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Old 04-27-2020, 02:26 PM   #1
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The D&D Dynasty - The Sequel!

Hello all! I hope you are having a safe day today! This is the sequel and a gentle reboot of my older D&D dynasty finished in 2018.


The first path of Alzar the Mighty - The D&D Dynasty: The Path of Alzar the Mighty - Front Office Football Central - This is where he gets started on his home plane of Thorasia.


The 2nd path - The D&D Dynasty: The New Path of Alzar the Mighty - Front Office Football Central - Welcome to Hamedh! This is where he was punished by demonlords due to his success against them in the previous path.


The Third and Final Path - D&D Dynasty: 3rd Path of King Alzar the Mighty - FINISHED!!!!!!!!!!!!!!! - Front Office Football Central - Welcome to Pandius, my version of the actual plane of Mystara. this is the final chapter where Alzar becomes a King
and then an immortal ruler of the others.


Now we are following with the children of Alzar and Vix!
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Old 04-27-2020, 02:27 PM   #2
Abe Sargent
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About the Daughters

The daughters of Vix and Alzar were born better with high expectations. They are granddaughters of the Immortal Nyx herself who was Vix’s parent. Both of their parents took the difficult path of Immortality and both succeeded. Only a handful of couples in history have managed that. Very few had children.

They were born better. And there is a saying in Pandius that goes, “To those who are born better, more is expected.”

Vix was never the mothering type. As soon as she gave birth she would turn back to adventuring. Alzar also wasn’t the ideal father, but he had others helping out in that role. He was expecting to finish raising them prior to heading to immortality, but he took a one time offer to lead the immortals as an uber-Immortal. He left the girls both young.


Abandoned by their parents at a young, formative age, they sisters grew very close to each other and are always around each other. Only Intaria and Juri know what it was like to be them Intaria was raised as the Queen and a diplomat, and Juri was raised to be a future general. Juri took after Vix, using her Spear, while Intaria took after her father and is a Path Mage that he founded, although she is a pure mage whereas Alzar would often lead from the front.


After Alzar ascended, Maerie took the girls under her aegis. In her late 50s, she had never gotten married nor had she had children, and she saw this as an attempt to push aside her previous help for friends and work and turn to family. She took on a key motherly role for the girls. Meanwhile Barkal the Red helped her and took on a grandfatherly way. Given his 11 kids and 25 grandchildren, he was well experienced and helped Maerie out

The girls did have their typical younger push back again expectations, Juri more than Intaria. Both of them felt trapped by the heavy expectations and they pushed back against that by misbehaving. Both have grown into young adults and are past that.


Both of them have massive boosts from their parents. Juri has her father’s Helm and artifact shield, plus her mother’s Spear and Chariot. Meanwhile Intaria kept all of her father’s best items and spellbook. These are great benefits to being and living as the children of two that advanced. Although they have both just level 5, they are very powerful from their items. They also have access to a lot more, as you’ll see with a quick shout out mid-sheet of Intaria.

They are much more powerful than a typical pair of 5th level adventurers! They have gained as much XP as thy can get via ruling, and I am ruling as the DM that they must now adventure to level up (in the game you gain XP for each month you rule).

Note that Intaria is not as...severe...as Alzar. She isn't all about power and it's pursuit. Of the sisters, she shares her father's alignment, but not all of his obsessions. She's more of a people person. Also note that the sisters are Lawful Neutral more like Vix and less like Alzar in alignment.


Ready for Intaria and Juri?
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Old 04-27-2020, 02:27 PM   #3
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Intaria, 5th level Path Mage (Fivefold Mage), Diplomat, Queen of the Kingdom of the Mighty

Lawful Neutral
Human

Str: 11
Dex: 16
Con: 11
Wis: 15
Int: 17
Cha: 16

Hit Points: 19
THACO: 18
AC: -6 (Cloak, Iuon Stone, etc)
Age 22, Body 22

XP: 20,000

Non-Weapon Proficiencies:

Etiquette 16
Diplomacy 12
Riding, Land
Swimming
Reading/Writing
Necrology 16
Netherworld Knowledge 16
Herbalism 17
Alchemy 15
Spellcraft 13


Languages – Pandius Prime, Dwarf, Halfling, Elf

Traits:

Empathy
Glibness

(4 points left)

+2 reaction to rolls due to kit

Weapon Proficiencies:

Quarterstaff
Dagger

Class Abilities


Mage Class Ability:

1). Fivefold Path Mages 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. They cannot learn spells from the Evocation or Illusion schools.
7). Fivefold Mage must invest a focus item as the method through which magic is cast. (Signet Ring from Hamedh, kept on necklace.)
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.

Like her father Alzar, a wish resulted in - An interdimensional Pocket which only she 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 the items in a Bag of Holding can be, and therefore, he cannot find items during combat from it. She also can’t step into it during combat, it takes a minute of meditation to translocate the form there.


Quarter Immortal –

-2 AC, half damage from elemental effects, +1 save vs spell

Items:

+4 Quarterstaff
Rings – G of Sustenance, Of Wizardry level 1,2
Rock Jellaba – Turn into a statue twice/day
Iuon Stones - +1 spell level and -1 AC
Boots of Springing and Striding - -1 AC
Cloak of Displacement - -2 AC, missiles miss first round
Bracers of Defense 2 AC

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

Amulet of Power - Detect Magic, Read Magic at will; Fireball (12 HD) 1/day; Teleport w/o Error 1/week; gives the wearer 50% Magic Resistance. Any non-wizard donning it is feebleminded.

Spells:


Spellbook, 5 (10)/ 3 (6) /2:

First Level:

Alarm
Alzar’s Undead Porter
Armor
Animate Dead Animals
Cantrip
Charm Person
Chill Touch
Chromatic Orb
Comprehend Languages
Dance Macabre
Detect Magic
Detect Undead
Emrikol’s Question
Enlarge
Friends
Identify
Innocent Bearing (D271
Hypnotism
Light
Locate Remains
Mount
Nefti’s Spell Recall (J: I of D) *
Preserve Dead
Protection from Chaos
Protection from Good
Protective Amulet
Read Magic
Sleep
Spoil Holy Water
Talon’s Waterproof
Unseen Servant
Wandbane
Warning Trumpet
Wizard Mark

Second Level:

Alzar’s Bookcopy
Alzar’s Bookmend
Alzar’s Bookread
Alzar’s Familiar
Ambulate Object (J: I of D)
Attract Ghoul
Baltar’s Lightening
Blastbones
Bone Block (D271)
Choke
Continual Light
Continual Wind
Death Armor
Embalm
Empathic Control
ESP
Forget
Ghoul Touch
Hold Person (Hamedhi)
Ink Transfer (D262)
Knock
Leomund’s Trap
Locate Object
Melf’s Acid Arrow
Ray of Enfeeblement
Ray of Ondovir
Repair Machine (J: I of D)
Scare
Skeletal Hands
Spectral Hand
Speak with Dead
Summon Swarm
Tasha’s Uncontrollable Hideous Laughter
Tenser’s Hunting Hawk
Undead Mount
Unpickable Lock
Vocalize
Wall of Gloom
Wild Swing (D271)
Wizard Lock
Zala’s Lifeforce Guardian

Third Level:

Bewilder
Bone Knit
Control Bats
Curse Tablet
Dire Charm
Dispel Magic
ESP Barricade (College)
Enchant Automaton (J: I of D)
Explosive Runes
Fly
Genie Contract
Haste
Hold Undead
Ink Luminance (D262)
Know Command Word (D253)
Leomund’s Tiny Hut
Lesser Rhabdomancy (D229)
Lightning Rod (Volo)
Mummy Touch
Proof Against Teleportation
Protection from Chaos, 10’ Radius
Protection from Normal Missiles
Protection from Good 10’ Radius
Searing Serpent
Sepia Snake Sigil
Slumber
Skulltrap *
Suggestion
Teleport Object (Volo)
Tongues
Undead Summoning I
Vampiric Touch *
Watery Double




Inherited includes:

Potions - of Sweet Waterx2, Diminutionx7, Gaseous Formx9, Poisonx6, Telekinesis, Extra-Healingx8; Healingx15, Levitationx6, Spider Climbingsx6, ESPx3 Animal Control – Horses, Clairvoyancex3, Clairaudiencex4, Fire Resistancex3, Philter of Lovex3, Control Plantsx3, Neutralize Poison, Speedx11, Cure Disease, Water Breathingx4, Invisibilityx6; Invulnerabilityx5, Undead Controlx5 (Wight, Vampire, Ghoulx2), Heroismx7, Flyingx5, White, Silverx2, Greenx2, Blue Dragon Control; Oil of Etherealnessx2, Strengthx2, Treasure Findingx2, Human Controlx6, Growthx2, Animal Controlx4 Philter of Persuasivenessx2, Super-Heroismx4, Polymorph Selfx13, Titan Strengthx3, Agilityx4, Seeing, Fire Giant Controlx2, Freedomx4, Mammal Control, Fire Breathx4, Storm Giant Strengthx2, Oil of Slipperiness; Hill Giant Strengthx2; Plant Controlx2; Vitalityx3; Tonguesx3; Pursuit, Nutritionx3, Fish Control, Levitation; Cold Resistancex5; Lycanthrope Control; Infravisionx2, Fire Giant Strengthx2, Devil Control, Shielding, Clear Thought, Oil of Acid Resist; Oil of Disenchantment; 2 Jars Keoghtom's Ointment – 6 applications left; Ointment of Blessing, of Poison; Potion of Sustenancex3, Bug Repellant, Elemental Formx3, Blending, Agilityx3, Sightx2; 5x Ethereality; Super-Healingx2; Dreamspeechx3; Fortitudex4; Mergingx3; Ventriloquism; Oil of Slipperiness; Mind Control; Cold Breath; 11xAcid Breath; Oil of Earth Elemental Invulnerability; Oil of Fiery Burningx3; Frost Giant Strength; Longevity;

Wand of Paralyzation 16 charges; Wand of Magic Missiles – 20 charges, 7 charges, 16 charges, 63 charges; Wand of Wonder – 45 charges, 63 charges, 19 charges; Wand of Force – 90 charges; Wand of Negation – 5 charges; Wand of Opening – 10 charges; Wand of Frost – 9 charges, 12 charges; Wand of Ice Storms – 42 charges; Wand of Lightning – 10 charges; Wand of Viscid Globs – 79 charges; Wand of Metal Command – 19 charges; Wand of Fire – 43 charges; Spider Wand – 64 charges; Wand of Fear – 22 charges; Wand of Rust – 27 charges; Wand of Secret Door and Trap Det – 7 charges; Wand of Salt – 19 charges;

Crystal Ball with Clairaudiencex3; Crystal Ball;
Carpet of Flying (6 Passengers);
Star of Mo-Pilar (Gem of Seeing),
Rope of Entanglement; Rope of Climbingx3;
2x Warp Marble; Iron Flask; Prison of Zazig; Iron Bands of Bilarro;
Chime of Opening; Grave Key - Magical item that opens any locked coffin, tomb, crypt, etc.

Etc.
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Old 04-27-2020, 02:28 PM   #4
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Juri, Myrmidon, 5th level Fighter, 2nd in Line for Queen

Lawful Neutral
Human

Str: 18/76
Dex: 17
Con: 17
Wis: 11
Int: 10
Cha: 15

To hit bonus (+11 with Gauntlets, Nykthos)
To damage bonus (+14 with Gauntlets and Nykthos)

Hit Points: 49
THACO: 16 (5 with bonuses listed above)
AC: -14
Age 20, Body 20

XP: 20,000

Non-Weapon Proficiencies:

Fire Building 13
Survival 14
Blind-Fighting
Charioteering 15
Military History 14

Riding, Land
Swimming
Reading/Writing

(5 points left)


Languages – Pandius Prime, Orc

Traits:


Ambidextrous


+2 reaction to rolls due to kit

Weapon Proficiencies:

Spear
Longbow
Longsword
Dagger
Heavy armor - no penalty for moving in heavy armor

Spear specialization

Spear weapon mastery, +3/+3

Class Abilities:

Specialization
Command
Leadership
Warfare


Quarter Immortal

-2 AC, half damage from elemental effects, +1 save vs spell


Nykthos, Spear of Vix - +5 spear, -2 AC, returns when thrown, someone pierced teleports next to thrower.

+4 plate mail

Gauntlets of Ogre Power
Ring of Spell turning and Free Action
Iuon Stones – regen 1/hp per turn, and -1 AC
Boots of Springing and Striding - -1 AC
Cloak of Displacement - -2 AC, missiles miss first round
Zoster of Zeal – Once/day can get a +3 to hit.

Bright Barrier of the God-King Dargeshaad

Alignment – Lawful

Large circular shield

Major Power: Purge – Drain 2 levels of HD from all non-lawful who can see it 3/day
Minor Power: +2 Shield, wielder can hold shield and cast spells simultaneously. Deliver Shield Punch attack for 1d8+2 damage.
Cast Command at will; Detect Lie 3/day
Dangers: Wielder ages 1d10 months any time activating major power is used. Major power also pushes user more and more towards and stricter and stricter alignment. Chance Dargeshaad will inhabit user if major power used.


Chariot of Vix – Any animal tethered to it obeys all commands, levitates, flies, carries 3 human-sized passengers, animal tethered to it gets the benefit of a haste spell at all times, has 120 hp, AC of 0, and takes no damage from area attacks or spells – must be actually attacked to damage it. Can be magically restored only. Vix has no magic to restore (only priests of Nyx could) but the spell, Repair Machine, will heal it a bit.
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Old 04-27-2020, 02:29 PM   #5
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The Kingdom of the Mighty


Forged from the northern fourth of Norwold, this Namibia sized nation has not changed or added any new lands since Alzar, it’s founding King, left the role to his oldest daughter Intaria. Forged at the top of the world, this Kingdom was mostly inhabited outside of smaller cities and villages here and there. And he got the least inhabited section of Norwold before he won his independence.


Today, decades later, the Kingdom of the Mighty is doing much better. Alzar invested in it’s infrastructure heavily as well explore below, particularly in it’s capital Evenarrow on the coast by the entrance to the Great Bay. It gained massively during the Wrath of the Immortals as almost 50,000 Elves from Alphatia and Alfheim were refugees from those nation’s and fled to Alzar’s neutral landscape. They settled in the central area near the Great Bay in some forest, and brought 8 World Trees and the central Library Tree of the entire Elven race with them to that area.

Alzar was beloved by most demihumans and tolerated by Elves due to his role heading back in time and helping each of them out from giving Dwarves their central artifact forges to helping out most others. He took on the title of “Lord of Wood and Fire” from these adventures in time, and was a rallying force for all local demihumans. He also was a friend to other nearby races, such as bringing over some local Phanaton tribes that were in the way of war (intelligent flying squirrel like racoons) to helping the bird men Aarakocka in the nearby Ljallenval range survive an assault by demons in the area. For these reasons, Alzar’s children have inherited much of the love and loyalty that he had from the demihumans, although the Elves less so as they are more pro-Elf. But Alzar helped them against the underground Shadow Elves that were taking over Alfheim, as he was the first to discover their influence, which helped them out a lot, as well as helping to save one of the Elven world trees locally too.


The capital area has developed into the regional center of Intelligencia for the world. After the destruction of the mage-heavy Alphatia at the end of the Wrath of the Immortals event, many mages fled Evenarrow as it used to be a part of the empire, and more than 100 mages came over to the country, many living now in Evenarrow, bringing with them many others including retinues and such. Indeed, a few nations like Norwold, Karameikos, and The Kingdom of the Mighty have made out after the Wrath as all three are protected, neutral, independent, and grew.


During the Wrath event, Alzar allied with the crusaders and fellow followers of Vanya the Heldannic Knights, who are now a major regional power. His first alliance is with the nearby independent city state of Oceansend. Both alliances have remained and Intaria has also allied with the merchant city state the Republic of Darokin, who has the biggest mercantile industry both before and after the cataclysmic event, who have unloaded many a ship into the harbor at Evenarrow, now twice expanded. Darokin have also hired more mercenaries in Evenarrow than anyone else by far, and have also helped to contribute to that aspect of the economy as well.





The black marker is roughly the Kingdom of the Mighty

The orange dot is Evenarrow, Hammerhelm to its west, Saffir to it's north - its the largest dwarfhold in the region by far.

The red slash on the far side is the Halfling hold of Prinzfeld.

The chartreuse circle are the moved over Elfholds south central.

The silver star to it's right on the coast is Dunwater, an agricultural port on the coast of the Great Bay

The burgundy in the northern western part shows the Corran Barony.
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Old 04-27-2020, 02:30 PM   #6
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The Army of the Mighty:

Referred to collectively as the Army of the Mighty, the following armies are available in the Kingdom. The first are the regular troops, and later will be the irregular ones.


The Western Army
– Located at Fort West, which was built by Alzar in the late run of his campaign near the end of the territory out that way, his Western Army is the second largest regular army with 12,500 troops. They have a Battle Ranking (Referred to as a BR) of 86


The Home Guard – Stationed at home in the capital of Evenarrow, this 15,000 strong army is the largest regular army. It guards and protects the key outpost and city and also serves in the local infrastructure as well. It has the highest BR of any of the troops with a 105.

The Bergholm Regulars – Stationed at the island fort of Bergholm at the entrance of the Great Bay there are 1,500 troops stationed at that mountainous fort. They have a BR of 82.

The Raider’s Point Regulars – Stationed at the southern fort that sits at the entrance of the Great Bay, this isolated area around Raider’s Point has a full 5,000 troops with a BR of 89.

The Mid-Guard – Stationed halfway down the country at the central farming enclave that used to be ruled from Hellgate Keep, this 5,000 troop force is another 86 level troop at the recaptured and retaken Keep.

The Flying Castle – Alzar has a flying castle he captured (in M2: The Vengeance of Alphaks)s and it used as a mobile base with 500 troops that can be dispatched quickly. They are elite, heavily used, well trained and equipped and have a BR of 98.



These are the regular forces. The irregulars:


The Hammerhelm Dwarves – Sitting at the large dwarf hold of Hammerhelm in the Ljallenvals chain near the capital, these 3,500 battle hardened dwarves make a nasty surprise, but will only come when called. They have a BR of 120.


The Central Elves – About two hundred miles from the Mid-Guard are these central Elves that protect their local Elf-Holds. They have up to 8000 troops if needed and they have a BR of 124.


The Barbarian Tribes – Sitting in the north and west of the region are these five barbarian tribes. Each has 5,000 strong army but they are better single warriors then armies. They have a total of 25,000 forces but fight at 75 BR. They can be called up separately as well.



These three are only assembled if needed and they will not want to be used long in offensive action.

Also note that at any given point in time, Evenarrow has a number of available Mercenary units that could be signed for short-term use or reserves.

The Navy of the Mighty – This 120 ship navy patrols the area around Evenarrow and helps to keep the area safe. Alzar was more invested in the navy than many others, and it has fully magical vessels from other planes. It has a naval BR of 125.
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Old 04-27-2020, 02:31 PM   #7
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Evenarrow

Evenarrow is one of the largest cities in the region at an estimated (and growing) 55,000 people now living here after it began with fewer than 1000 when Alzar took it over a few decades ago and named it the capital of his fledgling barony.

Today, Evenarrow has a huge docks distract with a giant docks that was updated four times. The most recent a few years ago. It has both a drydocks for repairing their local navy as well as a shipyard for building new vessels.

The docks are surrounded by a large, double thick and double high wall and protects them from the rest of the city. In the center of the Kingdom is a giant Keep, as well as big central area that is well defensed. The area was built big knowing Alzar would expand. He did, but expanded too big, and a second set of battlements are outside of the first central ones. Then after it expanded again, Intaria built a third set of battlements that will be the last needed. It’ll allow expansion up to 200,000.

Evenarrow Infrastructure:


Alzar invested heavily in the city’s infrastructure to give it a unique look. This includes the following:

Teleport Boxes – There are ten teleport boxes around the Kingdom that are used as places to teleport instantly to and back from around the Kingdom.

Plumbing via pipes and two Decanters of Endless water, the water from which is warmed permanently so people have two taps in their homes.

Sewage from those areas piped to charmed monsters that serve as waste eaters such as a Gelatinous Cube. These are also held in rooms they cannot eat out of in case they break their charm.


Continual Light effects in every public space and in every home to provide permanent light. They have covers that can be closed to shut down the light.


Continual Wind – Much like the permanent light effect, this creates a permanent breeze in homes to provide an ongoing fanning effect which can also be closed if not needed.


Alzar’s Permanent Incense – Alzar created a variant of Continual Light and Wind that simply creates a permanent odor. It keeps the sewage from smelling bad, it gives homes a lovely fragrance, and more.


Alzar also created a spell that will change one sense on a object permanently to another. This was used all over the city to give it a haunting effect as colors, sounds, and more of items changed.



Recreation:

Alzar invested the city with a lot of statues, fountains, and more as well as these:


Alzar’s Portal Maze – In the central city park are ten buildings that have no doors. Inside each are eight portals in various compass directions. There is a portal that leads to the first room and starts the Alzar Portal Challenge. There are logical and mathematical clues in each buildings that indicate the correct direction to choose. One is marked exit and will send them back to the starting outdoor portal. The other wrong ones will take them into and trough another portal in the same room. If someone completes the Challenge before the end of fifteen minutes, then they are award the “Alzar Star” which is very popular with locals. A Special Effect spell mentioned above will put a tattoo of Alzar’s star-like sigil on their shoulder. About 20% of residents have the Alzar Star tattoo.


Gravity Free Park – In the 2nd enclosure of the city is the Gravity Free Park. In it is a permanent lower gravity effect that has no gravity. It has roofs to keep people from flying up into the air, and all of the typical park accoutrements are up top instead of on the ground. It’s a big hit with families.


Amphitheater – This beautifully located 5,500 strong outdoor amphitheater is available.


Arboretum Thorasia – The Arboretum Thorasia include many beautiful plants that are native to Alzar’s home plane of Thorasia and cannot be found elsewhere on Pandius.


Arboretum Hamedh – Like the first, across from the Arboretum Thorasia is this one that only has plants from Alzar’s second plane of Hamedh.


Temples:



Korylis – This Immortal of Peace was encountered by Alzar in the M5 adventure, and he ran into a powerful priest of Peace named Finister McAlister. He also gained the powerful artifact called the Periapt of Pax. After securing peace, Alzar created a temple in Evenarrow with Finister as the head priest and using the Periapt to heal and help the local population.


Ssu-Ma – One of Alzar’s five immortal patrons, Ssu-ma was one of the few who had dialed out of the immortal rat race that led to the giant recent cataclysm. As the patron of knowledge, reason, and research, Ssu-Ma made Alzar build a giant temple to him, and this is his third largest in the world. The local clerics here also serve as librarians in the Great Library of Evenarrow.


Infaust – After investing much of his might into the powerful artifact, the Crook of Infaust, after it left Pandius, so did Infaust’s worship. The patron of monks, self-control and more, Alzar created the largest temple of Infaust to serve as a new center of worship for the world, with the artifact helping. Prior to this, Infaust was down to fewer than 20 priests, but now this temple alone has more than 100. They assist the admin roles of the nation as well.

Morena – The crafter who was the first immortal from the dwarves, she was Alzar’s first patron from the Sphere of Matter. She is the patron of crafting, artisans, and dwarves. This was the first temple Alzar built in Evenarrow. Intaria expanded it a few years ago to double its size.


Nyx - The lawful neutral final patron of Alzar is the Entropic Immortal of Undead and Darkness. This temple was built proudly unlike many temples to Entropy. This is the mother of Vix, and grandmother of Intaria and Juri. (Technically she’s the father of Vix. She took human male form, slept with a female, and then birthed Vix)

Pflarr – The immortal of Thought, Magic, Golems, and more, also like Ssu-ma dialed out of the immortal ratrace. The 2nd Patron of Alzar, and mostly worshipped these days in the Hollow World, this is the only active temple to Pflarr on the outside world.

Vanya – The third Patron of Alzar, this Immortal of War, Victory, and Knights is also the one venerated by the Heldannic Knights. She is all about doing things, not necessarily what that thing is. She wants winners, not soldiers for good or ill.


Vix – This temple to Vix was the first built to her but was her 2nd temple, as she converted one of Hel’s out West first. This has become the head temple to the true Neutral Immortal of Entropy who has War, Battle, and Victory as her area of patronage. It was started by Alzar and finished by Intaria. Kelter, her high priest, serves here as well after adventuring with Alzar during the Wrath era.


Alzar - The only temple of Alzar in the world, given the fact that he gives no spells and has no servants, no one else seeks to build one. Built by Intaria, it is humbler in size, but more valuable in contents, than the other temples here.

Isundel – This high profile Patron of the Elves was built by Alzar to give a home to the local Elves that moved here. He had them design the temple to be as true to Isundel as possible given the needs of building. This is a truly beautiful piece of Elven sculpture. This is considered by neutral observers to be the most beautiful temple in the city.

Usamigaras – The former leader of Leeha, a nearby halfling enclave, this Halfling Immortal is highly venerated locally. It was built in the halfling style of architecture.

Coberham Shadowglint - One of the most followed Halfling Immortals is Coberham Shadowglint. He is the patron of Magic and the creator of the darkflame that all Halfling enclaves now have. Another halfling style temple is here and next to the one above.

Bemarris – A local Immortal who came from the Norwold area, he venerates Heroes and Dragonslaying. Due to his local context, he gets more visitors than many others.

Shellsnapper – Succeeding as the first Phanaton Immortal just 4 years ago, Shellsnapper joined Alzar’s party during his Isle of Dawn days, and he served with the court, was adventuring, and then led to moving many local Phanaton tribes to here and took the lead in getting them settled in their new home. He completed the Epic Hero path and is the Immortal of Phanatons.


Other:

The Great Library of Evenarrow –

Great Library at Evenarrow:

The Great Library at Evenarrow is the largest library in Pandius with 1.4 million books in it and growing. The Library has 25 floors, and the ground floor is dedicated for many resources, catalogs, check out, and more. The library is divided into two major sections. 2/3rds of the library, up through floor 18, are considered the public collection, and are available to the general public. Any citizen of Evenarrow can access the public collection, and non-citizens can access it for a one-time donation of 10 gp. On floors 19-25, are the advanced collection, which are not available for normal public use, but citizens can access them for 100 gp one-time donation, and non-citizens can get access either through a donation of 1000 gp or a magical item, rare book not in the archive, or a task given to the library equal to it. Those donations go to the general library fund used to repair books or purchase new ones.

The library features a set of 100 teleport boxes used to teleport books quickly from one floor to another. Priests of Ssu-Ma are in the role of librarians, and Draconus is constantly on duty as the Chief Librarian. The library has a number of protections, and various counter-measures.

There are Symbol spells as wards, as well as Sepia Snake Sigils, Glyphs of Warding, Page Guardians, Xult’s Magical Doom, and more. The major fire-based traps of Explosive Runes and Fire Trap aren’t used. Additionally Bookworm Bane and other spells are used to protect the areas. They used a material in the walls that will prevent scrying into the Library, as well as teleporting. There is also a special magical material in the ground that keeps anything from burrowing up into the library. There are semi-permanent’d the Garrison spell that prevents things like Knock, Dig, and Passwall effects from being used to enter the Library, as well as Invisibility Purge in a few places, and then made Semi-Permanent. Divinatory magic is used for potential folks to access the Great Library to ensure they are doing so for the correct reason.


Alzar had kept 125,000 books in his own personal library, the crème de la crème, which Intaria has also kept. These include vital arcane and research books will be kept, including the key books for making constructs, and will include his spellbooks and such as well.


The Shadow Mage School – Alzar created a school for Shadow mages here that did not exist on Pandius prior. They have around 25 pupils and 5 faculty right now.


School of Magic – Alzar created a smaller school of magic here in Evenarrow. It grew after faculty came from lost Aalphatia to here. It has 22 faculty and almost 100 students.

Foundry – This was built to craft the forms of golems for Alzar to enchant and make into guards and servants. From Amber Golems to Living Statues, it made a lot of the physical aspects of constructs. They grew to specialize into Silver Golems, and made many of that body, as well as they rare and powerful Valorite Golem crafted from the most valuable mineral in the world.


The Alchemy – This store makes a number of potions that are purchases by folks, including the government as needed. Its expanded twice, and now employs 10 Alchemists.


Mercenary Hiring District – Alzar created the world’s first and only Mercenary Hiring area. In here mercenaries and those that seek to hire them must pass many tests such as ESP and Detect lie to ensure that are are telling the truth and are trustable. Some mercenaries only send a person here to hire rather than their whole unit,


3 Magist’s Towers – These are where the three magists for the realm have their homes. They create magic items like the one-shot Spellcache Rings, enchant golems, and more!


Paper Making and Book Making
– One of the key industries Alzar added are paper makers and book makers. There are tons of timber industry to lean into. This is one of the largest in the world. Alzar created it to have enough books to copy over his Bookcopy spell onto. This is not a passion project for his kids, and it’s just another industry for Evenarrow.
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Old 04-27-2020, 02:35 PM   #8
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Divisions-

Corran Barony - Barron Jeddarin Corran, 58 – of Keep Corran, over on the western edge of the Kingdom. It’s three hexes big.




Holiday:

Ever since Alzar ascended, September 17 has been “Ascendance Day” in the Kingdom to celebrate.



Locals in the Kingdom:

This lists those people that were found or joined Alzar during his adventures that now have various roles in the Kingdom of the Mighty.


Aleigha –
True neutral Werebear joined him during his days in Thorasia in the Palace of the Silver Princess adventure. She wields he family blade the Sword of Spartusia, and after a wish was granted she can control changing her form. She leads the realm’s secret police, which is mostly lycanthropes.

Snarla – Werewolf that was freed from jail and helped by Alzar when he went back to Thorasia to the Isle of Dread for Return to White Mountain. She is the second in command of the secret police behind Aleigha.


Maerie – This true neutral thief from Thorasia’s was lied to by her evil father and she chose to join Alzar and then rejoin here. She is the leader of the anti-thieve’s guild org that seeks to ensure the guild doesn’t form in Evenarrow. She is also the stand in mother of the daughters of Alzar and Vix.


Barkal the Red – The longest advisor in Pandius, Barkal the Red was leading the Bear tribe when Alzar arrived. He helped them out against the local bad guys, outwrestled some Barbarians, and won their respect. Then later he helped find and create the two missing tribes and Barkel led the new union of five tribes. He served as Best Man at Alzar and Vix’s wedding. He was ousted a few years later as he aged by his eldest son Eric the Dark and left to join the Kingdom as it’s official ambassador to the Barbarians. He still serves in that role as well as a stand-in grandfather for the daughters.


Questrix – This skygnome was freed by Alzar in his campaign in The Hut of Baba-Yaga. He would join Alzar in some adventures, help him find the flying city castle of Serraine that is the home to the local Skygnomes, and then retired back to the Kingdom due to his age as it’s hard to fly fighter planes. He works on local tinkering needs in Evenarrow and serves as an advisor.

Draconus – Draconus was one of the leaders against the Lords of Chaos and fought in the final battle at the Shrine of Chaos in Thunderdelve Mountain, and like many of his companions, fell there. He was trapped in a ghost’s body in the Shrine, and uses a Wish to stay LG and retain his magic casting ability as well. He can’t rise in ability or learn new spells. After Alzar arrived and removed the chaotic taint from the area, the ghost, who had been trapped for 1300+ years, agreed to come back and be the guardian, warden, and head librarian of the Great Library of Evenarrow, where he serves to this day.


Feldspar Pebblecrafter – This giant returned home to the Isle of Dawn after Alzar ascended but found his tribe all dead in the wars on the island, so he came back and resumed his role as bodyguard of the children of Alzar.


Finister McAlister – Met on the Isle of Dawn, high priest of the local temple at Korylis and is permanently borrowing the Periapt of Pax artifact. He is the highest level cleric in the city of Evenarrow.


Kelter – The former warrior cleric of Hel, came to embrace VIx along with man of his other clerics. He leads her temple locally.
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Old 04-27-2020, 10:09 PM   #9
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Year 32, Month 1

Counting from the first month and year Alzar arrived in the plane of Pandius (based on the plane of Mystara), As you can see Alzar left in August of Year 17, when Intaria was 7 and a half years old. Now that she is 22, we have just passed her birthday in January of year 32 of Alzar in Pandius.


The traditional Pandius Year beginning festival is held across the country. Ever since Alzar ascended, September 17 has been “Ascendance Day” in the Kingdom to celebrate.


As you can see from the above lists, by inheriting their parents items, spellbooks, cash, and powers, both daughters have truly been born better. At a mere 5th level, Juri has a better AC than her mother Vix had at level 30! (although to be fair it’s in part due to her use of a Shield Artifact.) Plate Mail has a base AC of 3, and her set is at AC at -1 before any bonuses.

Similarly, Intaria’s is not struggling with her Spellbook, unlike many 5th level mages. She has a metric ton of magical options, much more than Alzar had at the same level!


They can both do a lot of damage that normal 5th level player’s couldn’t. They are both better!


Begin AC10. Bestiary of Dragons and Giants



I wanted to return to a familiar tome to kick off our next adventure! This time has a number of smaller adventures that use giants and dragons as their core parts. We used it a lot to world build the local Ljallenvals Chain with the town of Saffir, a gold dragon keep, and loads more!


Ready for the first adventure in this series?
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Old 04-27-2020, 10:18 PM   #10
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The Haunted Helm

During the first week of the month, while Intaria was holding her open court and being flanked by Juri, a person comes in from Evendale, a nearby and recently built suburb of Evenarrow. It’s to the west of the city and near the foothills of the Ljallenvals. That person claimed to have found a odd and unusual helmet that defied any attempt at decoding what it was by others. They have brought it to Intaria as her magical skills are more advanced.

She casts some magic and confirms the story and that this isn’t some trap. You’d be surprised. She casts some detective magic on the helm. It is magical, as suggested. But nothing else works. She tries the Identify spell but it won’t work. It doesn’t seem like any of her spells or effects seem to indicate anything about the helmet, confirming the story.

The person offers to sell it to them for 100 gold, and Intaria accepts without dickering it down. That’s a life-changing amount for this person they have more.


Subjected to more scans, nothing is found. That night Intaria has a dream. In the dream she is being killed by a nasty, large white dragon who chases her here at her home and slays her. She doesn’t know why. Her sleep is restless and she’s tired the next day. Her magic can’t figure it out.

The next night her dream repeats itself, and she can tell the white dragon is angry at her. She can feel the helm pulling her mystically back to the west and the hills where it was found. It seems like it came from a dragon’s treasure and wants to be returned!

Subjected to more scans, this time from clerics, the Helm appears to be cursed.


Juri and Intaria head out that day. They are teleported by the court Magist to the area where the person said he found it. It appears to be some sharper foothills that protect the local area from being scene. Far off in the distance is a place that is eerily similar to Intaria’s dream as the white dragon’s location, and she has never been here before. They head over to check it out.

They spot a four set of mountain lions that are protecting the way over. They grab weapons and head over to the Lions. As they do they As they do, they hear something swooping down behind them!

They spin around and as they do they see man flying on a white dragon and swooping down to them. The Lions run. The man lands in front of them and gets off the Dragon. He introduces himself and tells them that he just saved their lives, and that he needs their help in finding a nearby large dragon and it’s treasure that his younger white dragon steed can smell. They refuse to help. He offers to split the treasure half each, but they refuse. He flies off and then the dragon can be seen miles away heading down to the area in Intaria’s dream and they fly into somewhere and are not seen again.

Two hours roll off the clock and they get near the cave, and are about halfway there but the mountain lion pack is back. They are hungry due to the time of year and attack!

6 Mountains;

1 Male
5 females

They have AC 2, HP 26, and each attacks three times, one bite, two claws.


They win init.

Round one. Juri runs up to one and spears it for 20 damage and then hits again and slays it. Intaria fails to blind one with Light. Angry at Juri, they all focus their attacks on her but they will only hit on a 19 or 20. Two hit her for 8 damage.

Juri – 43/51

Round two. They lose init. Juri is hit once more for 2 damage. She spears one and slays it after smashing again, Intaria blinds one with Continual Light. The lions and head off. The blinded one stumbles and Juri finishes it.


Juri – 41/51. With her regeneration Ioun stone, she’ll be healed in 100 minutes.


(The first battle finished!)
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Old 04-28-2020, 12:12 AM   #11
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They head off and head to the cave. Two and a half hours melt away and they arrive.



Using her crystal ball, Intaria can scan and she sees that there is a large open cave, with a big giant treasure iced over due to the cold. It was sleeping, but it awoke recently as the smaller dragon entered it’s lair. You can see any attempt at secrecy is now over! Those were killed and the man and dragon’s body are seen in the cave. .


They arrive and the dragon hears them and flies out!


The Large Dragon:

Ac -7
Hp 69
Three attacks for 1d10, 1d10 and 2d10


Juri needs a 12 to hit. It needs a 17 or higher to hit back. Ready?

It breathes it’s cold attack on them as it lands. They take half damage due to the ,magical nature of the attack, or save for 1/4, They both save!

Juri 45/51
Intaria 14/19

Round One. They lose init. The dragon attacks Juri and hits once for 3 damage. She hits once back for 18. Intaria casts Blastbones and drops it on the far side of the Dragon who takes 6 necrotic damage.



42/51
14/19
Dragon – 45/69


Round Two – They lose init. The dragon flies over to Intaria feeling she is the weak link and swings. It this twice for 4 and 6 damage. Intaria casts Vampiric Touch and drains 3d6 from it tossing a 9. Juri slides over and stabs it twice for 22 and 18 and It dies.

13/19
42/51


Dead dragon!

They spend some time harvesting the blood, scales, and such of the dead white. They also head over and return the cursed helm and take:


+1 Longsword, +3 vs Dragons
15k gp in various coins
Potion of Fire Resistance
5k worth of gems and jewels


Good job! They each net 3k in XP. What I will start doing for these folk is unlike Alzar I won’t add these items to their sheets unless I am giving it to one of them. They are donating them to the realm’s treasury or using them as prized for large tournaments and such.


End of Haunted Helm!


I hope you enjoyed my first minor adventure and battle!
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Old 04-28-2020, 09:26 AM   #12
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Beginning of The Questing Barbarian


As the white dragon’s death roar can be heard and reverberates across the valley, most animals and folks flee. Juri notices one person though at the edge of her vision that has changed his direction towards them. They are dicing up the white dragon as that giant of a man who introduces himself as Jarl. He is looking to have some heroes to head back up the mountain at the home of a nearby Mountain Giant family. Seeing their victory, Jarl swing by to recruit them.

Intaria rolls badly on her INT check (critical miss) and does not recognize Jarl, although she should they have met before. She tells him about an ESP spell she can cast to verify the truth of what he is saying in case he is lying, and that he can volunteer to take it. He refuses. “A barbarian’s word should be his bond,” he says back.

She casts it incognito and targets him and asks some details. He fails the save. He says he is a barbarian from the five tribes, but he is lying. He is neither a barbarian nor from the tribes. She asks his age. He tells her 21, but again, she senses he is lying. She asks about how he came across the mountain giant, and he tells her he entered the home and took some gems before leaving to get better help. Again lying.

“A barbarian’s word may be their bond, but you are no barbarian, “ she tells him the spell is active and to tell them the truth. He tells them the truth…


Jarl
7 foot tall
AC 3, HP 61, THACO 19.
Age: 15
Stats:
Str: 18/00; Dex 10, Con 16, Wis 9, Int 10, Cha 14

Jarl is the firstborn son of the local Mountain Giant chef and his newlywed wife (the wedding for which Alzar and Vix went to in the Rod of Seven Parts series,) and was just kicked out of home by his parents who believe he needs to explore and adventure in the world. But he doesn’t want to go! He wanted to bring some heroes with him, charge into his house and show how grown up he already was and hopefully get back in.


Intaria and Juri agree to escort him back home and speak on his behalf.
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Old 04-28-2020, 12:19 PM   #13
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(I am adding some battles on the way back to make it something…interesting)


About a half an hour up the path they pause and spy something weird. It looks to be a small number of snow white creatures that are blending in with the snow. What is it? It looks like a bubbling mass of….pudding. They are about to face a family of snowy White Puddings.


At the edge of battle Intaria tosses a Skulltrap and boom! They five Puddings each take …14 damage and two save for 7. Battle begins!


Round 1 – They win init. Jarl’s magical weapon will carve into one and hits for 11. Then Juri finishes the wounded one and hits another wounded one. Intaria’s staff smashes and kills the wounded one for 6 damage. Three left! They hit twice.

Jarl – 52/61
Intaria – 12/19


Round 2 – They keep init. Two more puddings die after they toss a 13, 12, 20, and 5 (missing by Interia). They miss.

Round 3 – They win init and smash Jarl for another 7 damage. They the last one is killed, thus clearing the path of them.

Jarl – 43/61

Note that wounds from them will not heal normally with regen.
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Old 04-28-2020, 02:49 PM   #14
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Time melts. After two more hours leave, they come across a dead corpse on the ground. It’s an ice ogre. They look around and Intaria spots a cave. They head over and find a small ice ogre home that was killed by a hill giant, and that giant in ransacking the home and hasn’t left They can leave without being noticed. Instead they get one free attack.

Free attack:

They hit thrice for 39 damage


The giant roars and swings it’s club at them

Round One – The giant wins and smashes Juri for 16 damage. She hits twice and slays the giant They loot and find 2000 gp worth of cash and various smaller gems.


They head back up the hill.

After another hour, Jarl lets them know that they are close. They swing by a nearby house, which the girls were both at once before around 10 years ago. The three head over.


Intaria knocks and a child answers, not that much smaller than Jarl. They are let in after talking with the local child about why they are there. She talks to the giant chief in her role as queen, but is told that all younger mountain giants must quest as children as a way to grow and see the world. This decision is correct and it’s not reverse-able. They accept it.

Then Juri points out that Jarl can join them. And Jarl seems to accept that, so Intaria grabs her dagger, Unifex, and casts teleport and heads back. The magist follows and swings over to where she left and then Mass Teleports Jarl, Juri, and herself back over and Jarl will take up a role as a friend with Juri, and the two of them will begin to head out and take out local small level issues that arise.


I give them all 2k in Xp, 500 for their foes and the quest was 1.5k. Outstanding wounds are healed by local clerics.

End of The Questing Barbarian and AC10 (for now)
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Old 04-28-2020, 03:22 PM   #15
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By the by, in the queue:


U2 and U3
Dungeon #56 Watery Death; Dungeon #40 Aerie Borne, Issue #43 Mayhem at Midnight?; issue 49 The Dark Place and North of Narborle; 38, Blight on the Land
Murky Deeps
The Sauhuagin trilogy
N3 Destiny of Kings

These from Treasure Tales - My Brother's Keeper, The Dragon and the Lady and Throne of the Mountain King and Boxing the Compass and In the Lair of the Pirate King
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Old 04-29-2020, 02:29 AM   #16
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And the end of the month, 1 Wish is used to raise Intaria’s STR by 1. The rules say one wish can be used for one PT increase as long as its under 18 but I rule that each person can only get their stat raise this way once in their life. She has a monthly wish, from an item she inherited. At the end of each month if it wasn’t used for anything else, it’ll be used for a stat gain. Expect her and Juri to each have +1 to their stats by the end of the year barring anything unusual.



Year 32, Month 2 -

This month sees winter break early and the various projects around the nation such as building are able to begin in the last week of February. Juri and Jarl hit a small nearby cave of Ice Ogres.

Year 33, Month 3 –


This is a relatively quiet day month thus far, until mid-month hits. Apparently, the nice early weather has led to something else….


Begin WCQ1 The Patriots of Ulek



This is the first module we are doing that we are doing proper is this one, which begins small but has a big epic ending!


Ready?
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Old 04-29-2020, 11:37 AM   #17
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Chapter 1 – The Hook

As Intaria is holding her open time when anyone can come and petition her for help, one of the farflung workers in a distant town on the west has used his Teleport Spellcache Ring and it was destroyed. These are meant for emergency travel over to the capital and are given to Sheriffs and such.


They tell Intaria of what has been happening and her request her direct intervention. On the far western corner of her realm is the isolated Halflinghold of Prinzfeld. It is connected on a road that heads east to some local larger towns. During this usually light winter, some bandits were using sthe lighter weather to hit travel hard and to cut off the town. After the winter broke a few weeks ago, they have hit the local road and halfling hold hard, and have been attacking. They are in much bigger numbers than normal, and appear to be well organized, unlike normal. Earlier today, one was captured, a full orc who ranted about the coming “Turrosh Mak” who will attack and take the entire region. This orc had a very unusual fervency towards this “Turrosh Mak,”


Who is Mak? Why has he cut off Prinzfeld? And what are his plans for the area? No one knows.


Intaria takes the quest and scries the area with a Crystal Ball, but there is something here that is interfering with her usage, and she cannot scry the area. She agrees to head out.

One of their Magists grabs Juri and will teleport them both over so they can see what is up. Due to the lack of scrying over the area, they won’t be able to teleport into Prinzfeld proper, but will instead have to hike over from the closest area they can see. They are around 50 miles away with two steeds also brought over for them to ride.
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Old 04-29-2020, 01:38 PM   #18
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Chapter 2 – The Journey West

They arrive around 2 days away from the halfling hold of Prinzfeld and it’s one city and a few towns and farms and such.

They begin to ride to the town.

As they do, they are seen by a war party of orc cavalry – 10 orcs on wargs that see them and begin to change up and head towards our heroes!


About one round away, they are close enough to the Skulltrap. Only five are inside of it. All five orcs die, and two wargs fail their save and die as well. The rest flee. As they do, blastbones clears out another two wargs and wounds more. Missiles from Juri’s longbow miss. They check the corpses and find a wounded orc almost dead. Before he dies, he tells them that his group will be revenged by the Great One, with the same name they heard before!

Two hours melt ad they journey closer, and they come across a small squad of hardened orc infantry with just 10 of their number. They swing around and move out to hit our crew.

Battle begins. They need a 20 to hit Juri, she runs out while Intaria prepares magic from behind the scence, and several get around Juri and break to Intaria.


Round 1 – They win init. Juri slays two orcs. Intaria misses as she wants to keep her spells fresh. Juri is misses, Intaria takes 3


16/19


Round 2 – They lose init. Intaria is missed, Juri takes a crit for double damage at 8. Juri slays two, Intaria misses.

Round 3 - The retake init. Juri slays they two still on her. Intaria takes another hit (they need 19 or 20 to hit her) and grabs 4 more.

12/19
43/51


Round 4 – They lose init. They are missed. Juri slays two more.

Round 5 – They lose init and are missed again. Juri finishes them off. She would only miss on a critical failure of 1.


Battle over. They’ll heal with regen before the next battle begins.
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Old 04-29-2020, 04:35 PM   #19
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More time ebbs

“From ahead of you come the sounds of battle-the clang of metal, the shouts of men in agony. Hurrying forward, you see a dreadful sight. A small group of dwarven warriors, clad in chainmail, armed with hammers and axes, stand back to back, beset on all sides by orcs and goblins on wolves, who ride in a circle, raining arrows down from their short- bows. Bodies of the slain-orcs, goblins and dwarves-lie scattered about, their blood staining the bright green sward. As you watch, a dwarf falls, an arrow in his neck.”

They gallop to the dwarves as Intaria casts Light and blinds a goblin about to slay the wounded dwarf.


Battle begins!

Round 1 - Juri wins init and slays a goblin and a wolf it was on. Intaria casts Continual Light and blinds a wolf, and it falls and takes a goblin down. A dwarf finishes both off. They are missed, the dwarves take some light damage.

Round 2 – They lose init and a dwarf is killed. Juri needs a crit and was clawed by a wolf for 6 damage. Intaria takes a tossed spera fo r5. They slay two baddies and quarter staff a third badly. The dwarf finishes his.


14-19
45/51

Round 3 – They lose again. All misses from the smaller enemy. Three more finished!


Round 4 – They win init back. All bad guys are dead

Intaria uses a healing potion on a dying dwarf and saves him.

“he dwarf sits down heavily, blood streaming down his seamed, rocky face. “I am Karl Stonecutter” he says. “We are in your debt. We were hurry- ing east from Prinzfeld when these attacked us. I fear that my band is not what it was when we left our domain.”

They agree to camp here for the night as you are going in mutually exclusive directions. They take various shifts, and during the night…
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Old 04-29-2020, 05:03 PM   #20
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Another group of 10 wolves and goblins is travelling the road and attacks!


Round 1 – The enemy wins init automatically. They hit and smash two dwarves badly and also hit Intaria twice for for 9 damage. She casts vampiric touch on the wolf that bit and clawed her twice and kills it for 11 damage and heals. Juri slays a goblin and wolf combo


Round 2 – They lose init again. They are missed saved for dwarves. Juri misses with her first attack and kills a wolf with the latter. Intaria casts Chill Touch on a dwarf wounded gobby and finish ts it.


Round 3 – They wrest init. Juri slays two. Intaria a third and the dwarves a goblin. The rest flee. Two die on their way out.


They have defeated the goblin cavalry.


The rest of the night passes quietly. In the morning they awaken and Intria restudies her spells (1 hour) and then as they finish, they see something weird coming east behind them. This is a group of 10 halflings. They appear to be dressed well, and they are walking east. Each of them has an appearance of magical power They are wearing the holy symbol of three separate Halfling immortals and they appear to be clerics. They stop and Juri and Interia talk to them. They heal the dwarves wounded from battle yesterday, and then they tell the daughters that they heard about the bad things happening at Prinzfeld so they are heading that way. Juri and Intaria would go with them but they are unmounted and would slow them down too much. They head back out!

The road was cleared last night by the dwarves coming from Prinzfeld and there are no other enemies they encounter on the way back to Prinzfeld. They arrive a few hours after noon at the main cit.
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Old 04-29-2020, 10:03 PM   #21
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Chapter 3 – Prinzfeld


The “city” at the main entrance of the area is Rittersmarche. This city of around 1000 folks, many humans, halflings, and others are here. They head into the city and to the local Sherriff. This is where the captured orc was kept and they want to swing by and check him out. Apparently he killed himself last night, but before he did said that his leader would come soon to avenge him. Seems like they are coming soon.

Intaria cannot find out anything more about what is happening so she heads in.

Here are the major pieces of infrastructure in the Halfling Hold of Prinzfeld:


Rittersmarche – 1000 ish strong, trading, merchants, and such is at the entrance.

Oakenburgh – The first of three halflong towns, this one is on the edges of the area. Has around 250 mostly halflings living in their burrows near trees. Farming and wooded related trades here.

Prinzfeld Pass – This small town of around 200 in on the far side of Oakenburgh and the center of the Pass around which the hold gets it’s name. Halfing burrows in the ground are farmers.


Brenfless - This tiny village in the back is so poor they aren;t even living in burrows, just a camp of around 100 farmers.


Central Farms – In the center of the area are a number of bigger farms, including the Camberleigh Farm and the largest which is the Twembly estate.


Home Keep – In the center of the area is a small keep with around 200 soldiers. This Keep has the current elected leader of the region, Graf Twembly. It also has the shrines and temples to various halflings here,

They head over to the keep to meet with Graf Twembly.

They arrive. After about 25 minutes so waiting, they arrive and apologize for making their leader wait. She tells them why they are here. There has been the rumor of a nearby band forged around this almost relgius person with more than 100 followers that has been gathering forces and ;aunching small attacks. It seems like a bigger attack is planned soon
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Old 04-29-2020, 10:03 PM   #22
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Just as soon as that is stated, a warning is shouted. Twenty goblins on wolves have broken from the forest and are trying to flank around Rittersmarche and hit it from the unguarded rear. This will avoid the palisade on the front.

They head out and intercept the cavalry with their faster horses. From the side, the Skulltrap does….I tossed 18 damage (it’s 5d6) and.. 8 goblins and 5 wolves die. They are well trained and turn and face them!


Round 1 – Battle is won by Juri and Intaria. Juri slays two mounts, which have multiple attackers. Intaria has to catch Juri in range of the best blast bones but it clears a lot more of their enemy. Juri took 8 damage, and failed the save. Juri hit once and Intaria is closed by many.

Juri – 43/51


Round 2 – They lose init. Intaria is hit once for 5 by a goblin’s spear and again by a wolf for 2. She uses Vampiric Touch to drain and slays a wolf and two more wolves are killed by Juri.


Round 3 – They take init back. Intaria blinds a wolf, and Juri kills two. There are only 4 unwounded and unblinded wolves left, they flee and head out carrying their goblins. 2 goblins remain and are not able to flee. They attack Intaria and hit once for 1.

18/19

Round 4 – They lose init. They are missed. They slay the last two goblins!
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Old 04-30-2020, 01:50 AM   #23
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Chapter 4 – Defending the Assault


As they do they hear the danger horn coming from the nearby city wall. Intaria grabs the Carpet of Flying from her OtherSpace and they fly up to see what they can see. An army of at least 250 troops are marching! They are around a half hour away. Intaria teleports home to let them now. A Magist will begin to teleport to the local keep to rouse them and begin to mass teleport over troops to help defend the gates of Rittersmarche.

Intaria is teleported over and grabs the Banner of Victory from her OtherSpace and unfurls it. It will help the side that is using it win their next battle. (+10 to the roll). Juri is rallying defenses and moving to the front. She is using her advanced training to plan everything. This is more of Juri’s place of strength so Intaria allows her younger sister to dictate everything and she follows. Intaria summons a mount.


Their foe well trained 250 was expecting to surprise a smaller 200 unit and win. But they are helped by elite troops from the castle filling in their numbers as well as the planning of Juri, the ability to defend the gates, and the Banner of Victory. The troops arrive to hit each other.

I grab some dice. Our foe’s Battle Rating is a very good 95. We have a 65 +10 for the Banner, +10 for defending and +10 for fighting on home turf. Therefore it’s a tied 95/95. That’ll come down to the dice…

I toss a 45. Each side loses 20%, and we roll again. Oh and no one was tired.


I toss a 69. Minor victory. The defenders lose 20% and the winners 40%. They are forced to flee. The winners secure the battlefield. Half of their losses are are recovered and healable. Local halfling priests are called upon to heal and cure and set up camps for the wounded soldiers. Meanwhile the 250 cut down was reduced to around 120 left. They find among the losers on the battlefield someone who matches the description of Turrosh Mak, and he was giving orders during battle. He has died.

They each get 5k XP. They have 10k in the first few adventures.



The catch the body of the suspecting Turrosh Mak and head over. They search the body and find a note that leads them to a small den. They arrive at the den and search. Here they find around 1lk00 in coins and a bunch of supplies. There are no rubber stamps to say where Turrosh Mak got the funding he would need for an operation this big, but all of the supplies are marked from deep in New Alphatia. That would be hard to get this far out here without being watermarked for Mak.

It seems that New Alphatia may have decided to bring The Kingdom of the Mighty back under their aegis…

END OF PATRIOTS OF ULEK
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Old 04-30-2020, 01:51 AM   #24
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And there you are! I hope that you enjoyed Patriots of Ulek! It’s a fun little world builder with a leader-esque end. Now the actual adventure module has a missing dungeon I didn’t run. In the actual module the leader has been compromised and you have to penetrate the estate and find out what happened. It’s fun. But in this case the way I fit this story meant he wasn’t compromised.


Now let’s talk about the world since we left it.


During the events known today as the “Wrath of the Immortals,” there were was a major war. The mega powerful Alphatia vs Glantri. In order to secure Glantri, two of their allies – Thyatis and the Heldanic Knigghts joined the Glantri side. Thyatis and Alphatia had been the most powerful nations in a cold war for a long time. They had proxy wars such as one in Norwold at the founding of the Kingdom of the Mighty when it was but a Barony in the first few years, or the proxy battles on the Isle of Dawn for centuries. They never actually fought nakedly before, and Alphatia won that flank easily. They then marched across the now defeated Thyatis to Glantri. Pro-Glantri immortals turned an anti-magic device against the powerful empire and drained magic from the world for a week. Alphatia was swallowed up in the tides and was destroyed only to appear in the Hollow World below earth after being saved by Immortals.

Above the world, Alphatia was no more. Thyatis was beaten. The Republic of Darokin was on the border of the meteor that crashed to earth and was hurt. GLantri was savaged. Lesser powers like Karameikos, Norworld, the Knights, and The Kingdom of the Mighty emerged.


Coming out from the ashes of Alphia rose a new empire. There were parts of the continent that survived, islands, and former colonies like Norwold and the Mighty that used to be in Alphatia. If they were to unite under one banner, they’d be a power once again. New Alphatia emerged with its skyships, high powered magic, and more. It united the former colonies, islands, and parts of Alphatia that survived. It was ruled by Empress Eriadne, who died in the big struggle, third born son, who was tyrannical and dictatorial and mean. Norworld and The Mighty would prove to be nice tools to send back to the chest.

The major ally of the Mighty has been The Heldannic Knights,on the other side of Norwold. Earlier ,Alzar and them had discussed about attacking Norwold and dividing it among themselves. However, they have not done so as New Alphatia would strike and annex or turn Norworld back to itself. Norwold loved it’s independence, but it likes survival more, and the Knights and the Mighty need to keep New Alphatia in check. The alliance with the Knights was supposed to keep the Kingdom of the Mighty free to.


This strike was too well planned to have been coincidence. Taking one major corner from The Kingdom of the Mighty and able to be used as a striking point against Norwold or The Mighty as needed was too useful to someone. Intaria orders the forces here to increase to 1k. Hopefully this bad loss will send anyone from New Alphatia from looking down their path.




Intaria begins to reach out to see if New Alphatia was really behind this. It makes too much sense. But Norwold would have gained by funding (although that’s not King Ericall’s style at all) it and bringing it under their aegis, as well as blaming NA if it failed.

The realm’s confidence rises +10 after the successful stop of the attack.
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Old 04-30-2020, 07:43 PM   #25
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Year 33, Month 4 –


This is a relatively quiet day month thus far, as well. Spring broke early and warm rays of sun have helped to push things around the realm.


Year 33, Month 5

A minor drought has occurred in the farming as no new rains have fallen for 8 weeks. The realm’s Magists are using Control Weather spells to help and the irrigation from the Endless Decanters of Water that are set up in the heavy farming areas are helping, but they aren’t enough.


Year 33, Month 6

The drought finishes the last week of the month with heavy Summer rains arriving at last. The set back by the farming industry will cause a net loss of 10% taxes this year. The realm’s confidence drops -5


Year 33, Month 7 –

In the first week of the month….

Begin The Silver Key




I really enjoy how this mid-90s module connects with our realm almost perfectly. As if they were meant for each other. Like lost lovers.
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Old 04-30-2020, 11:31 PM   #26
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Chapter 1 – The Hook

As they are waiting around for open hours, a familiar person teleports into the area of the meeting room and is welcomed by the court and sisters. This is Otasura, the wizened old Magist of the Corran Barony. He helps cast magic and such for that Barony, and serves them in that role. Otasura has been in that role ever since the Barony was founded back during the “Wrath of the Immortals,” when Alzar helped free Corran Keep and gave it to the fisher man who was the descendant and recreated the Corran Barony for the first time in hundreds of years. That was around 15 years ago, and Otasura, a friend of the family, was appointed the Magist, he’s now a 16th level Wizard and appears to be in his 80s, although with wizards one can never determine if that is his actual age or not.


After the typical magic is used to verify his identity, he is welcomed into the chamber. He is 3rd in line in the open hours each day that are held by Intaria. Juri speaks with him while he waits and gets a heads up as to the issue. She leaves to prepare, knowing Intaria is going to help out.

A major attack was held on the baron and one of its key magical items as well as one of its key advisors were taken. As one might know, due to its location on the map, they are often raided by nearby forces such as orcs. They have to stand on their own without any nearby troops. They have more than a thousand troops in their three hex barony.

They had to move this major item referred to as the Silver Key, which can be turned by one who knows how to use it to enhance their apportation magic, such as Gate, Teleport, and Dimension Door spells which will all be better with the Silver Key. With it in the enemy hands, once they have figured out how to use it, they will be able to mass teleport orcish troops anywhere in the Barony, or elsewhere in the Kingdom of the Mighty after.

What they want to do is to head to the giant orc camp where their adviser, Lord General Herpein and the Silver Key have been taken. There are supposed to be thousands of orcs there, and in order to penetrate it, they will have to take on the appearance of orcs. Alzar once did the same thing, turning into an orc and heading into the great city to find a magical sword on his barbarian quest. Since he succeeded with that, the idea is that they can do the same.

Now they will need to change into actual orcs. They cannot just take on an illusion. They will use polymorphing magic that permanently alters their form. They will also need to look like orcs. Juri walks back into the room with some new equipment they have from the treasury. They will be making these changes to their stuff:


Intaria – Swaps Rock jellaba for Orcish Priest Robes. Swaps +4 quarterstaff for savage looking +1 quarter staff they have in the vault that resembles orcs. They also have a +2 dagger that she can use they’ll take that also looks like orcs. The rest appear to be orcish or generic. A priest should have some old affectations.

Juri - Juri will be dressed as an orcish grunt. She has grabbed some orcish plate armor, generic. She also will leave behind her artifact shield and famous spear. She is taking a +1 spear and a +2 rugged shield. She is also adding some orcish style robes over her things.

After these changes Juri’s AC will drop to -9. Her THACO rises to 9 and her damage drops to +10.


They are ready to go. Otasura casts polymorph other and they both are turned into orcs. They are then teleported to a place that is now behind battle lines but was just captured by the orcs, and around 4 days from the city. If they were teleported into the city itself, they would likely trigger alarm bells.

Before they head out, Otasura shows Intaria how to turn the key and use it so they can teleport back.
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Old 05-01-2020, 03:40 AM   #27
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Chapter 2 – Journey to Krimba-Hai


They arrive at a decent sized farmstead. They will take on new names, “Thara” and “Hurna.” They check out the farmstead.

They are by a parlor that is heavy in debris. There appear to be orc prints here in the dirt. There is some foul orcish writing. Juri can read orc and she can tell that it’s a warning that deeper into the house is something that will attack orcs. Warned, Intaria pulls out a crystal ball from her OtherSpace and scries. Two rooms over are some Darkenbeats. These a flying dark creatures made by orcs to attack and kill other orcs or their foes. They are nasty. This appears to be a mated pair with three children of identical size. The room has three skeletons, two orc corpses decaying and one human corpse that is being munched. They plan and attack. Intaria grabs the skull from her belt and prepares it and waits until they are all in range. They are. They nod. At the same time the skull trap is launched Vix tosses her spear at the largest adult.

The Skulltrap deals 6d6 damage (It’s 5d6 normally, plus her Iuon stone which I forgot last adventure) She tosses 22 damage. She slays the kids and…both adults. Vix’s spear penetrates a corpse.


They check and search the area but find nothing. They inspect the rest of the farmstead. Here there are a few minor things like some pieces of food. The bodies seem 5-7 days old and are just hitting their sell-by dates. They check a service chamber, buttery, milkhouse, and more, but find nothing here. There are two cow corpses here as well. They head out to a nearby road and they begin to march to Krimba-Hai.


A few hours pass. Due to their orcishness they find travelling at night easier so they are going to continue to journey. Most of the evening melts away and they are closing in on yet another farming enclosure, this time near an orchard, when they hear something coming from it. Intaria’s crystal ball shows her a human woman being put onto a rope overhanging and swinging over a group of angry hungry grey lizard steeds who are snapping at her as she swings over. There are at least 200 orcs here. There is writing that Juri deciphers as “Red Tusk Caravan,” writing

After agreeing to a plan, they towards the woman in the camp. Intaria casts Tongues. She can speak Orcish fluently. There are no priests here and Intaria suspects they will defer to her. “She screams well! I’ll buy her from you for a gold piece”

The leader of the Red Tusk introduces himself back. He wants no less than 30 gold. They agree to 20 and they pay him. Intaria grabs the woman and walks back to the shed and makes a loud sound. She tells the woman to hide her and run for the hills when they have left, and she nods in silent confirmation.
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Old 05-01-2020, 11:11 AM   #28
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They claim to have been barely victorious in a raid against the humans and are coming back and they demand that the Red Tusk escort them back to Krimba-Hai, which they agree to do. They continue travelling for a pair of hours, and then came for the morning. They kick out some lower level orcs from a tent and squat in it. While camping they come over and demand that Juri clean up some slop and feed the slaves. She refuses, and fights the orcish sergeant. She defeats him in one round and then takes over his rank and commands him to do it and he follows suit.


One day rolls by quietly. The orcs appear to be is strong control of the area.


While travelling during night on the second day, they come across a orcish war party coming down the pike. They stop and exchange some items and get some more recent food and such for the war party from the caravan and then march out. Nothing orcs do is given away, so they traded and purchased the supplies rather than take them.

Later in the day, one of the orc guards sees and falls in love with Juri’s spear. He wants to fight her for it. She stabs and kills him before he can grab his weapon and she is praised by the other orcs.

The day finishes. They are one day away from their target of Krimba-Hai. The road is busier this close to the city. They pass by orcs, trolls, goblins, ogres, some hill giants, humans, and more. They all stop and grab things from the caravan such as slaves, food, and supplies. One pair of wyvern riding high orcs also swing by and grab some supplies.

They have reached the city.
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Old 05-01-2020, 07:10 PM   #29
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Chapter 3 – Krimba-Hai

As they head to enter, each person is inspected by a guard and under the aegis of a cleric casting true sight spells to make sure everyone coming in as as they seem. They are polymorphed and changed, so they won’t show up. One guard challenges Juri. “Did you get these HUMAN things from corpses? You aren’t strong enough to take them in battle!” Juri challenge shim to a battle, but he just laughs and waves her through. Intaria is not bothered. They pass through.


The utter and mass chaos is jaw dropping as bodies go everywhere. The sisters are separated in the great flow for a moment. It’s as if the roads here are streams and not streets. There is a massive military build up. This is a city preparing for war, unlike stories of Alzar’s trip before a generation ago. The city is also massively bustling. There are at least 20 orcs into the spaces where five men would live comfortably. There have to be at east 4000 strong people here. At least 3000 of those appear to be soldiers ready to fight for the cause from various races, although two out of every three people they pass are orcs, and everyone is speaking orc as the common tongue.


This place doesn’t appear to have any inns or taverns, just barracks for soldiers and hostels for others. They begin exploring. Luckily, they have about 8 hours before night ends and morning breaks for them to use to figure things outs. They can hear a priest giving a speech trying to recruit for a special assignment. The sisters are looking for Lord General Herpein to rescue and the item. They won’t be in the same place. The item is the easiest to hide, so they do that first. They can put it into Intaria’s OtherSpace.

They slip around and a priest comes over and tries to recruit them for the special mission seeing Juri as sergeant with a decent rank and Intaria. Intaria casts Friends and then Tongues on the side while Juri speaks with her. With the massive charisma boost the priest admits to a fellow priest that the mission is an assault on the Barony. They have a person on the inside who helped them secure the item needed. Now their prayers are trying to secure the item. Intaria offers to help prayer over the item, but is declined. They get directions for the person helping, and slide over to the place mentioned.


After they spend a few minutes moving down the room, the Tongues spell ends. (It has a limited duration). Juri speaks orcish to someone in front of them who isn’t moving fast enough and then punches them to get them away. However, a group of nearby orcs who witness this are surprised not to see the orc priest speak to shame them. They move over to talk to the sisters.

They confront them, and Juri tells them to move away, but they ask Intaria to speak to them. Juri tells them that she won’t sully herself to speak to them, but they move to attack.


They are fighting a group of 12 orcs.


Round 1 – Juri and Intaria win init. Juri slay two orcs, and then Intaria fails to blind one with Light and passes the turn. They attack and hit Juri for 4 damage and Intaria for 3.

Juri – 47/51
Intaria – 16.19

Round 2 - They lose init. Intaria is hit for 3 damage. She casts vampiric touch and slays an orc and heals. Juri kills another orc and misses the third.

47.51

Round 3 – They lose init. They are messed. Two more die and a light spell continually blinds an orc

Round 4 – They win init and slay the remaining orcs and them the blinded one.

They search the bodied and find a total of 145 gold pieces they take,


Luckily, orcs fighting orcs isn’t really uncommon and they get through without any additional issues
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Old 05-02-2020, 10:11 AM   #30
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After the battle, the two sisters become lost in the giant winding city and forget their directions. Juri has to stop a grunt and get them again. It’s a few blocks away.

They pass the slave pens, and they move up to it. They see a few human slaves here recently caught. Seeking a way to get info, they purchase the four human slaves. Three were with the convoy that was attacked by the orcs with the items and the Lord General. After convincing them of their identity, He betrayed them, and they saw him join with them. This is the proof they were looking for. They cannot leave the city with these slaves easily, nor can they set them free this deeply into the city. Intaria heads into Otherspace to find some solutions. She comes back out with two Warp Marbles. Two of them agree to fail their saves and are captured. A third is captured by the Iron Flask, and the fourth is shrunk with a Diminution potion to a few inches and tucked inside of the backpack. You cannot store living creatures in the OtherSpace.

Hours have passes more quickly then they thought, and they decide to find a place to rest and sleep.

They head to the keep where the Lord General is being kept. Maybe they can find a place to sleep later. They convince the guards they are their next shift as the day is breaking. Charm Person was used to help convince them of that fact. They enter

Just inside is the Lord General and two others. He is speaking with a leader orc as well as a human mage. They are talking about the timeline for the project. After a few minutes, they leave the Lord General. Intaria and Juri slip in.
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Old 05-02-2020, 03:37 PM   #31
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He sees them. “Don’t I know who you are?” Intaria wants him to know who she is. She grabs a polymorph potion, a temporary morphing effect and turns back into her human form.


“Ah hello Queen! I’m surprised to see you here!” She tells him they were sent to rescue him but he sighs. Long ago he came to realize that humans were losing the wars and were not long for this world. In order to save what he could, he gave himself over to Immortals of Entropy who invested him with power. But now they want him to help them out with this battle. He has planned it to end quickly and leave as many humans alive as possible. Better to live in slavery than to die in the battlefield.

Intaria offers to take him back, to free him, to help him put right what they did. He won’t. She commands him, as he has always struck her as loyal, but he won’t. He tells her the item is in the underground area, and then grabs his sword.

“The only way out is through me…”


Battle begins.

He is a level 12 fighter, 82 hp, AC 0, 2d4+11damage in battle with his +2 bastard sword, THACO of 5. He needs a 14 to hit Juri and a 12 on Intaria. He attacks twice as does she they are both weapon masters.

Juri activates her Zoster of Zeal for this battle and needs a 6 to hit,

Round 1 – 2 vs 7. We win init (low roll wins). 19 and 10 tossed by Juri both hit. He takes 1 and 5 damage base plus her bonus of 10 so 26 total. Intaria cast Chill touch and he takes 5 more. He then swings at Juri and tosses a 7 and a 18. He hits once and deals 17.

Juri 34-/51
LG – 51/82

Round 2 – 5 vs 1. He wins init. He tosses a 14 and a 6 and hits once for 16 damage In Juri, She tosses an38 and a 9. The 9 hits for 15. Intaria casts Chromatic Orb and….misses him.

18/51
36/82

Round 3 – 1 vs…0. The only number that would beat our awesome toss! He tosses a a 1 abd a 15 and cracks her armor one for 14 damage. She tosses a 18 and a 5 and hits once. She deals 13 to him. Intaria casts Melf’s Acid Arrow and he takes 2d4 this round and another next round. 5 damage.

4/51
18/82

Round 4 – 0 vs 4 = They win init back. He takes 3 from the Acid Arrow and then Juri tosses a 15 and a6 and hits twice. He’ll be dead automatically.
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Old 05-02-2020, 07:43 PM   #32
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They search and find a:

+2 Bastard Sword
+1 Shield
5k worth of gems on his body

They take them all. They need to rest. They head back out and head to a nearby barracks. They sleep there for the morning. Intaria memorizes her two 3rd level spells and they head back out. They ask around and find instructions for the underground. Only gladiators typically pass.

It appears that you have to have permission to head down. They arrive at the entrance, and they challenge Juri who is walking in front. She tells them she is here to fight in the arena, and they escort them to the local arena. Here they wait for around and hour and then Juri;s time in the arena is up. She is paired with a powerful ogre champion.


Ogre champion:
HP 41
AC 2
Damage – 2d12
ThACO 10.

It needs a 19 or 20 to smash.


Battle begins!

Round 1 - Juri loses init, is missed, and then… connects with both weapons for 14 and 11.

Round 2 – They lose init. She is missed again. Then she connects and slays it in two rounds.


She wins 100 gold in cash and is offered an assignment in the special assault that will be happening later. She accepts. They head back, this time taking a branching route.
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Old 05-02-2020, 10:21 PM   #33
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They explore a bit and find a prayer room, and this is the only place they have not been yet down here. It must be here. Intaria casts Friends and Tongues and tries to talk her way in, but she cannot. She even tries Charm Person, and it works. They are friends. But nothing will happen because of it. No one is allowed through here, not even a priestess.


They turn to leave, and glace at each other. Juri;s spear stabs one in the chest and Intaria’s dagger another’s face although she missed the eye. They have to get through that door. The orc cries out a warning,but is silenced in seconds. But it was heard. A shout answering is heard from inside the door. They head into the room after kicking down the door. Here is what is in there:

2 Orc priests over the Silver Key
1 human mage over the Silver Key
10 orcs

COMBAT!

Round 1 - Initiative - They win init. Intaria launches a Skulltrap at the Priests and mage as those are the key target that must be smashed. It deals…27 damage! That’s a lot of damage in that 6d6! It smashes the mage dead, and one priest dies the other made it’s save but is badly wounded. Juri’s spear kills two forces. Juri takes one hit and the priest heals himself.

48/51

Round 2 – Those lose init. Juri takes a Spiritual Hammer from the priest for 14 damage but is missed. One orc killed. Intaria’s Blastbones deals 4 to Juri and kills two orcs.

30/51

Round 3- They lose init again. The priest Silences Intaria and she cannot cast any spells. She grabs her staff and misses. Juri kills one more orc.

Round 4 – They lose init again. The priest tries Hold Person, but one has free action and the other makes her save. Easily. They hit Juri for 4 damage. Juri kills two; Intaria misses.

Round 5 – They again lose init. The Priest swings with is mace and misss. They miss. Intaria hits for 3 damage and Juri slays that orc and kills another unwounded one.

Round 6 – They win init. Juri hits the prist twice and slays him.

Battle over!
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Old 05-03-2020, 09:23 AM   #34
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They search and this mage was the same one the Lord General Traitor was speaking with. He looks Alphatian in nature. He has a tattoo sigil of the old capital Sudsvale, has the look, and has notes written in that style of writing on him. Are New Alphatia bankrolling these folks too? It would fit as the Silver Key would enable a long range assault anywhere on the plane!


They hear some more orcs charging down the corridor and at least 20 more are coming in. The jig is up.
They found a Potion of Healing and a +1 Dagger.

They grab the Silver Key and teleport back home after following the directions of Otasura. They find him at the court waiting their return and give him the Key. He returns them to their human forms. They each collect 10k in experience.

That’ll be enough for them each to level up to level 6.
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Old 05-03-2020, 11:09 AM   #35
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A week passes and Juri and Intaria have been talking. They want to end the threat that this area has held for their nation for a while. They also want to send a message to the person that has been interfering with them in two separate corners on the western flank of their kingdom.

Here is the goal:

1. Rally the 15k Home Guard
2. Cast Worldwake spell by the Magist to a spot a half day march away from Krimba-Hai.
3. It’ll stay open for a day.
4. March the army across the gate.
5. March on the city. Take it out.

In three days they are ready to head out.

They Worldwake and march over.

They march for the city and they have plenty of time to Marshall defenses.

Battle:

The Home Guard 105 BR, 15k


Krimba Hai, 3k, 90 BR

Now bonuses:

Krimba are defending and on their land - +20 for them

We have the Banner of Victory, +10 for us.

Result?

+5 BR.

I toss a 21. Attacker loses 30% to defender’s 10%. We keep going and…46. We each lose 20% and….73. We lose 10% to ther 30%....and….100, we break them.

We win the battle.

Losses:

We had 15k troops, we lost 4008 troops permanently. We will need to replace them. We sack the orc city and then burn it to the ground and leave a few days later via Worldwake back. Hopefully the message was sent. It’ll take a year to restock our army.


Now the biggest issue? According to Juri, the title of Krimba Hai mans “Outpost Eight” in the orcish language, meaning there are seven others Krimba (at least) out there as well as the main city for which Krimba was an outpost!

This may not be the last time the great uncontrolled area is under control.



End of The Silver Key

I enjoyed that module. It was fighting light and that was cool. I hope you enjoyed the world building and such in it as well!
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Old 05-03-2020, 02:34 PM   #36
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Intaria today:


Intaria, 6th level Path Mage (Fivefold Mage), Diplomat, Queen of the Kingdom of the Mighty

Lawful Neutral
Human

Str: 12
Dex: 17
Con: 12
Wis: 16
Int: 18
Cha: 17

Hit Points: 22
THACO: 18
AC: -7
Age 22, Body 22

XP: 40,000


I changed my AC from a higher Dex.

Note that Intaria’s gained a 3rd level spell. She will learn Nefti’s Spell Recall and lose a spell slot so she can have more flexible control of her spells just as she does with her 1st and 2nd level spells, and can cast any two 3rds from Dispel Magic to Vampiric Touch as needed, although the rule of not casting a spell more than once per day on this plane still applies.


Juri in a few months:

Juri, Myrmidon, 6th level Fighter, 2nd in Line for Queen

Lawful Neutral
Human

Str: 19
Dex: 18
Con: 18
Wis: 12
Int: 11
Cha: 16

To hit bonus (+11 with Nykthos)
To damage bonus (+16 with Nykthos)

Hit Points: 64
THACO: 15 (4 with bonuses listed above)
AC: -15
Age 20, Body 20

XP: 40,000


Juri’s HP rose with her CON raise, and her str is now 19 and she removes her Gauntlets.
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Old 05-04-2020, 11:22 AM   #37
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Year 33, Month 8 –

Intaria orders the building of a temple to Randall. He was an immortal seeker who helped out in Evenarrow against the counter attack by Alphaks and his skycastle. He has been an immortal now for more than 10 years. Given he was here, a temple is ordered and should be here late next year or early Year 35.


Year 33, Month 9 –

They celebrate the Ascendance of Alzar. Construction continues on the temple for Randal.

Begin AC10 again.

Trouble In Tall Stone Pass

During the open time, an envoy from Saffir is welcomed. He tells the story of not being able to make it home. The mountain pass that secures the way home has been taken over by a family of stone giant and they won’t let anyone pass without them paying an exorbitant toll.

Intaria grabs her crystal ball and scries the area. Yeah, they are definitely not letting anyone get through without payment. They are teleported over by the court Magist and then they head over to the stone giants.

This is very uncharacteristic for stone giants. There are two passes through the mountains and the Ljallenvals and this is the faster one and the one most commonly used that the city of saffir sits on. There is a family of stone giants, and magic proves they are stones. Normally they are content to keep to themselves
As the sisters approach, they demand a toll. When asked why they say that it’s traditional for leaders to pay tolls, and they have no desire ot hurt people. The toll Is 100 gp per person = very steep. She identitifes herself as the ruler of the realm and orders them to stop, but they do not oey. Instead they grab stones to toss. She tries to talk them out, but they will not stop nor will they let her pass


Battle begins. There are three adults and two children here for this battle.


Round 1 – They win init. Skulltrap hits for 19 damage and…a few saves. One child is badly wounded. Juri’s spear hits the biggest adult for 36 damage. They hit Intaria for 12 damage.


Round 2 – They win init. Intaria Vampiric Touchs a badly wounded adult, heals, and kills it. Juri slays the biggest adult. With two dead in two rounds they flee. Intaria allows them to grab their things on the way out.


They have nothing of value here. End of Trouble. I give them each 5k in XP.
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Old 05-04-2020, 11:53 AM   #38
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Year 33, Month 10 –


Jarl and Juri head out and handle a minor cave of ogres in the area. They will head out occasionally for smaller issues that arrive.

One of the major things Alzar and later Vix did was to tame the Ljallenvals mountain chain next door to peninsula that includes Evenarrow. From taking out the Frost Lich in the ice caves to hitting the local giants, dragons, and more that help out as well as modules that focused on local baddies and major hiding holes, that was the border of the area for a long time. Today that border is more on the west border which is harder to get to, and bigger.

There is about to be a new boundary and border that needs to be tamed...
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Old 05-04-2020, 04:02 PM   #39
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Against the Sahuagin

This next mini-series is about the Kingdom’s attempts to defeat a recent entry into the region.

The Sahuagin:






In preparation for this series we are looking at these three books:

Of Ships and the Sea



Includes rules on underwater combat, ships, includes a lot of info about the Ships and the Sea.

The Sea Devils



This is the Monstrous Compendium series in the mid-90s that also added a full book expansion on Beholders and Mind Flayers. We’ve run at least one module in that series of supporting campaigns, and now we are doing this trilogy as well. I want to add the aspects of the Sea Devils, the Sahuagin, into the encounters from them elsewhere.

I really liked the idea of adding a water-based front to the issues of our nascent nation would be helpful and relevant. Enjoy!

The Sea People



This is actually set in the world of Mystara which awe are in, and like the awesome Sky Ballista, has a few underwater adventures as well as a rule and guide book.

Ready? Let’s do it to it!
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Old 05-05-2020, 08:20 PM   #40
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Begin U2, the Danger at Dunwater





This is the second in a series of lower level adventures. U1 the first in the series was beloved for it’s introduction of a sleepy town called Saltmarsh with a haunted house that is creepy and keeping people from that area. However in reality that haunted mansion is actually the base of a ship of pirates who pretend to play into the haunted aspect to keep their base unseen, which the part will find out. Alzar went there and captured their vessel the Sea Ghost which lead to him heading out to the Isle of Dread campaign.

I have never done U2 and U3, but they fit here as a way to flesh out the story. Welcome! I enjoy the fact that when played correctly, there is no combat here at all. There are a few of these in early D&D like Beyond the Crystal Cave. I enjoy that there is world building, and this combat-free (possibly, depends on the path of PCs) is available to help folks out.




Dunwater is a sleepy agricultural port on the Great Sea. It’s the main trading hub for the local farmers and loggers and other folks. Other than upgraded food, like a millers, there are no advanced products being made here. Local logs are not being cut and then turned into furniture or paper, and such. Other than taking local grains and flouring them and turning them into breads, as well as processing meat from local animals, there are not any major industry here.


Dunwater is around 2,000 in size, and a decent size for a city, but it’s trading partners aren’t big or many. The farthest city that trades with it is Evenarrow which is around 350 miles away. There are other bigger trading hubs on the Great Sea. The main ones are Alpha (capital of Norwold), Evenarrow, (capital of Kingdom of the Mighty) Nimbleville and Port Hinty in Leeha, among others.


Dunwater is ruled by a local council elected to run the city. Each trade has a representative on the council and elects their representative, from merchants to farmers to loggers.
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Old 05-05-2020, 09:32 PM   #41
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One of the local ruling council has arrived at the open time that Alzar established to petition himself each day that Intaria is following. They are petitioning Intaria for her intervention in a serious problem that has recently arisen.


To their west about 15 miles away is a big swampish area that goes on for miles. In there is an ancient fort that went undisturbed for generations. Nothing had moved in there. Nothing was a problem. The swamp is dangerous and they don’t tend to go there. A few people might penetrate the first mile or two of the swamp for valuable resources from the foraging like mushrooms that won’t grow anywhere else but no one goes any deeper than that as it’s very dangerous.


However, a trading Aquatic Elf Hama from a nearby aquatic elf village found it no longer uninhabited on his recent journey to Dunwater. It appears that a large group of Lizard Men have moved in. Intaria and Juri and the rep are mass teleported over with the Magist to the council chamber of Dunwater, and here move a few buildings to find Hama.


After speaking with Hama, it appears that there are hundreds of lizard men there as well as massively girding for war against someone. Intaria grabs her crystal ball and finds the ancient fort. It’s about 15 miles away and on the boundary of the Great Sea so you could ship over. It is teeming with Lizard Men who are making armor, weapons, and more en masse. The fort itself is very well defended, and they look to have been here for a few months at least, as it is bristling with armaments.


The council here at Dunwater is worried that the Lizard Men are preparing for war with them. However, (Intaria made her INT check) Intaria remembers Lizard Men well enough to know that there are two types of Lizard Men. Base Lizard Men are neutral. They tend to keep to themselves, their rulers tend token to themselves as well. They eat everything from bugs to snakes to animals they capture. They prefer nutrient rich meats, nuts, shellfish, fish, and more from the swamps they love. They can eat anything and will eat plants and mushrooms and such to supplement their meals, but they prefer meats of various types. And they keep to themselves, and can be trusted to do so without attacking caravans, looting, or anything else evil.


However, some tribes have Lizard Kings, a subspecies of Lizardmen that is much more powerful and will drive the tribe to war. They are dictatorial, evil minded, and powerful. Here’s the question – who is leading this tribe? A normal lizard man? They are probably trustable. A lizard king? They could very well be girding for war against the locals.


If they were led by a King, then killing the King should stop the problem.


Intaria and Juri head over to the fort, and are joined by Hama who can show them around . They rent a local boat and a fisherman delivers them to the fort about an hour later. They disembark and head over to the fort.
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Old 05-06-2020, 01:15 PM   #42
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They are challenged by four guards in a halting Pandius Prime who demand they stop and turn around and head away. Not attacked. Intaria introduces herself as the Queen of the nation and asks to speak with the leader of the tribe. (Her diplomat bonus works for this conversation)


One of the guards heads back in to deliver the message while the other three wait. About thirty minutes unfolds. Then he returns with an escort of 10 lizardmen. They enter the fort.

The fort was built by non-humans living here in the swamp. It’s incredibly well detailed and seems to have been shorter than human hand, it was designed for a foot shorter people, but not by dwarves or anyone else. The fort has multiple barracks that are seen with many Lizardman here, countless and unfurling themselves.


After arriving at the throne room, there is an unusual number of lizardman here as well as envoys from the Mermen, and Locathah, A Koalinth is leaving the throne room.


Merfolk




Koalinth





Locathah:



The Lizardman appears to be a normal one, not a King. The ruler welcomes Intaria and her two guests. He usage of Pandius Prime is even worse than his guards. Intaria casts Tongues and uses his native language.
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Old 05-06-2020, 09:10 PM   #43
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He tells of the issues they recently faced. They has a nearby underwater home that was perfect for them, but a recent attack by the vile Sahuagin drove them out. They and their shark pets took over the nearby area and took over and drove out the Lizard Men. They have fled here to prepare to retake their underwater depot. They also have created an alliance with the MerMen and Locathah that were also driven from their homes by the recent Sahuagin advance. They were trying to ally with the Koalinth but that one refused to help they are pulling out and relocating. Hama offers an alliance with his people, the Aquatic Elves. They have also been attacked by the Sahuagin and would join any alliance to drive them out. Hama will head to his people to work out the details.

Both Locathah and Mermen are also neutral and tend to keep to themselves as well.

The Merman ambassador (Merman on this plane call themselves Merrow, we will be using that term moving forward) tells of the issues they had. They are nomadic, but the Sahuagin struck and killed and captured many of their herd of people here in the Great Bay. More than 40 were killed and captured


The Locathah, fish people, also tell their story. They have a few homes here in the Great Bay, and are often frequent targets of the Sahuagin who like the taste of their flesh in particular. They also regularly raid to capture Locathah to serve as slaves and sacrifices. They had been safe here for generations but no longer.


Meanwhile, Intaria offers her support as well. The Great Bay is her land as well. Whether above the seas or under, they are hers and she will do what she can to help out.


Previously, these nasty underwater creatures had not penetrated the Great Bay. The further they had been were in southern Norwold. They have clearly been in the Great Bay now long enough to create quite a fuss among the other races.


War against the Sahuagin is about to begin….

I give them each 5k XP for a combat free resolution.

End of U2.
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Old 05-06-2020, 09:42 PM   #44
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In U2 there are a few ways that it could go. I enjoy the initial idea of lizard men that have set up an old fort for unknown reasons. They party may go in in attack mode clear them out and attack and clear out the fort one room at a time and then find out the truth and go into a “damage control” mode. Or you can go in peacefully and figure out what is happening and bring everyone in. I think the module will play better with the “attack them all” style of party as it will give them consequences as you are not attacked initially by them but told to leave, but then they will stiffen. I enjoy that sort of consequence building for groups that attack first and ask questions later.

Now here’s the thing. I don’t have U3. I ordered it, and I am waiting for it to arrive. In the meantime, I will rule that people are getting ready for an attack against the Sahuagin, martialing the alliance, bringing in the aquatic elves, and more!

They are practicing underwater combat as well as creating an underwater strike team that can help the alliance. They each wear a Necklace of Adaptation which keeps them immune from gases, breathing effects, and gives them each the ability to breathe underwater. That won’t keep them safe from the slow water. Juri wears a Ring of Free Action that will also allow her to attack and move in water feely. They can both swim, but they will be in underwater swimming.

In underwater combat, only piercing weapons do normal damage. Nykthos for Juri is great! But Intaria will use her dagger if needed, and they outfit their squad and train underwater to get ready for fighting.
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Old 05-06-2020, 11:59 PM   #45
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Year 33, Month 11 –

Two ships in the Great Bay report being raided by Sahuagin. The preparations for underwater combat against the shark loving creatures are underway.


Year 33, Month 12 –


Likely due to the arrival of winter, no new attacks by the Sahuagin have been reported.

However…


Beginning of The Murky Deep


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Old 05-07-2020, 11:33 PM   #46
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During the first few days of the month, someone approaches with an appeal for Aid. This is a local from Raider’s Point, on the southern peninsula of the Kingdom. They were given a Spellcache Ring to teleport here from the Sheriff after giving their story, which was used up in the transition.


They are talking to Augustia , the head cleric of a small local temple of knowledge dedicated to Ssu-Ma who has grown locally here after being one of the patrons of Alzar’s quest for Immortality. This temple has recently taken up in the central port and town there. She tells them what has happened and gives the full back story.

A couple hundred years ago there was a nearby town on Raider’s Point named Carsall that was basically their era’s version of Evenarrrow. They were wealthy and growing, and had a unique form of architecture here in the northern part of the world and a style of art, not uncommon to the city of Oceansend. It was independent.

It initially was valuable due to its servitude of the Protius, sometimes called the Old Man of the Sea, who is one of the key sea immortals here on the plane:

Protius

(AHTI, MANADYN, MANWARA, NITHYS, FATHER OCEAN, THE SPUMING NOOGA, OLD MAN OF THE SEA)
Sovereign of the Oceans and Water, Patron of Sailors, Protector of Marine Fauna
Level, Alignment, Sphere: 29th (Eternal), N, Time
Symbol: a blue trident
Portfolio: oceans and marine creatures, water, unpredictability, travel
Worshipped in: Alphatia, Bellissaria, Cathos, Cestia, Davania (Thyatian Hinterlands, Izonda, Meghala Kimata), Isle of Dawn (Caerdwicca, Dunadale, Helskir, East Portage, West Portage, Redstone, Trikelios, Westrourke), Pearl Islands, Hollow World (Anathy, Antalians, Milenians, Nithians, Merry Pirate Seas, Traldar), Known World (Darokin, Ierendi, Minrothad, Northern Reaches, Thyatis), Norwold (Autuusmaa, Landfall, Oceansend), Qeodhar, Skothar (Minaea, Zyxl), Undersea, Thanegioth
Appearance: the race of Protius’s manifestation form varies based on each type of follower that worships him, but all (either human, or triton, or merrow, etc.) share certain characteristics. Always with the traits of a male individual of advanced age, with beard, moustache and hair made from greenish algae, with a nude body or enveloped by algae that constantly drips salt water and a trident held in his fist. His face is mercurial: at one time he is calm and seraphic, then suddenly he is happy, only to get angry the moment after, passing to alternate stages of reflection or determined by his fixed expression.
His other manifestation forms are a great dolphin of remarkable intelligence and gigantic whale.
History: Protius is one of those Immortals of the so-called First Generation, so ancient that there is no record of his mortal form, even if he ever had been one*. He has always been associated with the water and the immensity of the sea as well as to its awful force, because of his disinterest for the fights of power and of his lack of ambition remains always at the margins of the living Immortals, content with his place in the hierarchal scale until the point he looked with favour on the rise of the younger Khoronus to Supreme Hierarch of Time. Presently Protius is worshipped all over the world by those cultures that have to deal with seas and rivers, and was often shown as the Old Man of the Sea, to prove that his true race is unidentified, and each marine culture considers him as a member of their own species. By the sub aquatic creatures he is known as Manwara, and every one of the more important races attribute to him a different role in their own pantheon. Manwara for the elves is the Guardian of Time and the Harbinger of Change. For the kna he is the patron of the diversity of sub-aquatic life, creator of the aquatic races and the kna, to which he has given the wisdom for earning the talents of all the other races. For the kopru Manwara is the patron of diversity and chaos, of warmth and of cold, and he is considered important because Manwara who has given them the ability to withstand the cold water and ice and for watching the sources of heat and volcanoes; Manwara commands the other races and to the same way the kopru, that possessing the domination, are his darling children because they can command others. For the merrow Manwara is the Creator of all the Oceans and Father of Life, present in each single drop of water, those that have given to all the aquatic creatures the freedom of movement in the sea that is without borders, and anyone use the riches of the sea for enjoying life and to bring stability by his will. For the tritons he is the Creator of the Sea and Magic, as well as depositary of the mysteries of life, and has chosen to give to the tritons, the wisest among the sub aquatic peoples, the magic knowledge necessary for commanding the aquatic elements. Finally, for the shark-kin Manwara has created the sea as their hunting lands, and in exchange they must go regularly onto the mainland for controlling the land dwellers, preventing them from dominating in the kingdom of Manwara, and seek information by reporting them.
Personality: For millions of years Protius has embodied the sea in all its aspects: beauty, abundance, unpredictability, danger, immensity, wealthy and mystery. During the evolution of the species, he has always presided and watched over the oceans; causing storms and calming the oceans to his will for making the mortals understand only one thing: that he is the uncontested lord of the waters of Mystara, and it is effectively the only thing that matters to him. Protius is a loner and doesn’t particularly love the human or humanoid races, even if he doesn’t detest them: he is simply not interested in their destiny. Normally he receives the prayers of sailors and fishermen, and he takes the freedom of listening or ignoring them based only on his whims. What he really appreciates and for which he has interest are only the sub aquatic races, animals (including those intelligent) and plants, even if he can be persuaded to help any human or demihuman of land if he performs particularly generous acts towards the sea and the marine beings that Protius protects.
Patron: Khoronus
Allies: Al-Kalim, Water Elemaster
Enemies: Saasskas, rivalry with Calitha
Alignment of followers: Neutral or Chaotic
Favoured weapon: trident (allowed all bludgeoning weapons, harpoon, net and short spear)
Clerics’ skills and powers: can breathe underwater (or breathe air if the cleric is of a sub aquatic race) permanently (the ability is innate and cannot be dispelled) and can swim at the same rate as he can walk on the ground, +2 bonus to navigation and sailing (not free)
Domains: Time, Water, Animal, Travel, Sea
Preferred weapon: trident
Source: HW, DotE, WotI, GAZ2, HWR3
*This supplement uses the first written version for the history of Protius from the Hollow World manual. The later version written by Aaron Allston in Wrath of the Immortals, considered reductive for the figure of Protius, can be resolved in this way: Protius was in life the most intelligent specimen of a race of mammals similar to seals living millennia before the appearance of the human species. Being capable of mastering the arcane magic, he succeeded to discover the secrets for travelling in time, and he is projected into the future of his world… arriving in the past of Mystara! Here Khoronus contacted him and followed his journey, helping him to become an Immortal, after which he remained behind in his time.


His clerics:

Immortal Served: Protius
Other Names: The Old Man of the Sea; Manwara; The Spuming Nooga
Status: Eternal of Time
Holy Symbol: The trident
Alignment: Neutral
Interests: Seas and oceans
Domains: Air, Ocean, Storm, Water
Favored Weapon: Trident (also net)
This Immortal represents the sea in all its aspects--treacherous, beautiful, bountiful, and terrifying. He does not just take command of the sea. This ancient and primordial entity is the sea. Indeed, of all the many Immortals of Mystara, Protius is one of a small handful who have been around for millennia.
Protius is not a particular admirer of humans or humans-like races. He doesn't dislike them; he just does not care if they care whether they succeed or fail, live or die. Many sailors are devout followers of Protius, tossing coins of copper, silver and gold overboard either in gratitude for a successful voyage or as a wise precaution prior to setting sail. Sometimes Protius heeds these prayers; often he does not.
He is well liked in Ylaruam as the patron of Al-Kalin. Tradition holds that he was also the patron of Sinbad. Indeed, it would seem that he tests his most devout followers by challenging them with wave after wave of hardship. Those who endure become heroes whose legends endure the passage of time and tide.
In the Northern Reaches area, especially in Vestland, Protius is known as the Spuming Nooga; is symbol there is a spuming or spouting whale. Among the sea-dwelling peoples – such as mermen, tritons, nixies, etc – he is called Manwara.
Rival (upstart) Immortal of the Sea Calitha Starbrow and Protius have very different interests and have come into conflict in the past. According the clerics of Calitha Starbrow, “Protius is a wild thing who cares not for the careful preservation for the seas and sea life.”
Clerics of Protius can be of any alignment. In this regard, they reflect the unpredictable nature of their Immortal. The mortal servants of Protius receive a number of blessings for their service. These include the following.
Armor
Clerics of Protius can wear any kind of armor; however, they may not use as a shield as this item is useless in underwater combat.
Weapons
In addition to the normal weapons allowed to all other clerics; clerics of Protius may wield a trident. This is the favored weapon of Protius. Additionally, many clerics of Protius make extensive use of nets.
Adroit Swimmers
Clerics of Protius have a swimming movement rate equal to their movement on land and cannot drown unless they are tied or unconscious. All other characters swim at 1/5 their outdoor running rate. This reduced rate is reduced all the way down to a third when the character submerges (Rules Cyclopedia pg. 89).
Skilled Underwater Combatants
Clerics of Protius have trained extensively in underwater combat and do not suffer the basic penalty of -4 to attack rolls that other characters suffer when fighting underwater (Rules Cyclopedia pg. 115).


And there you have the background of Protius.
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Old 05-08-2020, 08:28 PM   #47
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Augustia continues. She tells of the heavy blessing from Protius that came as the central temple here for Protius for the northern area was in Carsell. The entire city was blessed and they gave homage to their deity that ruled them. However, after a century, it’s success led to them becoming jaded. Other than the temple of priests proper and a few adherents, the city turned. Then the rulers forced the temple to give up the magical items of power that has been used in the service of Protius. This was the last straw, and the immortal struck quickly. A great Tidal wave crashed into the city, the entire place was destroyed and fell into the sea here at Raider’s Point. The priests and loyal followers were turned into Tritons who still guard the temple, which is the probably the only part still around. Protius would have had no real desire to save the entire city.


During the years since many treasure seekers and salvagers searched the ruins and former city and found nothing, which was consistent with that conjecture. And then a few weeks ago, Leean arrived at the their Temple of Ssu-ma bearing an unusual package. He thought that it might have been from Carsell. He was a fisherman and caught some of these things in his net. They included a cabinet, some jars, and more. They were incredibly unusual. He wanted to confirm they were from Carsall, and after we did some investigating they matched the designs of the time, with sigils of the city and Protius on the cabinet. After opening up the cabinet, some notes in there showed that it used to be the resting place of the magical items of the temple that were used in the service of Protius there.

Leean and two of our clerics set off to the same place he was fishing to check it out. It’s about a half day away from us, and it was over the same place that Carsell used to be on the maps. However, it’s a bene a week and a day. They were supposed to only take three days exploring, plus a half day there and back again, they should have returned a few days prior.


As this is the first missing boat after the Sahuagin raids began, Intaria wants to investigate it personally. Augustia provides a map of the area she expects them to be. Because it’s hard to teleport to the sea and this area without a platform from which to explore, they will sail there in a naval vessel from the Navy of the Mighty. They will set sail in ships in a few hours to the location.


They head out!
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Old 05-08-2020, 10:20 PM   #48
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Halfway there they encounter a giant squid that attacks looking for prey to snatch away.


Giant Squid – Hp 77, THACO – 8, 8 attacks of 1d8 each, AC 3, 9k XP.


Round 1 – They win init 3 to 5. Juri tosses Nykthos at the body in the water as it’s tentacles attack the boat. She hits for her max damage of 22. The spear reappears in her hand and can be recast next turn. A Melf’s Acid Arrow splashes it’s body Intaria for 5 damage this turn. It attacks Juri that’s on the side of the boat and in reach. One crit hit for 10 damage.

Squid – 50/77
Juri – 54/64


Round 2 – They lose init. 8 tentacles slip out and one this Juri again, this time for minimum damage of 2. It takes 4 from the Acid Arrow, it is hit for 20 damage, and then a Skulltrap deals 7d6 of damage I toss a 27, and it fails it’s save and dies.


End of combat.


They will heal with regen on the way over. Skulltrap and Acid Arrow used.
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Old 05-09-2020, 08:19 AM   #49
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They arrive at their destination on the map around night time, and the captain drops anchor. They decide to rest tonight and explore in the morning when they have the light of the sun to help.


That night there is an attack on the vessel.




10 Sahuagin attack! They are coming at the ship from all directions and spells cannot be used against more than one.

Sahuagin – AC5, Hp 15, THACO 16, Five attacks for 1d4, 1d4, 1d4, and 1d2 and 1d2, 175 Xp each.

They arrive and board and are on the boat.


Turn 1 – They lose init. Three are around Juri and four around Intaria. The rest are attacking sailors on the vessel. Juri is attacked 15 times, and they miss (They need a 20 to hit). They need a 20 to hit Intaria, but they crack her twice (on random.org for fast simming) for 8 total damage. Two sailors are killed. Juri hits twice and slays two on her. Intaria casts Vampiric Touch and drains the damage she took from an enemy and hit it for 10 damage.


Turn 2 – They lose init. Juri takes 4, an Intaria another hit for 6. Juri slays the one on her and runs over to Intaria. Intaria casts Chill Touch and slays the wounded Sahuagin. Another sailor dies.

Intaria – 16/22


Turn 3 – They win init. Juri kills two on Intaria and she uses and misses with her quarterstaff on the Sahuagin. It attacks Intaria and misses, and the other Sahuagin kill one sailor each. 6 have died.


Turn 4 – They lose init. It misses Intaria, two sailors die. Juri slays this one nad moves to the sailors to help. Intaria casts Continual Light to blind a Sahuagin. After she dies, the entire group of Sahuagin cry out in pain and will be blinded for a round.

Turn 5 – They auto win init. Juri slays two blinded Sahuagin and the sailors the other one.

Sahuagin are weak to light effects! Good to know.


They give solemn prayers to the sailors that die, and then bury them here at sea in a service. The rest of the evening passes quietly and Intaria re-memorizes her spells.


Intaria swaps her Ring of Greater Sustenance for one of Free Action. They head down into the water and swim slowly and carefully down.
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Old 05-09-2020, 09:54 AM   #50
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Let’s quote the book:

“The temple is inside a large cavern (placed there by Protius) to protect it). The entrance is now shrouded with kelp and can only be seen with a successful search. There is only a 10% chance per hour spent searching to find it. Contrary to the logbook, the temple is inhabited by 25 normal Sahuagin led by a chieftain and three lieutenants. He, in turn, is commanded by a 5th-level priestess and her three 3rd-level lesser clerics. There are two ex-tra sharks with them as well as the cleric's companion sharks. All Sahuagin encountered in the temple should be subtracted from these totals.


All Sahuagin encountered in the temple will fight to the death unless they see the priestess slain. She is a fanatic, and they all fear her more than anything the party could possibly do to them. “


After swimming for an hour and a half, they find the temple. It sits on a shelf in a kelp bed. It sits in the middle of a bunch of rubble on three sides which is likely lost Carsall. Unlike the rest of the place, the temple is undamaged and sealed, and as they swim around, there are no entrances on the top or side of the building.

The building’s architecture is one-of-a-kind and has great huge arches that seem bigger then an arch would normally allow, perhaps helped magically.
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