs of Jade- 75; Gold Mask – 175; Jade earplugs, 6 pairs, 15 gp each pair; Bracelets of Obsidian – 200 gpx15; Silver Brooch – 1000; Jeweled Headband – 3000 gp; Brooch with Carnelian Stone – 800 gp; Gold chain – 7000 gp; Ruby Ring – 4000 gp; Silver Chain – 125 gp; Silver Bracelet - 170 gp; Copper Belt – 35 gp; Jeweled Dagger worth 250 gp; Jeweled Necklace – 2400 gp; 450 gp Jet Ring; Jet and Gold Brooch – 175; 550 gp Gold Ring; Bronze and Jet Ring – 50 gp; Carnelian Ivory Bracelet – 500 gp; Gold Fire Amulet – 100 gpx4; Jeweled Ring – 500 gp; Gold Ring with Peridot Bezel – 1000 gp; Gold Ring – 700 gp; Gold Garnet Studded Chain - 750 gp; Green Pearl Ring – 570 gp; Gold Ring with Tentacles in peridot – 750 gpx2; Platinum Bracelet – 1000 gp; Jade and Silver Bracelet – 1700 gp; Feldspar Necklace – 150 gp; Gold Necklace – 1000 gp; Bloodstone Gold Ring – 50 gpx2; Electrum Amulet – 70 gp; Platinum Ring with Diamond – 9000 gp; Gold Neckchain – 2000 gp; Gold Earrings – 800 gp for set;
Jeweled Belt 3200 gp; 300 gp Gold Ring; Gold and gem belt buckle, 1400 gp; Gold Hair Pin with a Pearl – 800 gp; 3 bracelets worth 4000 gp each; Ruby Studded Collar 1000 gp; Gold Chain with Fire Opal – 2000 gp; Silver Belt with Gems – 2750 gp; Jeweled Belt – 7000 gp; Silver Belt – 1600 gp; Jeweled Chain – 3000 gp; 4x Gold Armband with Inset Ivory and Amber Bear – 2000 gp; Jeweled Crown of 15000 gp; Coral Skull Necklace - 15000 gp; Iron Crown studded with Diamonds – 25000 gp


Gems: 5000x3, 2000, 1000x30, 500x42, 300, 250x2, 200x2, 100x684, 50 x485, 10x55; 4x25, 120x2, 150, 400, 800x2, 5, 60x4, 1200, 700x2, 350,

Opal, 1000 x 4, 500 gp, x8; Aquamarine, 400x6, 250x3, 80 gpx6; Black Sapphire, 4000; Azurite – 800; Black Pearls 500 gpx35, 3000; Pink Pearls 200 gpx13; Pearl 500, 100x15, 25x20, 10x50; Diamond 20000, 3000x3, 1000; Ivory 75 gp; Jet, 100x10; Amethyst 150,100, 50x5; Jade, 100x10, 60x3; Tourmaline, 100x11; Sapphire 150x3; Onyx, 175, 100; Fire Opal – 1000 gp, 750gpx6; Topaz 750 gpx4, 500; Garnets 100x3; Moonstones, 50 gp, x21; Emerald 1000x3; Black Sapphires – 1500 x2; Glowing Red Gems 5000x2; Turquoise – 50gpx3; 6 Azurites – 10 gp each; 3 Onyx gems – 50 gp; 2 Agates – 100 and 500 gp; Topaz – 500 gp x6; Jasper – 50 gpx9; Hematite – 10x28; Feldspar Chunk - 50 gp; Tourmalines 500 gpx2, 100 gp x4;Large Violet Garnet – 700 gp; 100 tiny seed pearls – 10 gp each; Aquamarine – 5000 gp; Jet – 100 gp; Zircons – 6x50gp; Star Rubies – 1000 gp x6; Bloodstone gems - 50 gp x30; Black Sapphire – 5000 gp x6; 4 Violet Garnets – 500 gp each; Emerald – 1000 gp; Ruby -0 5000 gp; 22300 in gems from a volume with a hollow center. 5000 gp Volcanic Gemstones in Volcanic rock; Rock Crystals 10 gp x278; Reddish-Purple Amethyst – 5000 gp;


197965 in jewelry

Eating - Silver Serving Set - 4000 gp; China and Silverware Set – 600; Crystal Flagon and 4 Goblets - 80 total; Silver bowl, carafe and goblet worth 400 gp as a set; Silver Chalice worth 500 gold; Intricate Inlaid Bejeweled Bowl 500 gpx3; Engraved Gold and Platinum Dish – 7500; Large gold cup – 450 gp; Platinum Urn – 20,000 gp; Platinum Drinking Horn Set – 9000 gp; Gemmed Gold Flagon – 6000 gp; Goblet of Lapis Lazuli – 5000 gp; Platinum Pitcher – 500 gp; Gold Bowl - 235 gp; Golden Platters – 2500 gpx5; Silver Bowls 100 gpx3; Flagons of Ivory with Gems – 750 gpx2; 4 Scrimshaw Handle Knives – 100 gp each; 8 silver plates – 200 gp total; Gold service with 2 flagons, 2 platters, plates, salt cellar – 1550 as set; Cinnebar Serving Set – 450 gp; 26 crystal goblets 50 gp each; Gold Platter – 300 gp; Malachite Dinner Service – 2000 gp as a set; Crystal Decanter – 200 gp; Ivory Tray – 50 gp; 32 gold dishes – 1900 gp for the set; Silver Flask – 40 gp; Silver and ebony napkin ring – 50 gold;

Boxes - Alabaster Box - 800; Ivory Box 50 gold; Inlaid Wooden Box with Ivory Handle – 45; Ivory Box inlaid with Mother-of-Pearl – 250 gp; Silver Box – 535 gp; Carved Mahogany Box – 260; Silver, Emerald Studded Snuff Box – 1100; Jade Box worth 5000 gp; Moonstone Box – 5000 gp; Ivory Case – 1400 gp; Boxes of Ivory – 4500 gpx8; Coral Box – 100 gp; Box of Carved Ivory – 100 Gp; Sardonyx Copper Box – 150 gp; Silver Tube – 300 Gp; Ivory and Gold Box – 350 gp; Silver casket worth 1535; Scroll Cases - 365 gp; Bone Scroll Case – 100 gp;

Statues - Svartálfar gold statuette 2200; 2000 gold kopru statuette; 2 coral statuettes worth 1000 each; Gold Statues – 2000 gold eachx2; Jeweled Idol of the Earth Elemental of Evil. 4000 gp; 800 gold for a tiny human shaped figurine of onyx; 12 ivory figures worth 105 each; Gold Statuette of Falcon, with Black Lacquer. – 15,000 gp; Small Golden Statuette - 85 gpx6; Jade Statue of Cat – 200 gp; Alabaster statuette – 50 gp; Alabaster statuette of Coatlicue – the serpent skirted, worth 270; Ivory statuette – 85 gp; Feldspar Statuette – 2000 gp; Alabaster Statue – 4000 gp; Silver and Topaz Statue of Bear – 6000 gp; Bloodstone Idol – 1900 gp; Idol – 1575 gp; Miniature Red Dragon carved of Ruby – 7500; Ebony Statuette of Demoness Lloth – 6500 gp; 9 inch tall four armed skeleton made from ivory, held together by platinum wire – 3500; 1000g gold statuette of a taurian; 1000g golden statute of a kneeling taurian;


Pretty Versions of Normal Things - Crystal Skull – 2500 gp, Golden skull,750 gp; gold apple 150 gp; gold rose 150 gp; small set of five gold discs value 50 gp in total; Silver Comb set with pearls 1100 gp; Silver Comb with Gems -300 gold; Copper Mirror – 200 gp; Ivory Pipe. – 100 gp; Gold Tablets 500gpx3; Three Disks of Jade – 500 gp each; Ivory Teeth – 1000 gp;

Spices, Wine, Perfumes, etc - Rare perfume- 40 gp; 13 five gallon tuns of rare wine, 500 gp/quart; Eight kegs of rare spices – 8000gp total; 9000 gp worth of spices; Rare herbs – 200 gp


Weapons and Armor - Jade Axe-Head – 170; Breastplate of Jade and Bone – 640 gp (AC6); Sapphire-Studded Scabbard with Silver Inlay – 1730; Gem-Studded Ceremonial Silver Dagger of the Earth Elemental of Evil. 1100 gp; Ivory dagger – 30g; Silver Mace with many Gems – 12,500 gp; Suit of platinum engraved, black plate armor – 15480 with matching shield – 2650; Ivory staff island with gold and silver – 2225 gp; Pair of adamantite claws worth 2000 gp;

Tapestries, Furs and Rugs - Tapestry with Gold and Silver Thread – 2000 gp; Tapestry – 1875 gp; Tapestry – 500 gp; Tapestries and rugs worth 6600 GP; Fine Rug – 260 gp; Rich Tapestry – 1000 gp; Giant Otter Pelt, 2000 gp; Fur Cloaks – 3500 gpx5h; 13 Furs worth 32500 gp total; Silvery Furs – 4000 gpx4; Sabretooth Pelt – 600 gold; Coverlet of Rare Furs, 1500gp


Raw Resources -27 copper ingots worth 400 cp each; 3 bars of Adamantite – 3500 gp each;
11 ivory tusks worth 1000 gp each; 11 Ivory Tusks – 800 gp each; 12 ivory husks work 1500 gp each;
3 Cubic Feet of Silk, 3000 gp per foot; Four bolts of silk worth 100 gp each; 5000 gp in exotic silks; 2 bolts of fine cloth worth 60 each; Uncut stones currently worth 10x2, 15, 20, 25 and 40, and values increased by ten times if properly cut; Uncut 8 Sapphires worth 250, Ruby worth 500 – value can be 4 by gem cutter; Rock-Sized Lump of Gold – 2500; Hardened Lump of Gold, 600 gold, 900 gold;

Containers of Stuff - Small bottle of yellow sulfur – 40 gp; Tin Box of saffron – 500 gp; Tube of quicksilver – 100 gp; Vial of Ground Tourmaline – 500 gp; Flask of Lion’s Blood – 10 gp; Alabaster Flask – 25 gp with rare perfume worth 1400 gp; Stoppered Vial of Ruby Dust – 1000 gp; Small Pottery Flask – 1000 gp of quicksilver; Beaker of powered diamonds worth 500 gp


Clothes - Ceremonial Robe of High Cleric of Air – 1500 gp; 4 Cloaks of Air – 100 gp each; 3 large sacks of fine garments – 500 gp each sack; Red Silk Robe with Fire Symbols and many garnets – 3000 gp; Robe of Deep Crimson set with Gold Fire Symbol and small rubies – 2500 gp; Robe of Green Velvet with Gold Trim and Gems and Creature of Ten Tentacles– 7150 gp; Cloak of velvet trimmed with fur – 200 gp; Robe with hundreds of tiny gems – 2000 gp; 50 gp fine robe; Cloak – 100 gold; Very nice tunic -600 gold; 4 pairs of fancy slippers 150 gp each; Silk Belt with detailed gold dagger and embroidered scabbard for it. 80 gp as set; Sandals inlaid with Turquoise – 620 gp as a pair; Robe and Headdress – 350 gp; 12 violet garnet buttons 6000 gp for the set;

Religious Icons - Basin and Ewer of Jasper – 6000 gp for set; Gold Cup, Ewer, Box – 675 as set; Crystal Ewer and Cup – 250 gp each; 3500 gp worth of religious artifacts like candlesticks and small figurines and idols; Gold Enchased Incense Burner – 900 gp; Gold Holy Symbol Encrusted with Gems – 780; unholy symbols of fine metals and gems – 1000 gpx4; Gold Fire Altar Decoration – 500 gp

Lighting - 2 Candelabra of Rose Gold 2250 gp each; Ancient Electrum Candle Holder – 1500 gp; Silver Lamp – 120 gp; Candelabra – 5000 gp; 2 giant crystal braziers each worth 10,000 gp.

Misc - 9 wooden eggs in a set, each bigger, - 900 gp for the set; 4 small Ivory carvings worth 3150 gp total; 50,000 gp Gold Throne; 8 pieces of rare wood, lined with mother of pearl – 1000 gp each;
Screen of Ebony – 1500 gp; Two scroll paintings - each worth 4000 gp; 10 sheets of parchment – 40 gp;
2 amber rods – 25 gp each; 10000 gold worth of Amber from 2 Golems; 12,000 crown jewels; Scroll of Drawings by a famous artist – 900 gp; Spell Book Cover with Gems - 800 gold; Deed to Mining Rights outside of Chonae worth roughly 1200; Exquisite Gold Hourglass with Crushed Diamonds instead of sand – 2650;


Books:


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, 100 coins heavy, 1000 gold value to a library.
15,000 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 each
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.
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 value to evil spellcaster detailing sacrifice of humans to earth elementals for various effects.
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.
Treatise on the nature of a flesh golem (not its construction)
5 books on anatomy of various monsters
Two Books of Magic
25 volumes on Battle tactics and strategies in various wars and sieges
Vacuous Grimoire – Cursed Book, kept in Library as Trap
Tome of Vile Darkness – Magic Book for Priests
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Old 06-03-2012, 02:02 PM   #834
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
Artifacts:

Orb of Golden Death with all four element stones


Magic Items:

Potions - of Sweet Waterx2, Diminutionx7, Gaseous Formx2, Poisonx8, Telekinesis, Extra-Healingx8, Healingx22, Levitationx3, Spider Climbings2, ESPx3 Animal Control – Horses, Clairvoyancex2, Fire Resistancex9, Philter of Lovex4, Control Plantsx2, Neutralize Poisonx2, Speedx9, Cure Disease, Water Breathingx13, Invisibilityx4; Invulnerabilityx5, Undead Controlx2, Heroism, Flyingx4, White, Silver, Red, Black Dragon Control; Oil of Etherealness, Strength, Treasure Findingx3, Human Controx3, Growthx2, Animal Control, Philter of Persuasivenessx2, Super-Heroismx2, Polymorph Selfx4, Titan Strength, Agility, Seeing, Fire Giant Controlx2, Freedom, Mammal Control, Fire Breath, Delusionx4, Storm Giant Strengthx2, Oil of Slipperiness; Hill Giant Strengthx2;

Weapons and Armor -

+1 Scimitarx2, Short Swordx5, Daggerx10, Macex4, Battle Axex5, Longswordx3, Two-handed sword, Arrows x51, Broadswordx2, Short Composite Bow, Warhammer, Morning Starx6; Spearx2, Longbowx2,
+2 Longswordx4, Throwing Dagger, Bastard Sword, Daggerx5, Arrowsx17, Mace, Bastard Swordx2, Footman’s Macex2, Cutlass, +2 Battle Axe (Can only be used by STR 16+), short sword, baton (1d6); Spear, Warhammerx3, Javelin, Boltsx11,
+3 arrowsx15, Short Sword, +3 Spear, +3 Battle Axe, Warhammer, +3 Sling Stone, permanent, Bolt,
+4 great mace – 1d8/1d12 instead of normal attacks;
+1 Plate Armorx3, Plate Mailx3, Chain Mailx6, Shieldx8, Leather Armorx4, Banded , Ring Mail
+2 Chainmailx6, Leather Armorx2, Shieldx6, Plate Armor, Plate Mail, Dvergr-sized Plate Mail;
+3 Chainmailx2, +3 Plate Armor; +3 Shieldx2,
+4 Studded Leather;

+1 Short Sword of Speed, +2 Crossbow of Speed, +2 Heavy Crossbow of Speed, +1 Flaming Swordx2, +3 Frostbrand Sword, Sword of Giant Slaying, +2, +3 vs giants and double damage, Dragon Slaying Sword, +2, +3 vs dragons and double damage,


+1 Studded Leather, Protection from Normal Missiles (-1 per die from magical ones too)
-1 Dagger; Armor of Vulnerability
-2 Short Sword, -2 Shield of Missile Attraction, -2 Spear Cursed Backbiter; Trident of Yearning
Female Elven Chainmail, Giant Sized Black Dragon Hide Armor, Elven Chainmail, +2 Elven Plate Mail;

Arrow of Giant Slaying; Dagger of Venomx2, Hammer of Thunderbolts, 10 Javelins of Lightning, Giant Sized Two-Handed Sword +4 to hit, +6 damage; Giant Sized Two handed Sword +4; +2 Giant Sized Two Handed Axe – 10d4+2, natural 20 severs arm 1-2, leg – 3, head – 4-6;

Longsword +1, +2 vs Undead; Short Sword +1, +2 vs Scaly Things; Dagger , +1, +2 vs Magic Users and Enchanted Creatures; +1 Broadsword, +3 vs regenerators; Two Handed Sword, +1, +4 vs Gas Spore; . +1 Dagger vs Lycanthropes; +1 Longsword, +4 vs Reptiles; Bastard Sword,+1, +3 vs Undead; +1 short sword +3 vs lycanthropes and shapechangers

Rings - Ring of Water Walkingx3, Ring of Depetrification – 13 charges; Ring of Protection +1x9; +2x3, +3x3; Ring of Warmthx2; Ring of the Grasshopper; Flying – 4 charges; Ring of Quick Action; Ring of Invisibilityx3; Ring of Seeing; Ring of Delusion; Ring of Human Control; Ring of Fire Resistancex3; Ring of Telekinesis, 50 lbs; Ring of Infravision; Ring of Free Actionx5 *; Ring of Sustenance *
Ring of Water Command; Ring of Shooting Starsx2; Mud Ring; Ring of Three Wishesx2 (2 charges, 3 ch)
Ring of Contrariness, Ring of Delusion, Ring of Feather Fallingx2
Ring of Spell Turning
Ring of Spell Storing – Detect Magic, Sleep, Ray of Ondovir (1,1,2)
Ring of Spell Storing with these spells – (5, 3, 3, 3, 1) Conjure Earth Elemental, Searing Serpent,
Skulltrap, Dispel Magic, Sleep
Ring of… 1, 2, 3 and 3 Spell Storing – Charm Person, Locate Object, Fly, Fireball
Ring of Command – 9 charges (Command 1 charge, Charm Person and Suggestion 2)

Wands, Staves, Rods -

Wand of Paralyzation 2 charges; 1 charge; 17 charges, 38 charges;
Wand of Magic Missiles – 10 charges, 12 charges, 23 charges;
Wand of Wonder – 45 charges; Wonder, 13 charges ; Wand of Fog (8 charges)
Wand of Negation – 5 charges
Wand of Treasure Location – 5 charges; Wand of Trap Detection – 17 charges
Wand of Frost – 15 charges; Frost – 14 charges; Wand of Cold – 16 charges; Wand of Ice Storms – 42 ch
Wand of Lightning Bolts – 14 charges; Lightning – 25 charges
Wand of Opening – 10 charges; Wand of Viscid Globs – 79 charges
Wand of Metal Command – 19 charges
Wand of Fire – 72 charges
Wand of Fear – 22 charges; Fear, 52 charges; Wand of Illumination – 44 charges

Rod of Terror – 8 charges; Rod of Electrification – 17 charges. ; Rod of Smiting – 41 charges; Smiting – 14 charges, Smiting – 19 charges
Rod of Cancellationx2
Staff of Power (3 charges), Staff of Striking 18 charges; Staff of Striking, 22 charges; Staff of Striking – 13 charges;


Scrolls –

Wizard Scrolls - Read Languages, Aganazzar’s Scorcher, Odeen’s Magic Cloud, Levitate, Ray of Fatigue, Tongues, Invisibility, 10’ Radius, Push, Stinking Cloudx2, Haste, Fly, Gust of Wind, Minor Globe of Invulnerability, Fireball, Locate Object, Ice Storm, Wall of Fire, Invisibility, Magic Mouth, Dispel Illusion, Illusionary Script, Shield, Light, Mirror Image, Spectral Hand, Continual Darkness, Paralyzation, Shadow Door, Audible Glamer, Dancing Lights, Wall of Fog, Invisibility, Spider Climb, Dig, Feign Death, Affect Normal Fires, Jump, Invisibility, Strength, Dispel Magic and Hold Person, Locate Object, Polymorph Other, Non-Detection, Emotion, Magic Mouth, Dispel Magic, Monster Summoning III, Disintegrate, Death Spell, Lightning Bolt, Knock, and Enervation, Magic Mouth, Fly, Charm Monster, Polymorph Other, Maze, Death Spell, Monster Summoning I, Symbol of Discord. Disintegrate, Gust of Wind, Tongues, Polymorph Self, Remove Curse, Airy Water, Limited Wish, Mislead, Summon Swarm, Control Weather, Crystalbrittle, Energy Drain, Mass Invisibility, Gate, Charm Plants, Friends, Magic Missile, Knock, Mirror Image, Web, Slow, Rary’s Mnemonic Enhancer, Spider Climb, Extension I, Levitate, Infravision, Pyrotechnics,

Cleric scroll – sanctuary, fire resistance, Cure Light x8;Heal, Cure Diseasex2, Dispel Magic, Cure Seriousx4, Purify Food and Drink, Feign Death, Resurrectionx2, Atonement, Wind Walk, Neutralize Poisonx4, Dispel Evil, Commune, Striking, Stone Tell, Remove Curse, Healx2, Protection from Evil, Remove Curse, Shillelagh, Word of Recall, Unholy Word, Restoration , Sanctuary; Dispel Magic, Silence, Slay Living, Cure Critical Wounds, Animate Deadx2, Raise Dead, Flame Strikex2, Dispel Magic, Tongues, Resist Fire, True Seeing,Purify Food and Drink, Part Water, Control Weather;

Protection From Acidx2, Demonsx3, Undeadx6, Magicx2, Elementalsx4, Lycanthropesx3, Felines, Traps, Devils,
Cursed Scrollx3


Items Worn

Gauntlets of Ogre Powerx3; Gauntlets of Dexterity; Gauntlets of Proficiency; Gauntlets of Swimming and Climbing
Robe of Useful Items
Necklace of Missiles –5; Necklace of Adaptation
Bracelet of Swimming;
Bracers of Defense AC7, AC6x2 and AC4x3, AC3; Bracers of Protection vs Normal Missiles; Bracers of Cleaning
Periapt of Proof Against Poison +2x2, +3; Periapt of Health
Amulet of the Planes x2; Amulet of Protection vs Crystal Ball and ESP; Amulet of Protection from Good, 3x daily; Amulet of Protection - +3 – also protects the wearer from wolfsbane; Amulet of Finding (other half illusionist has);
Medallion of ESP 30’
Belt of Flying, 40 charges.
Elven Bootsx2, Boots of Levitation; One Left Boot, Elven; Boots of Striding and Springing
Cloak of Displacementx2; Cloak of the Manta Ray; Cloak of Protection +2x3, +1x2; Cloak of Poisonousnessx2; 4x Gargoyle Cloaks, Hell Hound Cloak; Cloak of Magical Portal Accessx3, Kalnaka’s Black Cloak; Elven Cloakx2; White Dragon Skin Cloak - +3 save vs cold, 50% less damage from cold sources
Set – 1 Black Cloak, Black Boots -75% to move silently/be invisible in dungeons.
Helm of Alignment Changing; Mask of Disguise
Ioun Stone - Incandescent Blue Sphere (+1 spell level), +1 AC and Save

Bag of Holding, 10,000 coinsx3, Bag of Holding, 5000 coins, Bag of Holding 2000 coins Portable Hole, Flatbox
Crystal Ball with Clairaudience, Crystal Ball
Jar of Preserving; Mead Pitcher
Monocle of Read Magic, Gem of Seeing
Rope of Climbing; Rope of Entanglement
Dust of Appearance x2; Dust of Disappearance
Paperweight, Rary’s Mnemonic Enhancer – 2 charges
Ear Ring
Broom of Flyingx2; Whistle of Flight
Stone of Diminution, when held acts as potion until dropped.
Quaal’s Feather Token, Finger
Five Pellets in a small box (Flash Pellets)
Incense of Mediation x10; Candle of Invocation – LG; Candle of Invocation – CE – 3 hours remaining;
Luckstone
Horn of Blasting, Iron Horn of Valhalla; Pipes of the Sewers; Horn of Demon Dismissal – 2 charges
7 Jars of Nolzur’s Marvelous Pigments; 3 jars of Keoghtom’s Ointment,
Undersea Boat
Mirror of Mental Prowess; Huge Silver Mirror – Reflects Invisible/Magical Critters as they are
Ebony Fly
Daern’s Instant Fortress
Brazier of Controlling Fire Elementals; Stone of Controlling Earth Elementals; Censer of Controlling Air Elementals

Demon Staff – Once/day – Cause Fear touches no save, 4d6 damage by touch, summon a Vrock, turn user into a Type III demon for 5 rounds.

Silver Chain with Otiluke’s Freezing Sphere Sling Stone once/day created (4d6 damage)
Undead Turning Rod Immunity 10’ Radius
Amulet of Protection vs Turning x10

Cleric Only - Phylactery of Action, Pearl of Wisdomx2, Snake Staff, Staff of Healing – 15 charges
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Old 06-03-2012, 02:06 PM   #835
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Misc:

Took 2 Spiked Bars, with a spring action, trap, Deals 3d6 damage
10 flasks of holy water; 18 sprigs of wolfsbane; 5 silver daggers

3 vials of small platinum fish – Allow long term water breathing

Creature Parts –

Alicornx3; 3 Fire Lizard Eggs; Tyrannosaurus, Pocket Dragon, Gold, Redx2, Whitex3 and Green Dragon Skin and Scales and Teeth and Blood; Three sabre-tooth skulls, and 6 teeth; 2 Wyvern tails, stingers, poison sacs, blood, 1 wyvern skin; Dragon Turtle shell in several pieces, teeth, skin and scales, blood; Spirit Naga teeth, eyes, blood; Displacer hide, eyes, teeth, blood, tentacles; Ape teeth, basilisk scales, cockatrice feathers, elephant hide, fox dung, gorgon tongue, hydra blood; White Dragon Hide; Large Polar Bear Skin; Wyvern Skin; Su-Monster Hide; Teeth and Claws of Umber Hulk; Giant Scorpion Claws; Horn of Wooly Rhino; Pair of Mammoth Tusks; Pair of Mastodon Tusks; Shedu Head;


Wooden case has a jar with an amulet suspended in an ochre colored liquid. A check shows this to be an ochre jelly, and the amulet is non magical. Opening the jar probably released the ochre jelly – a clever little trap.

Ochre jelly in a glass jug and another in ceramic jar

Jeweled Pendant – Wizard Eye spell on it allows others to see through it
Jeweled Gold Amulet can Predict Weather spell once a day;
3 wands with Nystul’s Magic Aura on each of them

Large Potion Case with 29 potions – can be checked afterwards

Small Iron Casket – Trick Box with 18 plates of electrum, 18 pf platinum, 18 of silver that slide in secret combination to reveal a Box of Holding – like a Bag but 3000 gp in weight. – Unknown how to open (Currently inside is 2000 gp, Pot of Frost Giant Control, Pot of Cloud Giant Strength, Necklace of Missiles – 5 missiles of 7, 2 of 5 and 2 of 3))


Unusual Items:


Intelligent Items:

Sword, +1, Neutral Evil, Ego 2, Personality 16, Detect Good; Sword, +1, Neutral, I8, E9: Detect Metal; Levitate for 30 minutes and 3x a day; “D’Antoigne” – Long Sword, +2, Int 9, Ego 11, Wil 22 AL N – Detects Magic, Finds Traps and Detects Sloping Passages; Sword of Wounding I 13, E 4 AL CN – Empathy, Detect Invisible, heal once/week; +2 Two Handed Sword, +4 vs giants, Int 14, 8 Ego, Neutral Good, detects enemies; Flaming Sword, Chaotic Neutral, Int 10, Ego 12, Detects Gems, Empathy;
+3 Frostbrand, +6 vs Fire creatures – Lawful Good, Int 16, Ego 17, speaks Typic, Giant, Dragon, Salamander, Fire – Detect Evil, Magic, Shifting Walls, and Levitate.

The Book of Years, Windscribe, 4 teleport jars,
Gem that flashes Continual Light and Continual Darkness constantly
2x Double Speed writing quills from Monk’s room
Glowing, Floating statuette
Scepter of Nahual – 507 gp, residual magical energies, but all used up
Two crystal scroll cases - 20 gp each , water has damaged scrolls within.

Unique Weapons-

The Sword of the Rock

Sword of Lyons - +1 short sword. Invisible and gives invisibility when sheathed.

Battle Axe - +2, -2 vs Chaotic Evil (so it’s neutral against CE). It is cursed, and must always be used in combat by Alzar until the curse is removed. It has permanent scrolls in the haft, and the command words are in the ancient language, which he can now read. Three times a day he can activate each of these – Push, Passwall, Burning Hands.

Wave - +3 trident, 1d10+3 damage in combat, Neutral, 14 INT, 20 Ego. Purpose: Death or disfigurement to those who won’t convert to Tangaroa’s worship. Powers: Trident of Fish Commanding, Trident of Warning, Finds Water, Confers Water Breathing and Underwater Action, Confers Cube of Force, Possess speech and telepathy. Dehydrates – on a natural roll of 20, in addition to normal damage, drains ˝ of remaining hp.

Whelm - +3 hammer, +5 if wielded by dvergr. Lawful Neutral. Int 15, Ego 18. Purpose –kill trolls, giants and goblin types. If thrown by dvergr will return three times a day. Acts as Hammer of Stunning once a day – sends forth a shock wave that deals 45 hp to enemies. Detects gold, gems, goblins. Develops severe agoraphobia.

Blackrazor - +3 longsword. Chaotic Neutral. Int 17, Ego 16. Purpose – to suck souls. The black sword shines like a piece of the night sky filled with stars. When it kills, temporarily adds the number of levels of the dead foe to its bearer’s levels in terms of fighting ability only. The bearer also gains the full hp of the victim. All subsequent damage is taken from the extra hp first. They last a number of turns equal to the levels received. The souls of those killed by Blackrazor are sucked out and drained, and the dead from it cannot be raised. Every three days it remains unfed, its ego increase one until it feeds, and then it returns. If it deals damage to an energy draining enemy, the wielder will lose the levels instead. It has speech and telepathy, detects living creatures, can Haste the bearer daily, and grants 100% magic resistance to charm and fear spells.

Evil: Bronze Maul, Knife, Bowl and Ewer inside – all detect as evil; Evil Items – Crystal knivesx2, Crystal Bowl - 250 gp for bowl, 1250 gp for each knife; 7 statuettes with mild curse on them

The Gauntlet gems -

The first gem allows 1 hp regen every ten minutes, but will not reattach limbs or bring back from death
The second gives the user an 18 charisma when dealing with creatures of own alignment
The third gem grants immunity to charm and suggestion spells.
The fourth gem is very evil and non-evil people seeing it will be instantly upset with the gem and its owner. If displayed, it will act as a jewel of attacks. When displayed it will double the chance of a wandering monster hitting the party – good in some circumstances.


5000 gold on a workshop/laboratory
Alchemical and lab equipment worth 2000 gp
5000 gp worth of alchemical equipment
3000 gp in value of lab equipment
(There is a 1 in 12 chance from here on out that if Alzar needs a component for a spell or such, it is in these that take up half a Bag of Holding at 10000 coins heavy).

6000 gp of valuable spell components
20,000 gp worth of spell components and rare items
2000 gp of Alchemical supplies

Enough magical ink for 7 scrolls to be written, Parchment and vellum necessary to do so

Small case with vials of 5 different poisons


Temporary Magic Items - Ring of Monster Summoning 1, Wand of Repulsion and Sphere of Otiluke’s Freezing Sphere – just waiting on Permanency to make them a real magic item.

These gingwatzim: Amulet +1 save vs spells, a Tim Gingwatzim. +1 staff technically a Pakim Gingwatzam. Short sword +2, technically a Graegzim Gingwatzim, and a multiform one too, can turn into Fremlin. Staff (+3, one of the Gingwatzim in bound animate form, and it talks a lot to its owner and complains)

Teleport Chain, 1 shot to a map location for 6 people

Dřkkálfar Armor and Weapons:

+3 chain, +2 mace, +2 chainx19, +1 shieldx3, +1 daggerx4, +2 short sword, +1 chainx6, +1 short swordx11, 12 poisoned javelins, +2 shield, +3 chain x2, 5x +1 longsword, +3 dagger, +3 shield, 10x +2 dagger, +3 mace
30 mini crossbows , 300 darts, 10 small casks of poison
Lesser Tentacle Rodx2


The Water Queen, galley, comfortable.
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Old 06-03-2012, 02:06 PM   #836
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Spellbooks:


Damaged Castanamir:

2nd level Darkness, 15’; Magic Mouth; Breath of Bewilderment; Bladeleap; Levitate; Flash
3rd level Icelance; Nystul’s Expeditious Fire Extinguisher; Item


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)


Alchemist Spellbook:

Affect Normal Fires, Find Familiar, Conjure Spell Component, Fools Gold and Animate Dead


Lavinia’s Spell Book.

1st: Audible Glamer, Read Magic, Detect Magic, Change Self, Magic Missile, Phantasmal Force, Detect Illusion, Wall of Fog. 2nd: Hypnotic Pattern, Blur, Magic Mouth


Villa Spellbook:


Tenser’s Floating Disc, Leomund’s Trap, Rary’s Mnemonic Enhancer


Transcendental Impenetrabilities:

Leomund’s Tiny Hut, Minor Globe of Invulnerability, Globe of Invulnerability and Prismatic Sphere


Life of Nature: Its Secrets

Fly, Web, Mount, Levitate, Slider Climb, Bind, Feather Fall and Caligarde’s Claw.


Kalnaka’s spellbook:

1st Detect Magic, Read Magic, Light, Magic Missile, Sleep, Locate Remains 2nd – Locate Object, Mirror Image, Web, Wizard Lock, 3rd – Dispel Magic, Lightning Bolt, Haste, Protection from Normal Missiles. 4th – Charm Monster, Massmorph, Polymorph Self. 5th Animate Dead, Magic Jar


Markessa’s high level spellbook – Lightning Bolt

Markessa’s low level spellbook – Magic Missile, Protection from Good, Read Magic, Detect Magic, Shocking Grasp, Scare, Wizard Lock and Darkness, 15’ radius


Kwarino’s Spellbook:

1st Comprehend Languages, Detect Magic Read Magic, Friends, Magic Missile, Hold Portal, Shield
2nd - Continual Light, Knock, Leomund’s Trap, Stinking Cloud, Web


Lamonsten’s Spell Book:

1st Change Self, Detect Magic, Read Magic, Detect Illusion, Phantasmal Force, Chromatic Orb, Wall of Fog 2nd: Detect Invisibility, Invisibility, Hypnotic Pattern 3rd: Dispel Illusion, Fear, 4th: Improved Invisibility, Phantasmal Killer

Geldered’s Spell Book

1st - Hold Portal, Sleep, Magic Missile, Detect Magic, Read Magic, Read Languages, 2nd – Continual Light, Detect Invisible, ESP Magic Mouth. 3rd – Dispel Magic, Invisibility 10’ radius, Moonglow Symbol


Horan’s Spellbook

1st – Affect Normal Fires, Charm person, Comprehend Languages, Detect magic, Erase, magic Missile, Frost Shroud, Push, Read Magic, Unseen Servant
2nd – Preserve, ESP, Forget ,Invisibility, Leomund’s Trap, Locate Object, Magic Mouth, Ray of Enfeeblement, Scare
3rd – Clairvoyance, Feign Death, Fly, Haste, Hold Person, Monster Summoning I, Slow
4th – Fire Trap, Ice Storm, Minor Globe of Invulnerability, Rary’s Mnemonic Enhancer, Wizard Eye
5th – Bigby’s Interposing Hand, Cone of Cold, Contact Other Plane, Cloudkill, Leomund’s Secret Chest
6th – Guards and Wards, Invisible Stalker, Part Water


Snarla’s Spellbook

Fear, Haste, Dispel Magic, Web, Stinking Cloud, Scare, Magic Missile, Push, Shield


Morak’s spellbook:

1st - Charm Person, Detect magic, Read magic, Magic Missile, Lasting Breath, Shield, Read Languages, Floating Disc, Protection from Evil
2nd – Detect Evil, Rope Trick, Knock, Wizard Lock, Phantasmal Force, Web, Invisibility
3rd – Lightning Bolt, Dispel Magic, Hold person, Water Breathing
4th – Charm Monster, Polymorph Other, Remove Curse, Confusion
5th – Conjure Water Elemental, Animate Dead
6th – Anti-Magic Shell, Lower Water

5 spellbooks of Falrinth:

Level 1 – Read Magic, Detect Magic, Identify, Affect Normal Fires, Burning Hands, Charm Person, Comprehend Languages, Hold Portal, Dancing Lights, Enlarge, Jump, Message, Nystul’s Magic Aura, Push, Unseen Servant, Write, Ventriloquism

Level 2 – Continual Light, Darkness 15’ Radius, ESP, Fool’s Gold, Forget, Irritation, levitate, Mirror Image, Rope Trick, Tasha’s….Laughter, Wizard Lock

Level 3 – Clairaudience, Flame Arrow, Hold Person, Invisibility 10’ Radius, Lightning Bolt, Tongues, Water Breathing,

Level 4 – Minor Globe of Invulnerability, Dimension Door, Fire Trap, Extension I, Monster Summoning II, Wizard Eye

Level 5 – Contact Other Plane, Wall of Force


Senshock’s Spellbook:

1st - Read Magic, Detect magic, Charm Person, Feather Fall, Magic Missile, Unseen Servant, Sharpen
2nd – Web, Detect Invisibility, Tenser’s Hunting Hawk, Knock, Magic Mouth, Blastbones
3rd - Haste, Lighting Bolt, Fireball, Fly, Tongues, Dispel Magic
4th – Fire Trap, Polymorph Self, Thunderlance, Charm Monster
5th – Wall of Stone, Conjure Earth Elemental, Teleport
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Old 06-03-2012, 02:08 PM   #837
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar’s Spell Books:

5/5/5/4/4


First Level:

Alarm
Alzar’s Undead Porter
Armor
Animate Dead Animals *
Cantrip
Charm Person *
Comprehend Languages
Conjure Spell Component
Detect Magic
Enlarge
Friends
Identify
Hypnotism *
Locate Remains
Mount
Protection from Good
Protective Amulet
Read Languages
Read Magic
Sleep * *
Spoil Holy Water
Unseen Servant
Wizard Mark



Second Level:

Alzar’s Axethrow
Alzar’s Bookmend
Alzar’s Familiar
Attract Ghoul
Blastbones *
Choke
Continual Light
Embalm
Empathic Control * *
ESP
Forget
Knock
Leomund’s Trap
Locate Object
Ray of Enfeeblement *
Ray of Ondovir *
Speak with Dead
Tasha’s Uncontrollable Hideous Laughter
Tenser’s Hunting Hawk
Undead Mount
Vocalize
Wall of Gloom
Wizard Lock



Third Level:

Bone Knit
Curse Tablet
Dire Charm *
Dispel Magic
Fly
Haste *
Proof Against Teleportation
Protection from Good 10’ Radius
Searing Serpent
Sepia Snake Sigil
Slumber *
Skulltrap *
Suggestion
Tongues
Undead Summoning I
Vampiric Touch *
Watery Double


Fourth Level:

Alzar’s Quest
Alzar’s Scrollmend
Alzar’s Undead Expertise
Bestow Curse
Charm Monster *
Contagion
Dimension Door
Disfigure
Evard’s Black Tentacles * *
Fire Trap
Greater Malison
Magic Mirror
Minor Globe of Invulnerability
Mordenkainen’s Faithful Phantom Shield-Maidens *
Putrefaction
Ray of Oblivion
Rary’s Mnemonic Enhancer
Remove Curse
Special Effects
Vorthala’s Undead Turning Immunity



Fifth Level:


Animate Dead *
Conjure Earth Elemental *
Contact Other Plane
Deathmaster’s Vial
Domination **
Magic Jar
Teleport
Transmute Rock to Mud
Vile Venom
Xult’s Magical Doom



Sixth Level:

Alzar’s Golem Heal
Alzar’s Spellbookmend
Curse of Lycanthropy
Enchant an Item
Ensnarement
Geas
Invisible Stalker
Legend Lore
Seizure
Spell Mirror
Stone to Flesh
Transmute Bone to Steel
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Old 06-03-2012, 02:09 PM   #838
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Undead and Servants:

40 animal skeletons
Taurian Mummy
15 topi
2 agarat
Countless skeletons, zombies
More than 50 giant skeletons


Tribe of the Bleached Skull –

Orc Tribe more than 300 orcs


#9 Flesh Golem – AC 9, HP 30, 2d8x2, can only be hit by magic weapons. Unlike typical flesh golems, he takes full damage from fire or cold attacks.

Bokus, Flesh Golem

AC 4
HP 48
THAC0 11
Damage 2d8/2d8

Bokus was affected by an Embalm spell and is stronger, and in better condition, than many flesh golems. He is wearing small amounts of armor plating sewn into his skin to improve his AC as much as possible. Bokus is immune to normal weapons, and most magical damage. Lightning restores its life, and fire and cold merely slow it. Bokus is not subject to the normal break free chance because he was made from a Manual of Golems.

Coils – Iron Cobra

Fangs – Necrophidus


Alzar has the ability to store some spells as per his class, one per spell level, and it costs some money, about 100 gold per level to do it each time. He is loading up the following spells:

Level 1 - Spoil Holy Water
Level 2 – Vocalize
Level 3 – Vampiric Touch
Level 4 - Minor Globe of Invulnerability
Level 5 – Teleport

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

Level 2 – Forget
Level 5 – Domination



You’ll note that Alzar has completely opened all spellbooks over the last five years. He hasn’t needed to make items yet, he’s not powerful enough, so he hasn’t bothered to learn those spells. He will sooner or later.

Into the new OtherSpace goes his traveling lab and workshop from the wagon. He also places all of the spellbooks, his and those he has found, and a small library. He also places a bed, a few spares weapons, extra potions he doesn’t immediately need (such as extra Water Breathing ones how many would you really needed in a crisis?) and more.
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Old 06-03-2012, 03:19 PM   #839
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D1. Descent into the Depths of the Earth

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Old 06-03-2012, 03:38 PM   #840
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar is getting ready to pursue the Dřkkálfar down the dark tunnel. Research shows that it goes to the labyrinth, and now he is prepared. He can use the space freed in the Bags of Holding for supplies such as water and food. His giants won’t be expected to fit down there for long.

Why Is Alzar bothering at all? There are several major reasons. He has Whelm back, so that’s not one of them. There is the idea of a powerful group of people that are messing about with his area and his plans. He does not broke a rival well. He is the power in the area, not the Dřkkálfar. There is also the idea of things to learn and new and unusual places to be. New power is to be gained and new places to be fought and won.

Research shows a few major hurdles. First of all, after a few miles below the ground, magnetic disturbances prevent teleportation magic from working more than approximately a mile. Once he goes below that mark, there is no way back out. Secondly, the people down there speak their own languages, and their own common language much like Typic about ground. Alzar can’t speak those languages, so he has a few spells, such as Tongues and Comprehend Languages that may assist.

Since he cannot gate in aid later, he agrees to allow both Aleigha and Maerie accompany him. They are joined by Carum, Estaish and Wassilon. Hrothgr has gone off on his own. Alzar is bringing both Dryshik and Megala, as well as five human skeletons with the Hell Hound cloak and the Gargoyle cloaks. Nothing else is coming along initially. He can animate replacements later, and the presence of two thieves reduces the need for cannon fodder to trigger traps and such.


With a lot of space cleared up in his Bags of Holding, he loads up the Flatbox, Portable Hole and Bags with various items they might need later. It includes waterskins, oil flasks, acid flasks, holy water, wolfsbane, food for extended periods of time, extra light sources, and more. He gets everything from an extra set of lockpicks to Block and Tackle, many ropes, and more. In order to make even more space, Alzar drops off all extra magical items that he does not expect to use – such as all +1 weapons and armor and all Dřkkálfar items save the two lesser tentacle rods. He does not carry any gold, just some light gems to spend.


By clearing out lots of space, Alzar is trying to ensure that he has space to bring back many of the findings without leaving important things behind and without the ability to teleport stuff back.
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Old 06-03-2012, 07:14 PM   #841
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As a reminder, here is how Alzar summons and makes friends:

He has a short sword Gingwatzim that can turn into a Fremlin, but with two flyers that he can use as scouts, he rarely does so

Ebony Fly Figurine turns into Zadazz, a large fly, which can attack by bumping for just 1d6 damage and can have Alzar ride it. Just goes back to statue when slain.

Mud Ring, Ring of Water Command. Using these rings, he can summon an Elemental once/day each

Demon Staff – He can summon a Vrock once/day.

Silver Horn of Valhalla – Once/week he may summon some level 2 berserkers

Orb of Golden Death – Once/week he can summon each elemental type, three/day he can summon a demon for one hour, but never more than once per hour, and no more than three times daily per demon.

Brazier, Censor, Stone – Once/day he may summon an elemental of the appropriate type.


For the underground, these are Alzar’s general spells:

2 Domination, 2 Animate Dead
2 Sleep, 1 Charm Person, 2 Hypnotise
2 Evard’s Black Tentacles, 1 Charm Monster, 1 Shield-Maidens
2 Empathic Control, 1 Ray of Ondovir, 1 Tasha’s…Laughter, 1 Continual Light
1 Dire Charm, 1 Dispel Magic, 1 Slumber, 1 Vampiric Touch, 1 Tongues


Expect him to normally wear the Mud Ring and Ring of Free Action, instead of the Ring of Sustenance.
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Old 06-03-2012, 07:26 PM   #842
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Alzar has cleared out the tunnel and his party has moved down. He actually brings 20 Giant Skeletons down with him. About half a mile down the tunnel, he leaves them behind in a large cavern as a rear guard in case he or his have to return in a hurry. Due to his extradimensional spaces, none of his party need to carry anything, such as a backpack or anything else. Everything from bedrolls to flint and steel are stored away.

Going is rough, and they average about 1 mile every two hours. They have already found several places where the ceiling drops to less than five feet. They are passing a sinkhole and nothing untoward happens to the party roped together. Alzar’s Rope of Climbing is out and doing yeoman’s work. His flying scouts are able to look ahead. When coming up to a nasty crevasse about one mile and a third of another down, he just has his party fly over with Brooms of Flying rather than risk people falling.

There are several side tunnels that Alzar decides to stay clear of. This one heads relatively straight and it’s larger and obviously more traveled than the others.

After about five miles down, the magnetics are felt. After this, teleportation can only go up to a mile away. Of course, in reality, he can safely get back for another mile –because he could teleport here and then teleport away.

They make camp at roughly the six mile mark. They set watch for the evening, but nothing untowards occurs. The following morning they break camp and continue.
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Old 06-03-2012, 07:36 PM   #843
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Two miles later, Dryshik notices something around a bend, and Alzar goes invisible and wears Elven Boots to investigate. There is a Dřkkálfar checkpoint here. It has at least 15 people, and probably closer to 20. On the left are 2 male fighters keeping watch, with a cave in the back that is large and open and barracks for many more males. On the right are two female fighters keeping watch.

Alzar walks back and uses the orb to summon a Glabrezu. He tries to have it gate in some assistance and it works, and he gets a Vrock as well. The Vrock casts Mirror Image. The gargoyles will be shredded by the Drow weapons – they are all magic. He orders them back and around a bend 200 feet in the back. He also uses the Demon Staff to summon another Vrock and it uses Mirror Image as well. What Alzar wants to do is to have the three demons teleport to the end of the checkpoint on the other side and prevent the Dřkkálfar from running away. Then Alzar will order in his group of fighters to assault them from the front while he casts spells. In order to assist, he uses two of his items t summon an Earth and Air elemental. The Earth is a 12 HD one because of the ground around him, and the Air is just an 8 HD one. The Fire one and Water one need those elements nearby for summoning. The Earth is 71 hp and the Air 58.

With the Elementals in front, Alzar will then have the fighters behind to attack and swarm. He then summons his Shield-Maidens and moves his group out.

Here we go. The demons teleport behind to grab their attention. The defenses move to assault them when Alzar’s group rounds the bend. Battle has begun!

Due to surprise, Alzar’s group goes first

Alzar casts Black Tentacles at the mouth the cave where the male drow are. Six are grabbed by tentacles, many tentacles are gone since others made saves. The Hell Hound breathes at a male guard entangled in the distance and slays him. Those running in reach melee range a and can attack next turn. The glabby slays a female guard.

The Dřkkálfar go. A mage in the rank of the males casts Lightning Bolt on Estaishand he takes 31 damage after failing his save. The remaining five all either cut themselves out or orders others to. They are very familiar with this spell. Several of the females cast Suggestion as a racial power on Alzar’s fighters. Both Maerie and Carum are Suggested to leave the battle. Both do and won’t return during the battle. The others make their saves. Then the males use their racial powers to drop globes of Darkness all across the cave and all sources of light can’t be seen.


Slain -1 3rd Dřkkálfar fighter, 1 2nd level Dřkkálfar fighter,
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Old 06-03-2012, 08:01 PM   #844
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On the second turn, they win init. The Air Elemental is cut deeply for 39 total damage, and out pour unseen more females including several clerics who can take actions next round. The mage launches a Slow spell on the elementals and fighters, slowing down their initiave rolls and attacks. Alzar directs a Dispel Magic at the Darknesses and they all go away, everybody can see. The Earth Elemental smashes a male warrior. Estaish takes out a female warrior. Alzar orders the Glabrezu to Power Word Stun a female cleric, which succeeds, and she is stunned for 5 rounds. The Vrock slay two females. The Hell Hound breathes and slays a wounded male.


Alzar’s group loses init again due to Slow spell. The females cast Suggestion again, and Wassilon leaves. The Air Elemental is slain and the Earth takes 18 damage. More Darkness globes drop on the party. Alzar needs more allies, with an Elemental and three fighters gone. He uses his Mud Ring to summon a bigger HD Earth to fight next turn – 61 hp - though –rolled low. The Earth slays abother male fighter, and three more female fighters are taken out. The female cleric that is not stunned turns into a flyer and begins to fly away. Alzar orders the Vrock to chase her. They both fly and can teleport in front of her to attack her.

Most of the fighters are slain, but that annoying mage is still here. He wins init and casts magic missile at Estiash, who takes another 27 damage. 11 hp left for him, and he flees. Alzar’s Earths and Glaby finish off the weak fighters.

The mage casts Mirror Image as Alzar’s group closes. They attack and slay four images (hard to hit in dark). Alzar casts Continual Light on the area and dispels the Darkness here.

The mage uses another Magic Missile on Aleigha and she takes 25 damage. He is hit once for 13 damage and more images fall. Alzar slashes him with his axe for 17 damage and slays him

Meanwhile, the Vrocks have forced the female to the ground and she has turned back into acleric to fight them. She Despite numerous spells, she can’t lay a hand on either due to Mirror Image, and dies.

They investigate the check point and find:

Lurker Cloak
Cleric scroll – Tongues, Find Traps, Neutralize Poisonx2, Cure Critical Wounds, Heal, Stone Tell
Rope of Entanglement

Black Metal Medallion with Spider and Female Drow, one says Aleval and the other Despana.

Spellbook – Detect Magic, Magic Missile, Erase, Sleep, Ventrilioquism, Detect Invisibility, Mirror Image, Ray of Enfeeblement, Slow, Lightning Bolt, Ice Storm.


Slain - Dřkkálfar 10 3rd fighter, 2 4th level fighters, 8 2nd level fighter, 1 6th level cleric, 9th level cleric, 1 7th level mage


Dřkkálfar Items – 10x +1 short swords, 2x +2 long swords, +2 dagger, 20x hand crossbows, 10x atlatl, 40x javelins, +3 chain, +3 buckler, +4 short sword, 10x +1 chainmail, 10x +1 buckler, +3 chain, 2x +3 buckler, +1 mace, +4 chainmail, +4 mace


Used – Dispel Magic, Shield-Maidens, Tentacles, Continual Light
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Old 06-03-2012, 08:36 PM   #845
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Alzar gives his belt to Estaish to use to regenerate. It will then be given to Aleigha.

Alzar decides to hold up here for the day. The following day, he teleports twice to the 5 mile line, teleports home to drop off everything found, and teleports back and walks back the two miles to the post. He also memorizes and uses Identify on the magic items found to see what they are, and keeps the Lurker Cloak and Rope for later. By the time they are ready to move to the next level, everyone is healed from regeneration.

Alzar has animated his foes as general skeletons, and now has 23 skeletons – normal size.


About a half mile down the road from this checkpoint is a large nexus of major tunnels. As Alzar and his group try to get their bearing, out from the ground emerges a giant Purple Worm!





It has 82 hp and it’s mean! The borrowing has thrown Alzar’s group in confusion, and we now roll for init. It wins init and tries to swallow Alzar, but misses – Cloak. It also tries to stab him with its tail, and misses completely – rolled a 3.

Alzar’s axe cuts into it for 15 damage. Many miss, and it only takes another 13 damage this round.

Alzar’s group wins init. He misses twice. The rest attack and destroy it. Alzar has the poison from its tail and acid from its stomach taken and placed in containers. After opening up its stomach, Alzar finds about 1000 gp worth of ore that has not been smelted, but it weighs 60% more, due to the extra rock and impurities in it.


Slain - Dřkkálfar 10 3rd fighter, 2 4th level fighters, 8 2nd level fighter, 1 6th level cleric, 9th level cleric, 1 7th level mage; Purple Worm,


Purple Worm Tail Poison and Stomach Acid
1000 GP worth of unsmelted ore – weighs 1600 coin
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Old 06-03-2012, 08:57 PM   #846
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They are looking but are unable to figure out which of the tunnels is the right direction. There are six major tunnels that come through this nexus, including the one Alzar entered from. The chamber is about 800 yards deep and half that across. Which one gets him to the Dřkkálfar land?

After consideration, Alzar is going to take the passage that is almost on the opposite side of the chamber, and goes in the same direction as before. Sure, these other major tunnels could lead to the land and might b the right way, but the best way of choosing is to stay on the same course.

Two miles later and they arrive at a large pool of fresh water, springing out of the ground. After testing it, Alzar drinks and they refill what they’ve used thus far. Food has been plenty, as Wassilon knows a large number of edible mushrooms and more, since he’s used to being underground as a Svartalfar. They’ve only dipped into the food supplies due to wanting a different and well rounded diet.

Another mile passes, and they have reached the end of another day’s journey after the long mile slowed their travel due to the heavily uneven ground. After spreading out his skeletons, hell hound and gargoyles, and setting up his flying scouts, they make camp for the night. Undead and familiars that don’t need to sleep make good guards. While sleeping, a party of Dřkkálfar merchants moves into the area. They have four pack lizards, four guards, four bugbears, and two merchants. Alzar awakens and casts Tongues so that he may speak with them.

They are heading to the nexus and taking a different branch. There is a Dvergr outpost nearby that they trade with. Alzar asks to trade, and they set up. He offers them the gold ore he found, and they agree to trade for it, at 80% of its value. He trades it for four casks of good quality Dřkkálfar wine valued at 200 gold each by them. They then leave and move on after telling him that one of their number was killed by some mind flayers down the tunnel.


4 casks, Dřkkálfar wine, each worth 500 gp above ground

They awaken, have breakfast, and move on. Four miles into the journey and they encounter nothing unusual. Then a large swarm of fire beetles comes out of a side passage. Alzar lets them pass without attacking them, and they are more interested in something else. The huge swarm of 30 or 40 beetles moves on and so do they. The “night” passes without hiccup.
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Old 06-03-2012, 09:54 PM   #847
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As they move out, they encounter a space that goes down to three and a half feet. Alzar’s undead cannot squeeze through. He uses Passwall and Transmute Rock to Mud, but the passage is small for too long for his spells to get the undead through. He takes the gargoyle cloaks and hell hound one and leaves them in a side cave. Hopefully the 27 skeletons will be there on his return.

Two more miles pass.


The cave opens. As they do, Aleigha roars and turns into a werebear. She rolls to make a Wisdom check and fails. She runs off, forcing the party to follow. Alzar summons a Glabrezu to teleport after her.

Aleigha arrives and her roar has shaken the entire cavern. Out of the shadows come a dozen wererats, and behind them, two mind flayers. Aleigha takes 28 damage from the Mind Blasts of the Illithids and the lycanthropes close on each other. The party arrives and can attack next turn. The glabby tps in and can attack this though.

44/78 hp – Aleigha

We win init. Aleigha slays a wererat and the glabby hits twice and takes out a second one. Then the Mind Flayers Dominate Aleigha, and she joins their side. The Glabby takes 39 damage from the rats.

Round 2 –

They win init. They Dominate Estaish and fail, and Dominate Carum, and succeed. Aleigha turns and attacks the Glabrezu and the rats follow and they take it down. Alzar has to prioritize the Mind Flayers back behind the melee line. Tentacles are cast on the Flayers and 14 tentacles grab the Mind Flayers. Exactly seven are destroyed by the saves, and two grab one and five the other. The one has taken 18 damage and the other 31.
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Old 06-03-2012, 10:25 PM   #848
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R 3 –

They win init. They attack Estaish and hit for 31 damage. The Mind Flayers are able to take out two tentacles a turn rather than one. One is freed and the other frees and has four left. The fighters slay a wererat. Alzar casts another Tentacles on top of the first one, and on the other side of the one tha has freed itself. Six more tentacles bring him down, and a few wrap tentacles of the other spell and one brings down the one already with five on him and they squeeze and slay it. Both Mind Slayers have died - Domination ends.

R 4 –

We win init, and our fighters take out three rats. Alzar slashes one for 17 damage. The rats would normally flee, but the presence of a blood enemy keeps them here. They attack and hit Aleigha for another 19 damage.

25/78 - Aleigha
38/69 – Estaish


R5 –

We win init. We slay four more with double attacks from Alzar and some fighters. Now they flee. We chase them down and take them out.


Slain - Dřkkálfar 10 3rd fighter, 2 4th level fighters, 8 2nd level fighter, 1 6th level cleric, 9th level cleric, 1 7th level mage; Purple Worm, 12 wererat, 2 Mind Flayers,
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Old 06-03-2012, 11:34 PM   #849
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Behind here are the treasures of the Mind Flayers, and Wererats:

Moonstone Rings – 400 gpx12
5000 gp gem
500 gp
Protection Scroll – Undead, Demons
Scarab of Death
Potion – Healing, Polymoprh Self

12x Dřkkálfar +1 short swords

Green Enameled Lozenge Brooch

The Dřkkálfar merchant was not slain, but apparently captured and tortured. Alzar frees him, but has already used his Tongues spell for the day. Wassilon can’t speak the common underground language, but the merchant. Used to trading with many races, an speak his language. He translates to Alzar. He was captured and tortured for two days now, about information from the Dřkkálfar City’s defenses and traps and such. Alzar returns the Brooch to him, and he is able to stand. There is a Dřkkálfar checkpoint by a larges network of tunnels seven miles down the corridor and Alzar agrees to escort him there.

He animates their skeletons and has 14 skeletons, and uses five for cloaks.

They rest and in the morning, move out. They day goes 5 miles, and they see nothing. A chasm on the left forced them around it, but it wasn’t that long of a diversion. They camp and again have no issues.
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Old 06-03-2012, 11:46 PM   #850
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The morning sees the group move out, and two miles later they arrive at a large cavernous network caves. The merchant tells them that this is called The Warrens of the Troglodytes, but there are other foes here. There is a large central cavern with many caves and spurs in various directions. The Dřkkálfar have a checkpoint here in the middle and a small set of caves just off the central cavern that they use as a base. The merchant is returned, Alzar casts Tongues and talks with them directly. He mentions that he wants to head to their city. They give him directions, and a Black Medallion, because he took out the Illithid outpost. This is a pass to get him through checkpoints and into the city.

Black Medallion - Dřkkálfar

They tell him about the caves he is in and some of the creatures here. He decides to take some out while he is here, and summons a few aids. He summons a Vrock with the Demon Staff – 52 hp and is casts Mirror Image. A beefy Glabrezu is summoned with the Orb. The Censor, Brazier and Stone , Mud Ring and Water Command Ring to summon aid as well – 52 hp Air, 66 hp Earth, and 51 hp Fire, 53 hp water, 72 hp Earth (summoned from the Dřkkálfar blazing fires, the Water Elemental from a pool of tepid water). He uses Haste from the Ring and his party moves out.

There are two sphinxes on a shelf Alzar avoids they serve the Dřkkálfar. He moves into a cave where there are supposed to be trolls, and discovers 10 in there. Battle begins. The elementals and demons take the lead and wipe out the troll and the fire elemental burns their corpses. He moves into a nearby troll den where 32 trolls live and reside. His group again wipe them out, but the Air Elemental died and one Earth took 18 damage. He orders them next to the heart of the Trog den while the fire remains behind and takes out the troll pieces. 15 trogs are in this area , and they sound an alarm. They cannot escape, and in two rounds, they are all slain, including the chief. He did use a Javelin of Lightning to deal 32 damage to the Water Elemental.
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