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Old 05-15-2010, 05:48 PM   #351
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
They leave and have finished a circuit of the outer walls of the garden, except for the dryad woods, which they avoid. They head north to the meadow, along a path that leads down from this bank.

They continue into a meadow with beautiful flowers and buzzing insects and birds. The path is nice and wide. They see some Centaurs from a distance, watching, them, but they continue and leave behind their area. They skirt the lake, and decide to check it out.

The gravel bottom of the lake slopes gently away and appears to be crystal clear and beautiful. There are more brightly coloured fish and from this angel, they can make out a small building just under the surface of the water. Alzar is able to move about freely and breathe underwater, so he swims the 150 feet there, and heads underwater to check it out.

As he does, he encounters a family of giant otters who try to play with him, and are surprised by his ability to swim and move freely underwater. He makes a whirl with his staff and sends a few small water jetties at the children and they look like having fun, and move away.

There is a landing platform at the base and it appears to be three levels high. In fact, the giant otters lair here in the open space on the third floor, and they come up and play again as Alzar swings by. The ground level is flooded, and there are stairs up. There are holes from the lake. A quick search finds a concealed door, and behind it, an armory. There is watertight seal on the door. Inside are the following:

Short Composite Bow
6 arrows
Dagger
Hollow Metal Tube with two scrolls and two wands inside.
A small wooden box with holds three vials with a potion in each
Two rings

Alzar tries to identify them.

The bow is +1 and that’s all he can identify right now. He puts it all in his Bag of Holding. He leaves and comes back out into the flooded chamber and goes up the stairs to the next level. This is dry, and has the otters lairs. He nods to them, and plays with them a bit, and them goes up stairs to the top floor, and finds nothing here but furniture, even after a search he goes back down, again plays with an otter or two, and then leaves and heads back out. He rejoins Aleigha and Estaish and they continue to move.
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Old 05-15-2010, 06:09 PM   #352
Abe Sargent
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They enter another meadow as they move towards the three structures on the east side of the lake. As they reach the road, they suddenly hear a galloping sound from two of the walled areas and out gallop two unicorns at full speed at the party, with horn lowered to attack. They are surprised, and both get a free charge attack in. One completely misses, and the other nails Alzar for 15 damage.

36/51

The next round has arrived. One hits for 4 on Alzar. All three with weapons miss. The other unicorn misses as well.

32/51

Alzar thumps a unicorn for 5 damage. Estaish adds 4. One nails Alzar for 5.

27/51

They attack and Alzar is critted for 8/

19/51

He casts Vampiric Touch on one and deals 9. Aleigha kills the damaged one after hitting for 9 damage.

28/51

Alzar nails with the staff for 6. The unicorn left misses as well. Alzar adds 5, Estiash 4. The uni hits for 8.

20/51

They kill it off. Alzar cuts off their horns again, tosses them into his bag of holding, and finds two pearl encrusted collars, each worth 3000 gold. Aleigha is not happy with these killings either, but at least this time they attacked first, and clearly out of the blue.

XP – 425 each
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Old 05-15-2010, 06:32 PM   #353
Abe Sargent
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They head north into an enclosure, and this appears to be just a wall around a yellow rose arbor. It smells nicely, but nothing is found. They move south to another similar arbor, for red roses. Again, pretty and nothing else.

The final place is a large enclosure with a maze in it. They go in and move left from the passage, then can go left or forward. They go forward to circle around and stay close to the middle, and the path 180s and 180s and they are in the middle.

In is a sun dial in the middle. There are four impressions in the shape of garden plants that can be placed in them. Alzar makes an INT check and realize they need to find the plants, and return here with them and put them in the right place. One is clearly an oak tree leaf, and another is clearly a shamrock and a third is clearly mistletoe. Aleigha identifies the last as the leaf from a dog-rose.

They leave. It’s a quick walk to the area where the Green Man resides and a leaf from a dog rose taken from his door area. They go back to where they fought the tree spirits and find oak and mistletoe here. They haven’t seen shamrocks since they arrived, so they walk back to the leprechauns area, and grab a shamrock.

They get back and place all of the right items in the right places, and everyone is teleported to a new location.
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Old 05-15-2010, 07:00 PM   #354
Abe Sargent
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This palace was once where the maze is now, but after his love died, the mage teleported it to a secret location, and placed the maze where it is. The impish people cannot fly in here either. This is a gatehouse and they are inside the gatehouse to a fancy palace. They cannot go out, just forward into a large garden. There is also a pool, and the palace can be seen with many spires and beautiful colors undamaged by age. There is a sundial here, and Alzar looks at it, and presumes it will teleport them back to the other one, if they need it out.

There is a walled garden they move into, with a pool with silver and gold fish, and a circular tower in each corner of it, and stairs leading up to double doors. They head to the towers and each one has nothing in it. They come back and go up the stairs. This is a very opulent porch with silver and marble accentuating the architecture and two columns of tall females on either side.

The words Enter in Peace are across the entranceway, and they open the doors. They will not open until Estaish has sheathed his weapon, but Alzar’s staff is apparently okay. They enter and move into a large entrance hall. There are doors to either side, opulent dressings, and columns flanking a alcove and fountain. At the back is the fountain, and stairs going up. A search finds nothing, so they go right. This room is a large bedchamber with mosaics, and beautiful furniture and more. In here are two men who stand up. They introduce themselves as Hamish and Argus. They came into the garden to rob it, and now are its defenders.

They go back and into the other room, and find another wealthy room , with two more people in it – Julius and Orlandia. They are from the village, and are the couple that went missing, but they said they’ve only been gone a few days. Time must run differently here in the palace. Alzar orders everyone to go and move quickly. The couple is believed by everyone around to be the reincarnation of the old lovers from more than two centuries ago. They are very happy here and never want to leave.
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Old 05-15-2010, 07:27 PM   #355
Abe Sargent
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They head up the stairs. They move quickly though the next floor. It has a gallery with some statues, and two gardens, and quick check shows nothing obvious of value or interest in any of it. They head up to the final floor, and this is the tomb of the old lovers.

This is a hemispherical dome with beautiful and timeless decorations. At the top is a tomb with a saying. Alzar orders the outside searched, and Estaish places his hand on the tomb. He suddenly becomes stronger and more muscle-y. His strength becomes a 16.

He tell Alzar that a lady communicated with him, and told him that she would grant the wishes of his heart in exchange for leaving her and her lover in this tomb in peace, and leaving the palace, and the garden, and going back. Aleigha is granted a wish as well, and she can now control her changing to a werebear. She can change any time, and no longer has to change during moonlight.

Alzar ponders for a bit, and then touches the tomb. He is granted one wish as a gift.


Alzar considers –

1). Immediately given the components and knowledge to make an Iron Golem.
2). Immediately given a Ring of Wizardry, the most powerful generic item he can think of right now
3). Immediately and permanently gain one point of Int
4). Immediately and permanently gain more hit points
5). Immediately and permanently become immune to energy drains

These are the five that pop into his mind. After consideration, he decides to go with the one he thinks would be the least likely to ever happen again.

Alzar’s INT is now 19.

Result – Alzar gains a character point, has a 10% better chance of learning spells not in the path, and is immune to 1st level illusions, like Dancing Lights, Audible Glamer and Phantasmal Force.
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Old 05-15-2010, 08:20 PM   #356
Abe Sargent
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Join Date: Dec 2001
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Alzar leaves the palace and goes to the fire drake cave, has the others gather the right plants, and goes to the palace, drops off the firedrake eggs, and leaves

Now he can come back sometime and get the eggs and raise the drakes if he wants too. Since time goes by much slower there, they should still be unhatched for a few years.


They return to the village after some teleportation from the toadstool ring, and they have been gone 8 days, and people were starting to get worried. They tell the village what happened to the two lovers that left, and how the garden creatures see them as the new lovers, and people are happy to know they are alive, but sad that their friends and family are gone.

They spend a few more days in the village. Alzar starts casting spells to determine what the items are.
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Old 05-15-2010, 08:44 PM   #357
PurdueBrad
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Quote:
Originally Posted by Abe Sargent View Post
Alzar considers –

1). Immediately given the components and knowledge to make an Iron Golem.
2). Immediately given a Ring of Wizardry, the most powerful generic item he can think of right now
3). Immediately and permanently gain one point of Int
4). Immediately and permanently gain more hit points
5). Immediately and permanently become immune to energy drains

These are the five that pop into his mind. After consideration, he decides to go with the one he thinks would be the least likely to ever happen again.

Alzar’s INT is now 19.

Result – Alzar gains a character point, has a 10% better chance of learning spells not in the path, and is immune to 1st level illusions, like Dancing Lights, Audible Glamer and Phantasmal Force.

WOW, from the little that I do know, that is a very tough call. Very cool and good choice Abe.
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Old 05-15-2010, 08:51 PM   #358
Abe Sargent
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Thanks!
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Old 05-15-2010, 08:52 PM   #359
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Gold Found: 56

150 gold gem, 400 gp, 120, 50 and 40
Gold Ring – 30 gp
Uncut stones currently worth 10x2, 15, 20, 25 and 40, and values increased by ten times if properly cut.
Black-Opal Pendant on a gold chain – 1250 gold in a leather pouch
Pearl encrusted collar 3000 gold x2



2 Alicorns

Sword, +1, Neutral Evil, Ego 2, Personality 16, Detect Good


Magic Pile – Jeweled Gold Amulet can be used to Predict Weather spell once a day. +1 Dagger. Shield -1, missile attractor, Scroll of Pro; Undead x2, =1 short composite bow, +2 arrows x6, +2 dagger, Wand of Magic Missiles – 20 charges, Wand of Wonder – 45 charges, Ring of Protection +2, Ring of Pro +1, Pot of Extra Healing x2, Pot of Fire Resist


Total XP Gain: 1025, plus Estaish now gets +10% so he gets an extra 103. Alzar gets 4207 all total.

From the other adventure, U1, they get 700 or 770 for Alzar.

Current XP:


Alzar – 55,937 (Level 6)
Estaish – 11,863 (Level 4)
Aleigha – 16,175 (Level 5) – Now has 34 HP.


The non-magical weapons and armor are added to that secret store on the ship. You never know when you might need extra weapons and armor, or might want to sell extra, and there’s not a lot here. They have basic stuff like clubs and staffs and spears, and leather armor, but nothing that fancy.



After giving the locals one last thanks, the sailors and company move off to the Sea Ghost, and set sail for the Isle of Dread proper, after seeing the loss of the smuggling camp gone.
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Old 05-15-2010, 09:14 PM   #360
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar’s Items:

Alzar’s Stuff:

Gold: 6000

Jewelry and Gems

Crowns: 5000x2 and 50x4, bracelets 600x2, necklace 1500, 700, 50x3;Tiara 200, wristbands 100x4,bracelets 10,000,500, 300; pearl necklaces, 400x2; Gold Medallion, 300; Jeweled Dagger 850, 300;Gold Statues – 2000 gold each; Gold Diamond Bracelet – 750 gold, Platinum and Ruby Pin – 2000, String of matched fire opals , 15000; Gold Medallion with Topaz – 1000 gold; Gold necklace – 60 gpx3; Earrings – 50 gp setx2; Gold bracelet – 75 gp; Gold ring – 75 gp, 50 gp, 30 gp; Pearl encrusted collar 3000 gold x2; Black-Opal Pendant on a gold chain – 1250 gold



Gems: 1000x2, 500x6, 300, 250x2, 200x2, 100x72, 50 x31, 10x10; 4x25, 120x2, 150. 400,

60,000 in jewelry
Silver Serving Set worth 4000 gp
Alabaster box worth 800
ivory box worth maybe 50 gold
2 bolts of fine cloth worth 60 each
a crystal flagon and 4 goblets with 80 total
an inlaid wooden box with ivory handle worth 45
China and Silverware – 600
Jewelry worth 1500 and 1400
2000 gold in a small case of gems
800 gold for a tiny human shaped figurine of onyx
5000 gold worth of Amber
12,000 crown jewels
Golden skull,750 gp; gold apple 150 gp; gold rose 150 gp; small set of five gold discs value 50 gp in total.
Silver bowl, carafe and goblet worth 400 gp as a set
Uncut stones currently worth 10x2, 15, 20, 25 and 40, and values increased by ten times if properly cut.




Books:


Manual of Golems, Flesh
1000 gold worth of texts from Tower in Rahasia
2000 gold worth of Castanamir’s own personal journals.
3 books on golems and repair – 500 gold.
5000 gold in books on summoning and conjuring.
10 alchemy texts, 100 coins heavy, 1000 gold value to a library.
15,000 specialized summoning and conjuring texts
2500 gold Gingwatzim information, and the five books and two manuscripts that show it.
1000 gold, 12 books, info on making portals
3000 necromatic tomes for research
Ye Secret of Ye Philosopher’s Stone – 500 gold
Concerning Mesmerism and Lists of Effects – 50 gold
The Magical Properties of Gemstones - 150
The Magical Properties of Herbs and Flowers - 150
The Metaphysics of Mathematics – 150
Principles of Navigation and Legal Distinction in Letters of Marque – 10 gold each


Items:

Potion of Sweet Water, Diminutionx2, Gaseous Formx2, Poisonx2, Telekinesis, Healingx6, Levitationx2, Spider Climbing, ESP, Animal Control – Horses, Clairvoyance, Fire Resistancex2, Philter of Lovex2, Control Plants, Neutralize Poisonx2, Speed, Cure Disease, Extra Healingx2
Gauntlets of Ogre Power
Bag of Holding, 10000 coins, Bag of Holding, 5000 coins
+1 Scimitar, Short Swordx2, Daggerx4, Mace, Battle Axe, Longswordx2, Two-handed sword, +1 arrows x4, Broadsword, Short Composite Bow
-1 Dagger
+2 Longsword, Throwing Dagger, Bastard Sword, Dagger, Arrowsx6
+1 Plate Armorx2, Plate Mail, Chain Mailx3, Shieldx3
+2 Splint Mail
Ring of Protection +1x4
Ring of Free Action *
Ring of Sustenance *
Wand of Paralyzation 3 charges
Wand of Magic Missiles – 20 charges
Wand of Wonder – 45 charges
Rod of Terror – 8 charges
The Sword of the Rock
Longsword +1, +2 vs Undead, Short Sword +1, +2 vs Scaly Things
Crystal Ball
Necklace of Adaptation
Periapt of Proof Against Poison +2
Rod of Cancellation
Rope of Climbing
Scrolls of: Read Languages, Aganazzar’s Scorcher, Odeen’s Magic Cloud, Levitate, Ray of Fatigue, Tongues, Invisibility, 10’ Radius, Push, Stinking Cloudx2, Haste, Fly, Gust of Wind, Minor Globe of Invulnerability, Fireball, Locate Object, Special Effects, Ice Storm, Wall of Fire
Scrolls of Protection from Acid, Demons, Undeadx3, Magic
Bracers of Defense AC7
Amulet of the Planes (with command words)
Gloves of Fire Resistance (As the ring, but a pair of gloves)
Belt of Flying, 50 charges.
Cleric scroll – sanctuary, fire resistance, cure light x4;Heal, Cure Disease, Dispel Magic
Paperweight, Rary’s Mnemonic Enhancer – 2 charges
Left Boot, Elven
Pair of Boots, Elven
Cloak of Displacement
Staff of Striking 18 charges
Phylactery of Action
Horn of Demon Dismissal – 2 charges
Ear Ring
Broom of Flying
Snake Staff




Total Gold: 58000

Alzar gives 2000 each to his fighters.

Alicornx3
Gold Dragon Skin and Scales



Sword, +1, Neutral Evil, Ego 2, Personality 16, Detect Good

“D’Antoigne” – Long Sword, +2, Int 9, Ego 11, Wil 22 AL N – Detects Magic, Finds Traps and Detects Sloping Passages

The Book of Years, Windscribe, 4 teleport jars, Mead Pitcher, Jeweled Gold Amulet can Predict Weather spell once a day


Chest – 2 spellbooks for enchantment, 9 for evil, and 3 others, all trapped


5000 gold on a workshop/laboratory


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

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




Estaish has: +2 Long Sword, +1 shield, +2 chainmail, +1 Ring pf Protection, Ring of Fire Resist, Pot of Healing: AC0

Aleigha has: Sword of Spartusia, +1 shield, +2 Ring of Protection, Ring of Fire Resist, Pot of Healing

They each have 3.5k in gold


The Sea Ghost and 17680in goods like silk, brandy, soap, seeds, wine, and such. Does not include weapons.
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Old 05-15-2010, 09:41 PM   #361
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Spellbooks:

Damaged Castanamir:

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


Castanamir’s Evil Books:

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

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

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

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


Alchemist SpellBook:

Affect Normal Fires, Find Familiar, Conjure Spell Component, Fools Gold and Animate Dead
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Old 05-15-2010, 09:58 PM   #362
Abe Sargent
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Join Date: Dec 2001
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X1. The Isle of Dread



They arrive at the Isle of Dread:




They have a map of the Isle with just the coast outlined, plus the area where the native villages are located is on the map as well. Alzar orders them to pull into a fishing village named Tangaroa, after the Goddess. This is the place talked about by the captain in his logs and friendly and helpful to him and his crew.
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Old 05-15-2010, 10:22 PM   #363
Abe Sargent
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Here is a Big Map of the Isle of Dread. We currently have a version of this map that just has the coast drawn in. We are at #1, where Tangaroa is located, and right next to the Great Wall.

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Old 05-15-2010, 10:37 PM   #364
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Tangaroa is the largest of the 7 towns that make up this area known as Home to the natives. It is in a clearing at the edge of the jungle, and looming up to the north of it is a 50 foot high wall built of huge stone blocks and it stretches for two miles across the isthmus that connects Home to the main are of the Isle of Dread.

There are 28 large towers along the wall, and a huge 40 foot high gate at the village of Tangaroa. The village guards and controls eh gates and towers, and consider it an honor. There are also skeletons and zombies in guardposts in addition to natives.

The village has been laid out in a basic circle. At each compass point, there are a large number of long houses in a circle, and facing a graveyard. There are roads connecting these, and between each is a section of gardens ,where the farmers farm crops. At the middle is a small mound with a small pyramid on it. There are some tarpits between the wall and Tangaroa. There is a trail that goes south to the other villages on the peninsula. The area here behind the wall is very calm.

The crew and Alzar and company are greeted very warmly by the females here. This is a matriarchal society, and the women are in positions of authority. A group of 10 female and male soldiers, led by a female captain greets them and brings them into the village. They are greeted by the claim elders, Sea Turtle, Elk, Hawk and Tiger clans. They greet Alzar and his company, welcome this, and offer food and drink at the central area, by the 10 foot pyramid. They sit and partake of the local food, while native come in occasionally and introduce themselves and leave.

The clan elders inquire if Alzar has any trade goods. They just recently decided to try trade with the mainland, but their fishing vessels are too small to make the trip. He mentions that they do have some goods in the ship for trade, and they are very happy. He has the captain make the arrangements, and when he asks about the skeletons and zombies working, they tell him they were made by the Zombie Mistress, a local magic user who is held in high esteem because she animates the dead warrior of Tangaroa to continue to fight and work. Alzar smiles and asks to meet her.
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Old 05-15-2010, 10:47 PM   #365
Abe Sargent
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Join Date: Dec 2001
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Trade Route Established - They have 5000 gold, and will pay double what the price is. They purchase:

10 bolts of silk – 2000 gold
10 casks of brandy – 1000 gold
The foodstuffs, seeds, tools and trade goods Alzar purchased – 2000 gold

5000 made from 2500 value of items. Alzar tells the captain to add a wine cask to the order as well, and he does.

Alzar is led to the Zombie Mistress, where they strike up a lovely conversation, and ultimately trade spells. Alzar gets: Embalm and Protective Amulet. Alzar gave up Animate Dead Animals and Bone Knit. She has a 6th level spell Alzar really wants, so if he levels up while in the area, he can return to trade for Transmute Bone to Steel.

Protective Amulet is a 1st level spell that creates an amulet. If Alzar fails a save against a spell protected by the Amulet, it is crumble and Alzar makes the save instead. It can only protect against a spell Alzar knows, and only one per spell level can be made at a time. It also costs 100 gold per spell level to make. Alzar spends the day and makes one for Charm Person.

The other spell is a 2nd level spell that keeps corpses fresh, and when they are animated as Zombies, they get +2 hp/HD. It costs a 100 gold gem to cast though.

After a day of trading spells, goods, and learning spells, Alzar and company are offered beds by each of the clans. They choose the Sea Turtle clan, the closest one to the docks. Alzar asks about some of the info they have regarding the Isle, and so forth.

They don’t see many ships They’ve only seen two ships other than Alzar’s in the past ten years. However, their fisherman have heard there is an outpost up on an island just above the Isle of Dread. It has a volcano on it. The town furthest away, Dawa on an island in the south east, recently has 20 of its natives captured by slave traders and taken to that island to the north, with a volcano in the center.

After some consideration, Alzar believes the outpost to the north and there smugglers and slave traders might be connected, so he decides tomorrow to take the Sea Ghost around the Isle of Dread, to this small island to the north just off the Isle, and see what they can see.
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Old 05-15-2010, 11:00 PM   #366
Abe Sargent
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They leave in the morning, and head up the coast line. After a day of sailing, the following day they reach the head of the island, and move towards the location of this volcano isle. While sailing, they are suddenly called up with the lookout sees something in the water. About 20 seconds later, several large, reptilian heads can be seen bobbing in the water just below the surface, and then they erupt. 6 heads from a sea hydra begin to move to attack the vessel.

Estaish is up first, but of course he is wearing just regular clothes. Wearing chain mail would be suicide if tossed abroad. He tries to snick a Hydra head, and misses. Aleigha is right behind and deals 9 damage and lops off a head. 5 left. Alzar runs up, but he cannot attack this turn.The five Hydra heads lunge down. Two hit and Aleigha takes 10 damage.

24/34

The Hydra wins init and Aleigha is critted for 20 damage and takes 2 more. Alzar orders her back seeing her barely holding on. Estaish misses and drops his sword overboard. Alzar’s staff smashes a head for 43 damage. A couple of arrows snake by from crewmen. Nobody hits.

2/34

The next round, The heads win init against and hit Alzar twice for4 damage. Alzar misses, Estaish kills the wounded head for 5 damage with a dagger. 4 heads left. An arrow hits a head for 1 damage.

47/51

The Hydra wins init again. Alzar is hit three times for 15. He misses, Estais does as well, and an arrow thunks into the same head for 3 damage.

32/51

The Hydra wins init and Alzar is hit three times again for 18. He Vampiric Touches an untouched one for 9 and kills it. 3 left. Estaish hits for 3 damage. An arrow crits the Hydra head for 6 damage and kills it. 2 left.

22/51


The Hydra loses init finally. Alzar misses. Estaish stabs for 2. An arrows kills off that head, one left. The Hydra roars in pain and jumps back into the water. Alzar orders the anchor dropped, and leaps in after.

The Hydra is moving towards its lair. Alzar casts Detect Magic and the long sword, dropped, glows and Alzar sees it and collects it before following the Hydra. He swims into a cave and the Hydra move sto attack him.

The Hydra wins init and hits for 2 damage. Alzar’s staff misses. The next turn, the Hydra misses badly, and Alzar misses as well. The Hydra nails him for 8. Alzar stabs with his staff and connects for 7 damage. Alzar finally wins init, and misses. The hydra misses too. Alzar connects for 4 damage and the final head is destroyed ,and the sea hydra is killed.

12/51


XP – 400 each, including sailors with bows

Alzar searches the lair and finds:

1000 gold
Chainmail unrusted and looking pristine (normally a sign of magic)
A jeweled hilt of a rusted cutlass, worth 500 gold.
A potion, labeled Water Breathing in etched runes.

Alzar brings the goods back up to the vessel.

They decide to return to Tangaroa for a few days to rest and heal. The chain mail is actually +3 chain, and Alzar gives it to Estaish, who now has an AC of -1.
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Old 05-15-2010, 11:06 PM   #367
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Here is Alzar’s new spell book.



Alzar’s new spell book:

5/3/2

First Level:

Alarm
Alzar’s Undead Porter
Armor
Animate Dead Animals *
Cantrip
Charm Person *
Detect Magic *
Friends
Identify
Hypnotism *
Mount
Protective Amulet
Read Languages
Read Magic
Sleep *
Spoil Holy Water
Unseen Servant
Wizard Mark



Second Level:

Alzar’s Familiar
Attract Ghoul
Blastbones *
Choke
Continual Light
Embalm
Empathic Control *
ESP
Forget
Locate Object
Ray of Enfeeblement
Ray of Ondovir *
Speak with Dead
Tasha’s Uncontrollable Hideous Laughter
Undead Mount
Wall of Gloom



Third Level:

Bone Knit
Curse Tablet
Dire Charm
Dispel Magic
Fly
Proof Against Teleportation
Searing Serpent *
Sepia Snake Sigil
Skulltrap *
Suggestion
Undead Summoning I
Vampiric Touch *
Watery Double


Fourth Level:

Bestow Curse
Contagion
Dimension Door
Disfigure
Greater Malison
Mordenkainen’s Faithful Phantom Shield-Maidens
Putrefaction
Ray of Oblivion
Special Effects
Vorthala’s Undead Turning Immunity



Fifth Level:

Animate Dead
Teleport
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Old 05-15-2010, 11:35 PM   #368
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A few days later, after being healed and rested, they go back and find volcanic island mentioned by the natives. The ship moors off the east coast, and Alzar, Aleigha, and Estaish take one of the boats to the shore. The island is maybe 10 miles across and roundish, with jagged shores, and a bay to the north west. They rise up on a jagged hill and can see the other side and beyond there, is a compound, with a ship in the bay, and several houses and buildings, all behind a wall. At the back of that wall are the ruins of an old temple, older that the rest – which looks like new construction. It looks like they got lazy, because they ended the wall at the temple, and then started it again on the other side.

There are no lookouts landside. Alzar sends a note to the captain through a teleport jar, telling him o move the ship back and out of the way, and to come back when asked for. He moves behind another island, about ten miles east of this one.

Alzar and company begin to look around, and someone can make out an unusual indentation in the rear of the temple. They work it, and after five minutes, reveals a secret door hidden under years of use and abuse. They open it up, and move into the corridor. (Alzar has memorized two Sleeps rather than Animate Dead Animals for this adventure, since they know their foes to likely be humanoid)
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Old 05-15-2010, 11:36 PM   #369
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A1. Slave Pits of the Undercity






This is another classic or rather its series is. A1-4 are a series of modules fighting against slavers. The whole series was given the 20 spot in the top 30 countdown. This one was not on my original plan, but as I scripted the modules, I realized that it made more sense here, than it did once we left the Isle of Dread super-storyline alone. So, I’m putting A1 here, with the option to move to the rest of the series, or the option to end it after this one, after we finish the Isle of Dread super plotline.
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Old 05-16-2010, 01:53 PM   #370
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The secret door leads to the back of another secret door, which they open. When Alzar does, a spiked spring bar snaps across the doorway at chest height with great strength and Alzar takes 7 damage from the trap. The bar is loose, and mobile, so Alzar takes the trap.

44/51


Alzar starts using his staff to check for traps. They find another of the bars a few feet down, and it springs into the open and is done.

Took 2 Spiked Bars, with a spring action, trap, Deals 3d6 damage.

The hallway hits a T. Left or right? Random roll says right. After a bit. The hallway ends at a door. It opens to reveal a room burnt and partially destroyed by whatever destroyed the temple long ago. It is crowded with debris and the floor is sagging. The east wall, however, shows signs of recent construction and it is built up nicely.

They search and find nothing. They head back and go the other direction. The frescoes in the back hallway are about various religious stories. This looks to have been a temple to Malekbel, God of Fire and the Sun. That’s probably why it is here near a volcano.
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Old 05-16-2010, 02:25 PM   #371
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The corridor ends at a door, and they push it open and continue. A search during the long hallway is ordered. They arrive at a door and open it, into a room with missing charred boards here and there. The handles, hinges and other metal fittings are partly melted. There is a powerful irony in destroying a Temple to the God of Fire by fire, and Alzar has to admit to being amused Part of the ceiling has collapsed. There is an odor of rot in the room. A door is on the other side. As they enter, a party of ghouls jumps down from above and moves to attack.

Alzar tries to control them. He automatically succeeds and brings 5 under his control. There are 3 more, but he has these get in front of those and start attacking each other.

The next turn, a ghoul is killed, and Alzar brings the other three under his control. He now has 7 ghouls: AC 6, HP 8, D 1d3, 1d3, 1d6, paralyzes on each. Megala flies up to check the ledge they jumped down from and sees some gems and a potion. Alzar orders a couple of ghouls to climb up there and get the items.

500 gp gems x6
Potion – Alzar identifies as Fire Resistance

XP -200 for Alzar
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Old 05-16-2010, 03:06 PM   #372
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The next room is up a small flight of stairs. Here are the remains of a door, and beyond which is a room with a collapsed floor. There is a cellar beneath it, fully debris-ed. The ceiling has collapsed as well, and is on the ground. Someone has put a pair of beams across the floor. Alzar grabs the Rope of Climbing, links everyone together and to the wall. They go across the center beam and make it to the other side.

They move into the next hallway and pass an alcove to the right. They head back down some stairs, and into a room that is almost bare. There is a door on the other side, and flies buzzing about the room with an air of honey, and a mound of rags in the room. As they approach, they see it is not a mound of rags, but a giant Sundew!

The ghouls are orders to tear into it .In a minutes, the Sundew is dead. They are immune to its special attacks like paralyzation and suffocation. Alzar orders the Sundew destroyed and the ghouls hack into it with glee while the rest search the room. In the base of the Sundew, they find:

500 gold
Three gems – 1000, 10 and 500
A Ring

XP – 50 for Alzar


They move into the hallway past the door and it goes left into a door and forward for a while. They choose the door and this is the stables for the temple, still standing and in use. Four people look up at the ghouls, and then are attacked. The four fighters win init and three deal 12 damage to a ghoul, killing it, while the other grabs and blows a ram’s horn on his chest. Then all four are shredded by ghouls. Alzar orders them to feast on one of them, and to leave the other two for later.

6 ghouls left. XP 50 for Alzar
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Old 05-16-2010, 03:17 PM   #373
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In a minute, 11 orcs come into the area and charge from double doors that lead out of the temple. Alzar puts 5 of them to sleep. The ghouls win init and kill three more. The orcs miss twice and one crits a ghoul for 8 damage and kills it. The ghouls clean them up next round, and Alzar orders the sleeping orcs killed as well. All of their weapons and armor are added to a big magic pile. They wait for more, but no one else comes. A search turns up nothing but 500 gold on the corpses.

500 gold

They go up, and a corridor branches off to the right, but they stay on the main one. It turns and ends with double doors on either side. They try the right ones and enter into a stonecutter shed, with many different tools and stone in there. There is a pair of double doors to the outside in here as well. There are also six orcs, in armor and halbards, watching guard out, and turn to face the party. They are much more professional with a leader barking commands to swipe the ghouls with their longer halberds. Two ghouls bite it before the rest are close enough. 3 ghouls left. They kill two orcs with their biting. The ghouls win init and two orcs are paralyzed. Alzar’s dagger flies and misses, clanging against the wall. The other two orcs swing and miss, one dropping his halbard. The orcs win init and the one tears into a ghoul for 2 damage. The ghoul’s claws scratch his armor, but do not impact him. The other one recovers the halbard and orders a retreat. They begin to open the doors, and Alzar pushes the ghouls at them. The ghouls win init and claw both orcs before they leave and one is paralyzed and the other killed. The ghouls kill the paralyzed ones.

40 gold found
3 ghouls left

XP – 50 for Alzar
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Old 05-16-2010, 04:50 PM   #374
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They enter a cemetery for the temple compound, but now overgrown with weeds and bushes and dying trees. They move into the space and a tree falls across the path, and hits Alzar for 13 damage

31/51

They continue and find a crypt, barred and easily opened, with steps leading down to another level. They search the crypt, find nothing and head back for now.

While they are moving back down the corridor, a group of 10 orcs arrives, checking up on a now dead group. Alzar ensleeps 3, and the other 7 charge with scimitars and broadswords. The ghouls kill two, paralyze a third, and then two are cut down and Alzar orders the retreat of the other. A dagger flies in the face of an orc and kills it for 6 damage. Aleigha and Estaish each kill an orc and end the threat.

1 ghoul left
25 XP each
75 gold found

They go down the side corridor and hit some stairs down, and into a courtyard. This is mostly dust and grass, with several large trees still standing at one end. There are large blocks that tumbled down into the courtyard from the walls around the place. Out of a large debris pile comes a dangerous undead – a wight. Alzar tries to control it. He needs a 7 or higher on a d20. He makes it, and the wight is now his. HP 27, deal 1d4 + energy drain

XP 250 for Alzar


He asks the wight if it knows of any treasure in here, and it shows him its treasure in the debris. There is:

2000 copper
1000 electrum
Gauntlets

He pulls back the ghoul and will lead with the wight. They enter an area to the south where a room one was, now collapsed.
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Old 05-16-2010, 05:10 PM   #375
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There is a new wall on one side, and it appears to be the other side of that new construction from that room they saw earlier. Whatever this room was, there are a lot of statues laying on the side broken and such here. As they move into the area, they hear the scratching as reptilian skin scrapes against stone.

Alzar sees the eight legs of a reptile underneath a statue moving towards them and makes an INT check. He orders Aleigha and Estaish to run and don’t look back. Alzar shuts his eyes, and sees out of Megala’s. Dryshik and Megala fly backwards and confirms that there are a pair of mated basilisks moving towards him and his undead.

They are very slow, and Alzar backs up and prepares spells, seeing through Dryshik’s eyes. He casts and prepares a Blastbones, grabs some nails and spends afew rounds putting them around it. Then he adds a Skulltrap. He has his undead stand back, and then orders Megala to fly back.

The basilisks are getting closer and Alzar orders Megala to fly over them and bring their attention to him. It does. They move towards him, and towards the traps he has set for them. They reach the traps at the same time, and both trigger:

Blastbones does 19 damage. Skulltrap does 21. That’s 40 damage before saves. The first one makes the Skulltrap one, and took 30. The second one was in the reverse over, and took 31. Alzar orders Dryshik to Mist Ball the first one and failure. He throws a dagger and hits, dealing 5 damage to the first one. He draws his staff and orders his undead to not look at the basilisk, and to turn around. He’s not sure if they would be petrified or not, but he doesn’t want to find out now.

(He failed a Necrology roll to determine if they would.)

Alzar gets the first attack against the sluggish basilisks. He deals four to the one his dagger hit. One of the two crunches him for 5 damage.

26/51

They win init and miss. Alzar misses too. He swings and hits for 4 more damage and the first basilisk dies. The second one hits for 6.

20/51

Alzar Vampiric Touches the other for 9 damage and it dies.

29/51

XP – 2400 for Alzar only

They search and find nothing else here. Alzar has them check for any statues that are unbroken, but they find none. They found nothing in this area besides the wight and basilisks, so they move back
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Old 05-16-2010, 05:30 PM   #376
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They decide to take the door in the crypts down to see what’s what. They arrive in a windy darkened earthy tunnel, and enter a large circular chamber with a moat of sewage surrounding a bare platform in the center. Around the outer walls are ledges connected to the center of the chamber by four arch bridges. There are crates in an alcove. There are tables, chairs and more, with a man, and five giant weasels, plus a group of ten orcs. They see Alzar’s group. He gambles and sends in the wight, and the orcs frie a round of crossbow bolts at it for no damage. The 5 giant weasels leap the moat and move towards them. Alzar summons a Searing Serpent on the platform and Estaish and Aleigha move in behind the wight. The man is moving, and Dryshik is ordered to Mist Ball him.

They win, and more bolts fly into and off of the wight. Alzar orders it in more into the room. The man moves across a bridge to some crates over at the side. The weasels are running around the wight, towards Aleigha and Estaish. The Searing Serpent appears in the middle of the platform. A Mist Ball flies and the man fails his save and is blinded for 5 rounds and takes 3 poison damage. Alzar sees him quaff a potion and disappear.

He has Dryshik and Megala fly over to the bridge leaving the area and guard it in case a certain man tries to go out that way. The weasels arrive and Aleigha takes 12 from a crit and 5 more for 17 damage.

17/34

Estaish and her each nail the same weasel for 15 damage. Alzar uses Hypnotism on the orcs, and four of them agree to toss their crossbows to the ground, along with their bolts and swords.

The other six, unable to damage the wight, and seeing four just stop attacking, try to break and run, towards Megala and Dryshik. Dryshik makes a Wall of Fog on the bridge as they run, making a twenty foot cube unseeable. Several orcs stop before they enter, but a few run in. One manages to run out, and two more fall into the moat. Alzar sends Dryshik to Mist Ball the fleeing one.

The next turn, Alzar throws a dagger in and misses. The fighters kill the injured weasel, and there are four left. Dryshik hits the fleeing orc, who takes 4 and dies. The wight and ghoul have arrived back at the weasels and the wight hits for 1 damage and an energy drain. The ghoul hits the same one for 2 damage and a paralyzation. 3 left.

The weasels hit once on Aleigha for 5damage.

12/34

The weasels go first and hit once again for 4. Aleigha backs up, and Estaish deals out 7. The wight misses, and the ghoul claws the one Estaish just hit for 4 damage, but it makes two saves. Alzar arrives. Two orcs have died to a searing serpent, and the rest don’t want to enter the Wall of Fog.


8/34


The next round, the remaining orcs surrender and Megala flies over and takes their weapons. Alzar nails a weasel for 3 damage and Est adds 5. A wight hits for 3 and an energy drain and kills the damaged weasel, leaving just two. They attack Estaish, and fail to penetrate his great armor. The next round ,both are killed.

The invisible man doesn’t look to have ever gone into the wall. Alzar uses ESP and tries to sense another presence. He can, the other person is still here.

The surrendered and hypnotized orcs are tied up, while Alzar has undead and imps guarding the rest of the room. Alzar tells the invisible man that he will slowly have his undead scour the room until they find, and kill him. They start making walls on bridges with corpses and crates to prevent where he can escape too. The thief thinks that he is going to go along the south bridge to the exit they came down, which tells Alzar roughly where he is. He orders everyone to the area, and closes it off. It is impossible to escape from this landing. Alzar orders Dryshik to breathe in a Mist Ball . He rolls and it hits the guy. He fails his save again and takes another 2 damage and is blinded again. Seeing where it hit, they know exactly where he is, and several sword stabs later, the thief has been killed.

They search the room and crates and find:

Bags of coins in several crates – 5000 gp
Rations, chains and supplies in several crates
A sack with jewelry worth 1000 gp
Records of Slaver Activities and where the ship currently anchored is heading to, on a chart, near the mainland, and far away.
A Potion and Ring on thief.

Xp – 700 each
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Old 05-16-2010, 05:58 PM   #377
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It looks like they came down the back end, and killed the main guy in charge, but they still have a while complex to worry about. Alzar charms an orc, and tells him to tell everyone that there was an orc rebellion against the head guy, and they each killed each other. Then they sneak back out, and meet the ship, and stay on it for a day, healing some and regaining spells and dropping off what they found.

The following day, they land again, and enter the same way. They find no one going back the way, and the corpses have all been taken. Alzar finds the five ghouls here waiting on him, having been made into ghouls by ones he already controlled, so now he has a pack of 6 again.

They see, out of a door in the stoneworkers, that there are main doors to the temple. Due to its collapses, they could not get from one side to the other, but they can sneak over and get to the other side of the ruins. Alzar orders his undead to spring out and sprint over to the main courtyard inside, and then they follow, and everybody enters at once.

Inside are 10 orcs at various places, and they grab weapons and cry for more help. There are tables tossed over and made into barricades, and four doors around the courtyard. There is a cart here that several run behind and start turning. There are a mantlet and torch on the cart, and it cannot be cut down from here. There are large bellows connected to a barrel behind them, right in front of the torch, and right in front of the opening of the mantlet.

He orders the ghouls into the orcs to the left. They tear through the three orcs here. Four more fire crossbows from behind a table to the rear and one hits a ghoul for 1 damage.

Out comes a man in shiny armor and with a shiny weapon and he takes command from the east. Another man emerges from a door to the west with a crossbow up and fires at the wight who takes 5 damage from a silver bolt.

Now that is a new threat. Alzar wins init. Dryshik Mist Balls the new threat. He makes his save. Alzar orders Aleigha to block him, and she moves towards him this round. Estaish is ordered to take out the man giving orders, and he moves there. Alzar’s dagger flies out and buries itself in the mantlet. The ghouls are suddenly scorched as the pumps on the cart fire off a large oil substance, into the ttorch, and two takes 18 damage and die .

4 ghouls left.

Alzar orders the remaining ghouls to flank the mantlet and attack those there. Two crossbow bolts hit a ghoul for 4 damage. Three more orcs burst out of another roor and enter the courtyard. The leader swings at Estaish and hits for 6. Aleigha is missed by the crossbow as she closes.

26/32

The next round, They win. Another pump of the cart kills another ghoul. 3 ghoul left. Both warriors miss, and crossboworc skill a ghoul. 2 left. The Wight is joining the ghouls at the cart. The newly entered orcs draw swords and charge the ghouls. Suddenly, the final door is opens and out comes a woman in cleric robes flanked by two fighters.

Alzar casts Sleep. All of the orcs at the pump cart are asleep, and the ghouls kill them, while the wight moves on to the charging orcs. Aleigha slashes the silver wielding guy for 4. Est misses. Dryshik casts Wall of Fog in front of the cleric, wearing the robes of Mahte, Goddsss of Pain and Pleasure. Megala swings down and tries to scrape a crossbowmen with its claws. Miss.

The next round, Alzar’s group wins. Aleigha nails the guy for 8 damage. He dies. Estaish scratches his for 4 damage (minimum). Dryshik is ordered to try and gate in some help. Failure. Megala tries another scratch. Failure. Alzar casts sleep again. The four crossboworcs fall asleep. The wight misses an orc and the ghouls are ordered to move in and support it.

Est is nailed by the guy for 6 damage.

20/32

The cleric and fighters emerge from the Wall of Fog. She tosses a rock at Alzar. He is now in a silenced area and cannot give orders or cast spells. The orcs hits and kill a ghoul that just arrived. 1 ghoul left.

Alzar wins init, Est misses. Aleigha is moving towards him to support him. Dryshik Mist Balls the cleric and she fails and takes 4 damage and is blinded for 2 rounds. The wight kills an orc after hitting with its energy drain attack. The last ghoul is ordered to retreat. Alzar runs out of the silence area and towards the two fighters flanking the cleric. They run to him. The orcs miss the wight. Est is critted by the fighter for 11 damage

9/32

They win init. Alzar takes 5 from a fighter.

25/51

Estaish is hit for 7 damage.

2/32

Estaish falls back. Aleigha attacks for a dropped sword. Alzar Vampiric Touches a fighter for 12 damage

37/51

The fighter is still up. The wight kills another orc. Megala scratches the last orc for 1 damage and it falls asleep. The fighter misses Aleigha. Alzar takes 5.

32/51

The next round, the cleric can see again. She casts Hold Person at Alzar, and it failed (Ring of Free Action). The fighters stab out and hit Alzar once for 5 more. Aleigha is missed.

27/51

Aleigha deals out 8 and kills the fighter. Estaish quaffs his healing pot. Alzar grabs his staff and swings it at the wounded fighter. It misses.

8/34

The cleric casts Blindness on Alzar. He makes his save. The two fighters miss. Everybody is running to join Alzar. He swings and misses.

The next round, the woman moves to retreat, but a wight blocks her way behind her in the Wall of Fog. Instead, she reaches into her pouch and throws a tiny looking humanoid figurine to the ground. It starts moving around. It suddenly turns into a troll. The fighters miss again

Alzar misses. Aleigha fumbles her sword. Est misses. The wight misses.

Alzar swings and misses. Aleigha misses Est fumbled. The wight hits a fighter and deals 2 damage. That plus the energy drain kills the wounded one. The Troll attacks and hits Aleigha twice for 12 damage. Their clerics moves and controls the wight.

4/32

Alzar wins init. He wrests away control of the wight. Estaish nails the fighter for 9 damage while Aleigha retreats. Dryshik breathes his final Mist Ball on the cleric. She makes the save easily. Megala flies in and tries to hit the well armored fighter, but misses. The cleric grabs back the wight. The fighter misses. The troll crits Alzar for 9 damage.

18/51

The cleric orders the wight to attack Alzar, who dodges the attack (whew!). The fighter misses. The troll hits twice for 14 damage

4/51

Estaish hits the fighter for 9 damage and drops him. The Aleigha quaffs a pot. Alzar retreats and controls the wight. Megala misses the cleric, and Dryshik has nothing left.

7/32


They win init and the wight attacks the cleric. It misses her too. Alzar quaffs an extra healing pot Estaish hits the cleric for 9 damage. Megala misses. Aleigha runs back in. The troll misses Estaish three times. The cleric commands the wight again.

17/51

The wight swings at Estaish and can’t crack his AC. The troll does once for 6 damage. Aleigha attacks the cleric and hits for 8. Alzar grabs the Wand of Magic Missiles and uses two charges to pump her with two missiles. She takes 7 damage and dies. Estaish runs out. Megala flies into the troll for a crit for 6 damage. The troll fails its save and falls asleep.

2/34

The orcs sleeping are killed, the troll is decapitated and burned with an oil flask.

XP – 1220 each

One ghoul left.

Alzar and crew search the area. They find:

A Stone
Lots of armor and weapons
Potion
Gem – 1000 gold

Slavers keys
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Old 05-16-2010, 06:10 PM   #378
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They check a few nearby rooms that people left from. In one, three native slaves are chained up, and they are released. Alzar has them turn the cart towards the double doors, and stand behind it, ready to use it if anything comes out. The next room is the crack for the portcullis into the temple.

The other two doors are passageways, one to the east and the other south through colonnades to more double doors.

They so south and move the cart to face the east door to keep people from flanking them.

The ghoul steps on a glyph and two statues are flung at it, and it is crushed by the attack. Alzar orders the wight to the front.

Beyond the double doors in a large open room with lit braziers, and an old temple to Malekbel but since rededicated to Mahte. In front is a statue of a large woman scantily clad, with roses in one hand, showing the thorns and a thorned whip in the other. The figure of Mahte. There is a door to the other said, and a group of 10 slaves chained to the altar. Most are savages, but two are darker skinned and one white.

There is an ornamental trap door in the floor. And at top of the alter are some gems and gold, now collected.

900 gold
2000 gp in gems


They free the slaves, and they tell Alzar that there is a giant blade trap in the trap door. He order the wight to open it and go down, and the tarp fails to damage it. The slaves are sent back to the courtyard with the others, and given weapons and armor, just in case a fight ensues.

They move into the room behind the statues, there was once a large high ceiling in here, but it has collapses and ivy runs up and down the walls. After a pause, a group of stirges can be seen. Alzar orders everyone back, and casts Blastbones and tosses it in the air. They all take 6 damage and die except for two, who were outside the range, and fly off.

XP – 100 for Alzar

A search of both the temple and the chapel finds :

Jeweled Dagger worth 1000 gold
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Old 05-16-2010, 06:48 PM   #379
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They go back to the courtyard and have the slaves lower the portcullises and go into the door guarded, led by the wight. They move the cart ot face the double doors again, where the trap door is. The hallway bends twice and there are two doors on the left and it ends. A search shows nothing else. Alzar has the door to the first place open, and it reveals a pretty cloister hall. There are bright and pretty flowers of many colors. Alzar hears the singing of familiar voices – harpies. He fails his save, and the protective amulet crumbles. Both Aleigha and Estaish make their saves. The harpies stop signing and cannot be found. They enter the room and move to the other door. Nothing. No attacks, no further attempts to sing.

The wight opens the door into a cloister hall, with figures and mosaics in the walls and floors, and several benches and pillows for praying, long since disused. Here is a door to the right. A search turns up nothing.

The door leads into a hallway, long. It is the door they saw at the other end, but that section is followed with water about half way up the wall, before it inclines out. There is a door to the left and the corridor keeps going. The open the door on the left and see a garrison of 20 orcs, who see Alzar and move to attack. The wight is moved in.

Alzar huts the door, and hears a lot of screaming and weapons being drawn. He opens the door and sees a few attacking the wight, and everybody else hiding along the wall. Alzar casts Searing Serpent, and then Dryshik mist balls one that is attacking with a Warhammer. He hits the wight for 8 damage and it howls. The Mist Ball hits, but he makes the save. The searing serpent arrives. The wight attacks the fighter/cleric and misses.

Alzar uses Hypnotism to tell 6 orcs to drop weapons and armor and sit down. The wight misses. The searing serpent hits the fighter/cleric for 5 damage. Several crossbow bolts fly into the serpent and wight, but deal no damage. The fighter/cleric misses.

Alzar casts Empathic Control on a nearby orc, and it works. The orc starts drawing its sword and awkwardly marching towards another orc, who does not know what is going on. Alzar has his orc go RAR, and the other orcs stab it to death. Alzar takes 3 damage.

14/51

7 orcs out. The fighter/cleric orders water to be tossed on the serpent and several orcs are getting waterskins. He punches the wight, but just misses.

They go first. They hit and dissipate the searing serpent. The wight is hit for 8. It is about to die. The wight fails to claw the figheer/cleric. A Mist Ball flies in and the guy makes another save Alzar casts Skulltrap and tosses it in, now that most orcs have moved to the middle, except for two that have moved to him. Undead are immune to the damage from it. It deals 17 damage and kills 9 orcs, and the fighter/cleric makes his save. Two orcs swing at Alzar for 8 damage

6/51

He shuts the door on the room. The wight hits the figher/cleric for 3 damage and an energy drain, and he dies. An orc grabs the weapons. Other orcs flee from the wight and fail to open the door.

The orc nails the wight for 7 damage and it dies. They move to the door and force it open. Three orcs run out and Estaish swings and hits one for 9 damage and kills it, and the Aleigha misses. Megala claws one for 3 damage and it falls asleep. The final one cannot get through so it runs back towards the final room they have not yet explored. Alzar goes in, sees the dead wight and one orc with the Warhammer, and throws a dagger. It hits the orc for 5 damage and kills it. Aleigha and Estaish kill the orc fleeing. The sleeping ones are killed and the hypnotized ones are tied up for now, and handed to the slaves later.

A search finds:

A warhammer
500 gold ring
Many weapons, armor and such added to magic pile.

They search and find a trap door down here too. Knowing the danger of the trap from the other one, Alzar opens it with his staff. There are no issues.
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Old 05-16-2010, 07:00 PM   #380
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They go to the last room, and this is a destroyed and badly damaged dormitory. They search and find nothing.

They return to the main courtyard where the 10 slaves are. Alzar wants to continue down, but they are severely damaged, and he is out of his major spells. They spend the night here, with the slaves, and no one bothers them. In the morning, Alzar decides to go out on his own, and memorizes Vampiric Touch three times, Sleep three times instead of Detect Magic.

Four ghouls rose in the night, and both are controlled by him. He is taking the trapped path down.

The ghouls lead down, and they arrive in the sewers underneath the complex. It’s been about 12 hour since they killed everybody above and a day and a half since they came down and killed the leader.

The passage goes one way. The air is damp and foul. The tunnel splits and goes left and forward-right-ish. Alzar goes left. The floor are the new room is covered with drying garbage and foul materials. There is a lot of muck. Alzar orders the ghouls in and the imps flying overheard.

The larvae form of this creature, can be found in this room:



Five of them move to the disturbance and attack the ghouls. One ghoul hits twice and deals 5 damage to an aspis larvae. It fails one save and is paralyzed. Another is hit once for 1 damage. It is also paralyzed. One of the three hits a ghoul for 4 damage. The other two miss. Alzar’s dagger flies in and misses.

The ghouls swing. One misses with all three attacks. The other hits once on a new aspis larvae for 3 damage and…a failed save, so a third is paralyzed. Megala flies down and hits one for 1 damage and it fails its save and falls asleep. The last one fails a save from a Mist Ball, and takes 5 damage and is blinded for 3 rounds.

(Alzar is at 10/51 right now from Fast Healing)

Alzar has everybody concentrate on the blind one and it dies in tow turns despite some severe hacking. This are powerful guys. The paralyzeds ones are killed, and Alzar heads into the muck and grabs his battleaxe, puts on the gauntlets, and shears the larvae in half with a major strike.

XP – 100 for Alzar

They search the room. There are branches left, right and a tunnel in front with carved walls. They go left.
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Old 05-16-2010, 07:12 PM   #381
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This is an egg chamber with a medium sized cavern, and three aspis drones (like the one you saw) are guarding them. Alzar grabs his spells and moves to one. He casts Vampiric Touch and absorbs 15.

25/51

The ghouls attack and Miss five times. The one hit an already wounded drone for 2 damage and it made its save. A Mist Ball flies in on a different one, and it makes its save. Another is hit by the last two ghouls four times for 8 damage, and fails its save and is paralyzed. The two left swing two battle axes each. One axe falls to the ground. Alzar takes 10 from the other three.

15/51

He backs up and lets his ghouls take care of the other tow. One is hit six times for 11 damage and paralyzed. The last one swings and misses twice. It wins init and swings and kills a ghoul. It is hit four times and it is paralyzed. They are all killed by the ghouls, and alzar orders the ghouls to kill all 20or so eggs in here too. A search afterwards finds some gems:

1000, 500, 100 gem

XP – 100 for Alzar
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Old 05-16-2010, 07:33 PM   #382
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They go back into the trash room and then move right. This is a food storage area for the aspis, with grain and such. They search and find nothing and move away from a large chamber beyond with many insect profiles out there. They go back and check out the strait tunnel, which has a sewer on the side.

They continue and reach a place where the ledge continues along the left, but a bridge crosses a fork and goes to the left side of another passage. They continue and the ledge slopes down into the sewer, and there are three branches, forward, forward-leftish, and forward right-ish. He moves down and into the main channel. They arrive in a room along with the other tunnels.

It looks like the chamber has been expanded with extra work recently. There are several ogres that are guarding this area, waiting on someone to arrive, and they throw spears at Alzar and his group. 8 orcs armed with scimitars and swords are charging. A ghoul takes a critically thrown spear to the chest and dies from the 12 damage.

Alzar casts sleep, and 6 orcs fall asleep. A Mist Ball flies into an ogre and it makes the save. The two ghouls left run into the orcs and carve up one. The other misses. The ogres throw another round of spears. Both of the ghouls are killed.

Alzar casts sleep again. The other orc and an ogre fall asleep. The two ogres throw their final spears and Alzar takes 7.

8/51

They run at each other Alzar runs up and casts Vampiric Touch. One takes 9. Dryshik Mist Balls the other. His final one for a while. It fails it save and takes 4 damage and is blinded for 2 rounds. The ogres attack. Both misss

17/51

Alzar Vampiric Touches, his final one, on the wounded ogre. 11 damage. It swings and hits for 8. The other misses widely. Megala flies in and misses.

20/51

The ogre wins init and misses, dropping its giant axe. Alzar misses as well.

The blinded ogre is back

Alzar nails the wounded one for 6 damage and she dies. The last one roars and swings its axe. Alzar takes 12.

8/51

Alzar casts Empathic Control, and the final ogre fails. Whew. He has the controlled ogre kill the orcs and ogre sleeping.


XP – 850 for juts Alzar
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Old 05-16-2010, 07:48 PM   #383
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With no more mist balls, and vampiric touches, and two sleeps used, he will take the ogre into the next room.

Alzar searches the room, and then leaves after finding:

360 gold
500 gp gemx3
Dagger , +1, +2 vs Magic Users and Enchanted Creatures

He and his imps head back.

They go down the corridor and find a collapsed tunnel, so they head the other way down a tight corridor, that gets too tight for the ogre. Alzar orders the ogre back. He orders the ogre to lay down in front of him, and grabs his axe. He cancels the spell while the axe is in the air ,and it severs the head.

They go back down the corridor. They find a side chamber with a small dirt section carved out of the soft earth. In here are six orcs that are waiting on the ogres and orcs from the area Alzar entered. He casts sleep and all fall asleep. They are killed and nothing of worth can be found here. With few spells left, he goes back up.

Another night’s rest, and Alzar will go back down the next night. This night, a giant spider tries to enter the courtyard, but is easily taken care of
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Old 05-16-2010, 08:05 PM   #384
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The next day Alzar, heads back down. Again, he has two more ghouls from the dead orcs that join him. He tries a different entry way and goes back to the crypt and heads down to the room that he was in originally where the head honcho was killed.

The bodies left here have been cleared out, and no one is on guard duty. They go to the bridge leading out and no issue with heading down. They arrive at the slave pits and slave chambers. There are pits and chambers below this walkway.

This room is high ceilings with two pillars holding everything up. A grid of 10’by10’ cells are marked by walkways on top, where Alzar is. There is also a few side rooms to the left and tight and stairs down from there. Over on this side is a platform with a drone aspis and a large number of levers Alzar moves in and casts Vampiric Touch. They were not expecting him to come this way, and from here he can see two drones crouching in ambush over a tunnel in from another direction. The drone takes 12. Two ghouls attack it and hit twice for 4 damage and failed saves, so it is paralyzed, and now killed.

20/51

XP – 50 for Alzar

They search the body and find a pearl.

The two drones have heard a noise and are moving this way. Alzar jumps out and orders his ghouls down the beams to the drones. Ghouls are good at climbing and stuff. He throws in a dagger to distract them. It misses. They grab darts and start throwing them, two a turn. Alzar takes 4.

16/51

They win init and switch to axes and hit just once on a ghoul, for 4 damage. The ghouls attack back. The first one misses three times The second does as well. Alzar casts Ray of Ondovir at the one that swung and misses. He commands the ghouls to push it over next turn, knowing how it will attack.

They do, and it falls, unable to correct its balance, 15 feet into an empty, but closed cell. It takes 1 damage from the fall. The other one kills the wounded ghoul with its axes.

The ghoul goes first and hits once for 3 damage. It makes the save. Alzar orders a Mist Ball which fails. The Aspis Drone swings and hits th eghoul once for 2 damage. Alzar tosses a +1 dagger and misses.

The next round, Alzar’s group goes first. The ghoul hits once for 1 damage and a made save. Alzar throws his last dagger for a miss. Megala flies in. The drone hits the ghoul for 4 damage. The next round, the drone swings and hits one for 3 damage and kills the last ghoul. Alzar goes in front and casts Vampiric Touch. 13 damage

29/51


Alzar wins init and slashes with his staff at it and hits and it takes 8 damage. It crits him once for 4 and then hits for 2 more.

23/51

It wins init and swings and misses twice. Alzar finish with a crit for 10.


The one on the ground is trying to get out. Alzar calmly starts dropping oil on it, and catches it on fire. Then repeats twice more until it dies.

XP – 500 for Alzar
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Old 05-16-2010, 08:19 PM   #385
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He searches the corpse and finds nothing. He goes down the stairs to the left and find’s a storeroom and a machine room. Eyeing the machinery of the room with pistons and such is an Aspis drone and five slaves. Alzar orders Dryshik to use his final Mist Ball at it. Success. He and the slaves kill It over the next few turns and it dies without doing any more damage.

XP – 50 for Alzar

There is nothing in these two rooms.

Alzar sees another slave chamber , and 5 orcs are readying crossbows and fire when they see him. Two hit Alzar for 5 damage.

18/51

He casts sleep and they all fall asleep, and all fall over into slave pens where they are killed very quickly.

XP – 100 for Alzar


Alzar opens up all of the slave doors. There are 13 more freed. 11 are common natives. One is a native, 4th level fighter, and Alzar gives him the orc armor and weapons from one of the dead ones. The last one is a white slave who claims to be a merchant with high connections.

They take the normal salves back upstairs to the courtyard, and then go back down, Alzar, the freed slave, and his crew, to see what else they can find.

They move down a tunnel from the slave pits, and enter a door. A short flight of steps leads up to this landing, and Alzar orders the ex-slave to stay back. The door is opened and there is a door on the other side, with rusted equipment and rags in here. Alzar enters and gas fills the room. It dissipates after ten minutes, and they continue, opening the next door. Alzar suspects many more orcs down here after using the Ear Ring to hear. He sends the ex-slave up with an idea. Everybody comes down in weapons and armor. They aren’t warriors, but 267 or so people in armor and looking like warriors, plus Alzar, Aleigha, Estaish, and the low morale here because people are getting killed, should help.
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Old 05-16-2010, 08:41 PM   #386
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The slaves are ordered to stay put for a bit. Alzar scouts ahead. There is a sewer against one wall again, and three entrance to a small chamber on one side of the corridor, an entrance to a hallway on the other side.

Two orcs see Alzar form down in that chamber and throw spears. Both miss. They call for help. Soon 14 orcs are flooding into the sewer corridor from both directions, until sleep puts 6 to sleep. Alzar orders the slaves to march forward, and the 8 orcs are scared and run away. Megala and Dryshik fly into the chambers just vacated. On one side, it continues, on the other, there is a nasty looking orc who sees Megala and throws a dagger at it, but misses. Alzar swings in, and battle begins.

Alzar wins init and Dryshik has a Mist Ball again. She fails the save and takes 4 damage and is blinded for three turns. Alzar rushes in and smashes her with his staff for 3 damage. She actually manages to thwarp him for 2 with her staff. He adds 12 more over the next two turns and kills her.

16/51

The witch doctor’s body and the area is profusely searched. They find:

Gems – 100, 1000
500 gold


They head into the other section and find a stone chest on the floor. They manage to open it, and inside is:

1000 gp
Scroll
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Old 05-16-2010, 09:00 PM   #387
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Alzar’s ear ring hears a ton of orcs in the next chamber, and they are talking about defenses, The fleeing orcs ran here. They are close to where Alzar found the orcs and ogres before. He grabs his Crystal Ball and checks out the last room they saw from before, where he snuck in, put six to sleep and killed them, then quickly left. The room cannot see anything beyond it, and nothing is here, not even any light.

He puts the Ball away and moves to the corridor beyond this room. He orders the slave/soldiers to hold up. He suspects that they will all flee once the battle is broken. Alzar moves into the doorway by himself, and quickly surveys the room.

There are tables up, and more than a scre of orcs milling about, with at least one ogre back there. They yell when they see him, and a few sling stones whing in. He casts Hynotism very quickly and commands five orcs to leave their place and follow him, and leaves.

The orcs, have been attacked and destroyed for days. They have had outposts killed, and dozens of their people captured and killed. Now, five of their last group have just calmly walked up and away. I believe a morale check is required, but with a goof chance since their chief is here with them.

They make it.

The five orcs arrive and Alzar asks them to drop their weapons and sit down, and they are quickly tied up, with no weapons left. Alzar decides to play tricks on the orcs. Him and his familiars run up and back to the entrance in the temple area, and go down and retrace their steps. He will appear at the other entrance, and cast sleep. Then have the army appear at the first entrance. It takes about 40 minutes to backtrack and move around and come back to the other side, but he thinks they will be nervous such a long wait.
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Old 05-16-2010, 09:27 PM   #388
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Alzar moves into the pathway and casts sleep. More sling stones fire at him, and one hits for 3 damage. 6 orcs have fallen asleep. Alzar orders the slave “army” in from over here. Suddenly, more than 20 slaves in armor charge into the room With the orc numbers beginning at 27 and now reduced to 16, another morale check is called for. They again make it, bolstered by their chief and the TWO ogres here.

13/51

With most of the attention towards the army, Alzar casts his final sleep spell and 5 more collapse. Just 11 left.

The sling stones rattle off some armor, and Alzar is hit once more. The two ogres are smarter and more battle hardy and they charge Alzar. Weapons fire is exchanged as crossbows and slings exchange missiles. Aleigha and Estaish charge in, with the ex-slave warrior, and cut down two orcs. A Mist Ball hits an ogre running in. It fails its save and stumbles, taking 4 damage and blinded for 3 turns. Alzar casts Vampiric Touch on the other one as soon as it arrives. It takes 10.

23/51

The ogre swings at Alzar and crits him with a big giant axe. Alzar takes 14 damage. Megala flits in and hits the blind ogre for 3 damage. It makes the save.

9/51

Alzar retreats and orders Dryshik to Wall of Fog the area to the orc camp, so they won’t see him damaged and fleeing.

The orcs fail their morale, and with nowhere to flee, they throw down their weapons. They are bound and their items removed.

Megala hits the ogre again for 1 damage and it falls asleep.

Alzar is against this ogre by himself, with just these spells left – Charm Person – won’t work on ogres, Empathic Control, and Blastbones.

Alzar tries Empathic Control on the ogre. It fails the save. Alzar orders the ogre into and through the Wall of Fog and into the room. The controlled ogre in bound the sleeping one is killed When the slaves are sure that ogre is super bound, Alzar releases it. It’s very pissed

XP – 250 for Estaish and Aleigha, 1000 for Alzar.

None of the slaves died, but one was wounded badly, and is currently stable. The room is searched thoroughly.

240 gold from orcs
1200 copper
Gems – 5000 gp, 2000 gp, 5 gp, 50 gp
3 Daggers, coated with dried smears of Orcish poison
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Old 05-16-2010, 09:40 PM   #389
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Alzar decides to stay away from the Aspis lair, which is the only thing left down here. The orcs agree that there is nothing of value down there and a lot of giant underground ants and aspises.


They leave with orc prisoners, 26 slaves freed, and lots of bounty and head back for Tangaroa.

Their arrive in two days time is met with joy and festivities. The celebrate the return of the slaves from Dawa.

The ex-slave prisoner asks Alzar is he can come with him. Alzar waits a day and uses ESP on him. He is authentic. His culture puts the control and animation of undead as a high honor, and serving a Zombie Master in Alzar is a great privilege. He is Lawful Neutral. (I rolled it).

Alzar agrees.
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Old 05-16-2010, 10:24 PM   #390
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Gold – 5000 from trade route, 1000 from Sea Hydra, 9607 from Slaves. Alzar gives 1000 to sailors and officer for hazard pay as thanks, gives 1000 to Estaish and Aleigha. Paid 200 for Protective Amulet and replacement.

13407 gold from adventures.



Items Found:

A jeweled hilt of a rusted cutlass, worth 500 gold.
A potion, labeled Water Breathing in etched runes.
Got +2 Chainmail back from Estaish
500 gp gems x11, 1000x4, 10, 100 x2, Gems – 5000 gp, 2000 gp, 5 gp, 50 gp
Potion – Alzar identifies as Fire Resistance
A sack with jewelry worth 1000 gp
2000 gp in gems
Jeweled Dagger worth 1000 gold
500 gp gold ring
Records of Slaver Activities and where the ship currently anchored is heading to, on a chart, near the mainland, and far away
Dagger , +1, +2 vs Magic Users and Enchanted Creatures
3 Daggers, coated with dried smears of Orcish poison
Took 2 Spiked Bars, with a spring action, trap, Deals 3d6 damage



Used two charges of Wand of Magic Missiles. Estaish and Aleigha used Pots of healing, Alzar used extra healing. Alzar gives them each a pot again. Alzar gives Estaish the +2 ring and gets another +1 back.


Magic Pile – Ring of Spell Storing, with Friends, Shatter and Jump in it. Gauntlets of Dexterity. Ring of Pro +2. Potion of Invis – 7 drinks left. Stone of Diminution, when held acts as potion until dropped. +1 mace, potion of speed. +1 warhammer. Pearl of Wisdom. Scroll of Invisibility
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Old 05-16-2010, 10:33 PM   #391
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XP: 2570 for Aleigha, and an additional 257 for Estaish; 8987 for Alzar inc Sea Hydra

Alzar – 64,924 (Level 7)
Estaish – 14,690 (Level 4)
Aleigha – 18,745 (Level 5) – Now has 34 HP.

Alzar can now cast:

5/4/3/2

He will be memorizing: Sleep, Detect Magic, Hypnotism, Charm Person, Animate Dead Animals, Ray of Ondovir, Empathic Control, Blastbones, Ray of Enfeeblement, Skulltrap, Searing Serpent, Vampiric Touch, Greater Malison, Mordenkainen’s Faithful Phantom Shield-Maidens

A Ring of Spell Storing works thusly. It can store a certain number of spells, in this case, wizard spells, and three. They must be levels 1, 1 and 2. Alzar casts the three spells from it, and stores the following spells: Read Magic, Sleep and Forget. He can cast these from the ring once each, and then they are gone and have to be cast into it again for another go, later. Technically, anyone can use the ring, so he could store Sleep, Charm and ESP and give it to a fighter to cast those spells in combat once each, but he will be keeping it for himself. He will not be wearing it, since he won’t need to, and can get it when he needs it during an adventure.

The Gauntlets of Dex will increase Alzar’s Dexterity by 2 and give him a 37% of opening locks and 44% of picking pockets. It’s not that great. No one really can benefit from it right now. He keeps them with him and will put them on to try and pick a lock, but that’s it.

The trio, now a quartet, spends some time in Tangaroa. Alzar trades for Transmute Bone to Steel. He now has four character points, but doesn’t spend any. Estaish learns to use the crossbow and takes a crossbow and 20 bolts with him on the next adventure. The spare weapons and armor from the slavers are given to the village, which does not have a lot of iron weapons.
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Old 05-16-2010, 10:44 PM   #392
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Now it’s time for a look at Estaish and our newest recruit. When I first brought in Estaish, as a 1st level guy, I thought he would die any time, but he continues to live, and as such, it worth fleshing out now:



Estaish, 4th level Fighter, Myrmidon

Lawful Neutral
Human

Str 16
Dex 12
Con 13
Int 10
Wis 9
Cha 12

HP – 32
AC -2
THAC0 - 17

+3 chain, +1 shield, +2 sword, +2 Ring of Pro, Ring of Fire Resist, Pot of healing.
4k gold


Fire Building
Tactics
Riding
Swimming
Survival
Armorer
Endurance
Animal Lore
Hunting
Rope Use
Reading/Writing


Blades
Crossbow
Lance


Estaish was a mercenary from the Chance Protectorate who struck it out for a long time, fighting in other people’s battles. He did some good things and some bad things as a professional soldier. He left the mercenary gig and joined the town guard at Athaly for 3 years before acquiring info on the Veiled Society that led to his capture and soon to be death at the hands of the Society, when Alzar freed him. Bored of Athaly and wanting more adventure, Estaish followed Alzar into cities and dungeons, towers and gardens. He is a soldier, and a professional one. He knows how to follow orders. Alzar has given him a prince’s ransom of magic items, and Estaish is grateful. The whole undead thing doesn’t bother him too much. As long as they aren’t running around raping children or whatever, he won’t be bothered.
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Old 05-16-2010, 11:12 PM   #393
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Location: Catonsville, MD
Carum, 4th level fighter, Native

Lawful Neutral
Human

Str 11
Dex 10
Con 17
Int 10
Wis 14
Cha 12

HP – 39
THAC0 - 17
AC – -1

+2 splint mail, +1 shield, +1 Ring of Protection, Pot of Healing, +2 dagger


Prof:

Spear
Specialization Spear - +1 and +2 to fighting with spear
Dagger
Sling

Swimming - 9
Fishing - 7
Seamanship - 9
Hunting - 8
Set Snares - 9
Tracking - 8
Deep Diving - 9


Traits:

Alertness



Born the 3rd son of the Clan Chief for the Elk Clan from Dawa, Carum become a warrior for the tribe, as well as being a food gatherer for his tribe, like everyone else. With fishing, hunting snare setting, and deep diving; Carum can acquire food in many ways from his environment. He can also find game with tracking.

Note that Carum cannot ride or read, unlike many others. He can do some new things, like tracking and snare setting, that are pretty cool. He was never a good fighter at anything other than being very hale and hearty, and rarely was down to sickness.

Carum considers it a high honor to serve a Zombie Master, and views Alzar as such. The animation and control of undead are considered good things in Carum’s society, and he will happily serve Alzar.


He currently has 10k XP. Since Alzar does not have a magic spear, he gave Carum a magic dagger as a backup.
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Old 05-16-2010, 11:32 PM   #394
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X1. The Isle of Dread


The next mission is simple enough. Using the map of the island with the coast already outlined, and Alzar and company will explore inland, going to each hex. The hexes are three miles across, so they can do a hex every few hours. And about 4-5 a day.

Initially, they walk down the trail to the tarpits. This is a quick trek, they explore the path and find nothing, and make it to the tarpits. They spend a few hours exploring around the tarpits which are 8 miles along. The finally end with the hex right below, broken lands. They end the night. During the night, a group of 8 neanderthals attack, and the group is quickly awakened. Alzar casts Sleep after they smash him for 6 damage from two clubs. Just 2 fall asleep. The fighters wing in and drive the others away after they kill one. The sleepers are taken out.

45/51

The morning arrives and Alzar is at 47/51. They head east for the day, and check out the six hexes closest to the Great Wall. The find four jungle hexes and two swamp ones. They move to the trail and finish the night in Tanaroa.



They awakened and everybody is healed. They go east of the trail. Jungle, hills, hills, , hills, jungle, and then…

They are in some hills and see a giant bird flying overhead. Giant. Alzar has never seen a Roc before, but it is unmistakable. It skips past their group after they hide in some rocks. They rest for the night in the hills.
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Old 05-16-2010, 11:55 PM   #395
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In the morning, they begin to move out, but hear a crashing sound as something big is moving in the hills.

It rounds a bend and starts charging the group.



Carum gets in front to face the charge, with his spear set to take it. He knows how to fight these guys. Alzar and group draw weapons, ,and get ready. He tells them to attack the side.

The Triceratops charges Carum and will deal double damage if it hits. It does and doles out 18 damage to Carum. Carums spear and proficiency with it hit as well, as since he was set to take the charge, the triceratops takes double damage from the spear – 10 damage.

It now only has 69 hit points. A Mist Ball flies in and it makes the save. Aleigha and Estaish swing. The skin and hide on the sides is much softer, but they both miss (rolled a 2 and a 4). Carum spears it for 8. Alzar casts Ray of Enfeeblement on the Triceratops. It makes the save. The Triceratops flails about with its horns expertly, and tries to hit Carum, and then Estaish twice. It misses Est once, but hits Carum for 7 and Estaish for 10.

Carum is at 14/39
Estaish at 22/32

They win init and Alzar moves in front and pushes Carum back. He swings with his +3 staff prepared just for this, and hears the Gingwatzim complain. He misses. Aleigha and Estaish both miss (7 and a 5).

The Triceratops swings at Alzar twice and Estaish once. The first swing on Alzar misses (Cloak of Displacement). It misses Est and nails Alzar for 11.

40/51

They win init. Alzar Vampiric Touches it for 11 damage. The dinosaur is at 50 hp. The fighters on the side both hit for 11 total. 39 hp. It swings and hits Aleigha once and Alzar once.

45/51 for Alzar
29/34 for Aleigha

It wins init and attacks everybody once.

43/51 Alzar, 24/34 Aleigha

Aleigha drops her sword. Est hits for 10. Alzar hits for 8.

Down to 21. The Triceratops rolls for morale. It begins to flee. A Mist Ball flies in and it fails its save, and takes 2 poison damage and is blinded for 4 rounds. It is flailing about madly, and Alzar orders ranged weapons. He throws the dagger andhits for 5 damage. Carum misses with his sling. Est does as well with his bolt.

The next round, Alzar crits with a =1 dagger and everyone hits. 6+1+6 = 13.

The next round, both drop their weapons. Alzar rushes in and slashes with his staff. Hit on a blind tricera for 10 damage and it dies.

Whew

They split 8000 XP, so 2000 each.
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Old 05-17-2010, 04:32 PM   #396
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Carum starts hacking it apart into pieces. They are about 12 miles away from Tanaroa, and in a few minutes, he has assembled a pair of sleds with triceratops meat on them and made form its skins. They carry them, and rotate who is responsible for moving them, for half the day. They pass a peaceful plant eating dinosaur and arrive back and bring the meat to the village. They send out natives to strip the rest of it, and have a Triceratops feast. It’s been almost a year since the last triceratops was killed, so they savor it. They stay here tonight, and the local witch doctor agrees to heal Carum for helping. He receives curing today and tomorrow.

The next day, they head back out.

Carum is at 30/39
Alzar 46/51
Aleigha 27/34
Estaish 23/32

They go east and flank a giant lake. They only check out four hexes, all swamp, along this lake. Night is quiet.

The next day, they continue north east. They start in more swaps, head east and run into a cave. They spy it for a bit, and see some troglodytes come in and out. These will attack the natives regularly, so Carum wants to attack. Alzar agrees, and then run down quickly. Alzar casts sleep and 2 fall asleep. A dozen run out of the shallow cave with spears in hand. A crossbow bolt misses

Battle is enjoined. Alzar casts Hypnotism and tells 3 to drop their weapons and sit down. Aleigha deals out 10 damage and kills another. 8 left. Est and Carum miss. Est is critted for 7 damage. Aleigha takes 6.

16/32
21/34

Alzar strikes out with his staff and misses. All of the fighters hit and two more trogs are dead. 6 left. The rest barely make their morale check. Three hit for 12 damage on Alzar.

34/51

They win init and poke with spears. Alzar takes 9 more. A Vampiric Touch deals 14 and kills one. Estaish crits one for 11 damage and kills it. The other four break away and run from their lair.

49/51

They search and find a box.

5000 copper
6000 silver
Opal., 500 gp, x8
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Old 05-17-2010, 05:08 PM   #397
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They push on and find a swamp and mountainous area, and call it a day. No one bothers them at night.

51/51
17/32
24/34
31/39

Mountain, hills, caves, swamp, swamp. The caves take longer to fully explore. At night, they are encountered by the remaining trogs, who followed them and want vengeance. They are able to deal 10 damage to Aleigha, the guard, before Alzar puts several to sleep and the rest are killed

XP -= 250 each


18/32
17/34
32/39

They finish the west shore of the lake today. It’s all swamp. They finish north of the tar pits in some hills. Day is quiet, but at night, a five headed Hydra decides they look like lunch, and is moving towards them when Alzar sees it. He wakes everybody up and has Dryshik Mist Ball it. It makes it save.

The hydra is close now. Alzar moves toward it to give his fighters a chance to get ready. He casts Ray of Ondovir at it. Success. It just keeps walking all next round, and Alzar casts Ray of Enfeeblement, success. It now has -2 to hit and damage from each head. The fighters arrive at it.

It wins init at the begin of the next round. It would have hit Alzar once, but misses (Cloak of Displacement). Everybody misses it (7, 3, 7 and 8 are rolled on four different dice).

They win init and Carum crits a head for 10 and kills one. Estaish deals 7 to another. The remaining four heads deal out 7 damage total to Alzar

44/51

They win init and Hit alzar once for 3 damage. Ray of Enfeeblement is really working right now. Alzar deals 11 from a Vamp touch and kills a head Estaish kills the wounded one, Aleigha hits for 9 and slices another, and Carum hits the last head for 4 damage.

51/51

It moves to retreat and Alzar orders his people to stop it. Carum hurls his spear and misses. Alzar tosses a dagger and misses. Dryshik Mist Balls the final head and it fails its save, takes 5 damage and dies

XP – 300 each
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Old 05-17-2010, 05:24 PM   #398
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19/32
20/34
33/39

The next day, they continue around the tarpits. Hills, hills, broken landsx3. End of day. Night is quiet. 20/32, 23/34, 34/39

The heads southwest into more badlands, and hear the cries and hoots and grunts of something in the cliffs. They looks up and see a bunch of rock baboons, threatening the group with rocks. Will they fall asleep? Yes, three do. There are approximately a dozen left. Megala and Dryshik fly up or a better look. A slingshot and bolt each miss. Rocks thrown down miss by miles. Dryshik casts Wall of Fog behind them, so all that is in front is the cliff. Alzar hypnotizes two more to climb down the cliff and sit down in front of him and his people. They do. A sling hits a baboon for 2 damage. Several rocks are close, and they all miss Alzar (Cloak of Displacement) but will not next round.

The baboons win init. Alzar takes 9 from three rocks. Aleigha is tying up the two hypnotized baboons. The injured baboon takes 6 damage from a bolt and stone. They are tough. Alzar needs to end this now. He uses a charge from his Belt, flies up, and Skulltraps them for just 13 damage each. A bad kulltrap. Two dodge out of the way completely. The wounded one dies, and the rest are still kicking. They run away, however, braving the Wall of Fog. Alzar has Megala and Dryshik follow, and does so as well, from farther back. A half mile away they enter a cave, and Alzar swoops in and casts Blastbones and deals 5 more. The wounded ones drop dead.

43/51

Dryshik Mist Balls one of the two unwounded until now. It makes its save. They bound towards Alzar and miss. They win init and swing twice each. Alzar takes 7.

36/51

He Vampic Touches the wounded one and deals. 12, killing it. 48/51. He takes 1.

47/51

It wins init and hits for 5. 42/51. A staff falls out of Alzar’s hand. A Mist Ball flies in and it makes its save. Alzar wins init, but has to pick up his staff. It misses once and hits once for 3. 39/51. Alzar misses. It wins and this once for 5. 34/51. Alzar hits for 8. It dies.

A quick investigation shows no magic, but two pieces of jewelry in the cave

XP – 200 each

700 gp gold bracelet, 1300 gp silver amethyst necklace
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Old 05-17-2010, 05:59 PM   #399
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They move into a volcanic area, badlands, and then finish with another volcanic area. They see a Cave Bear from a distance, but it does not notice them, or does not care. At night, Aleigha sees a mated pair of giant elk with a baby move by and look for bigger plants to eat, and they are not aggressive.

36/51, 21/32, 26/34, 35/39

They spend the day moving into the southwestern peninsula and see jungle everywhere. The day and night are quiet. 38/51, 22/32, 29/34, 36/39

They spend many hours getting back to new land, and only explore two new hexes today. Badlands and jungle to the east of the volcanoes. Everything is quiet. 40/51, 23/32, 32/34, 37/39

They go northwest one hex, jungle, jungle, badlands directly west of northern volcano then badlands, jungle and jungle. During the day, they run into a Wyvern who wants to eat one of them and swoops down. Alzar tires the Ray of Ondovir trick again to ground it. It fails the save and crashes into the ground for 15 damage. Swords flash out and it takes 8 from two hits from Carum and Estaish. A Mist Ball flies in and it is immune to poison, and makes its save vs the blinding impact. Alzar orders everybody back and moves in. He can survive its poison most likely. It sees him and stabs with its tail and would have hit, but misses . A crossbow bolt hits for 5.

Alzar wins init and drops his staff. The missiles miss. Another Mist Ball flies in and it makes the save. It stabs at Alzar with its tail for 7 damage. Alzar made the poison save with his +9 to the roll.

33/51

It wins init and attacks twice, misses with the tail and bites for 2 damage. 31/51. Alzar Vamp ouches it for 15 damage. It takes 4 damage from a crossbow bolt, teeters and dies.

46/51


XP – 350 each
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Old 05-17-2010, 06:27 PM   #400
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Alzar can’t take the tail and poison glands, he has no equipment out here to keep it.

The night is quiet: 48/51, 24/32, 34/34. 38/39

The next day, they continue north. Badlands, junglex4The day and night are quiet, except for a killed dinosaur they pass.

They next day, they continue. Jungle x3, hills, hills. Both day and night are quiet again 50/51, 25/32

They head east and find hills about 5 miles north of the tar pits, and in them…

A guzak camp. A tribe of guzaks has turned the area into a camp for themselves. They have several sabretooth tigers as pets. They wield spears and clubs. They are not antagonistic. Alzar cannot communicate with them, however, so they skip their camp. In the hills east of the guzak camp, our group encounters a couple of guzaks with a sabretooth tiger out hunting, and they pass the group by.

Hillsx2, jungle. The night is quiet. 26/32

Junglex3, then three more heading back inland. They encounter a quartet of guzaks and two sabtretooth tigers out hunting here as well. 27/32

Jungle, hills, hills, hills, jungle, jungle. Quiet – 28/32

Jungle x3, mountain, jungle. They spot a megatherium, a peaceful giant ground sloth. It only eats plants, so they leave it alone. 29/32

Their day begins with an interesting encounter. They come across a group of 8 small monkey-raccoon creatures. They have large eyes and gliding skin between their legs and arms.




They do not attack, but they watch Alzar and his group carefully for a mile. They continue through, and the phanatons eventually let Alzar and company pass un harmed, unchallenged, and without any problems.
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