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Old 05-31-2010, 02:51 PM   #601
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
They head back and take the left branch from the sphinx’s place. There is a ten foot long open pit here, visible since the water level is gone. They arrive at a section of the corridor with a series of copper colored metal plates in the walls. As Alzar moves into it, the metal on him starts to warm, and then get hot, so he retreats. The shadows are sent through with no problem. The golem makes it through. Alzar takes off his metal stuff and puts it in a bag of holding, and then crosses fine. He grabs his staff and as he does, 8 ghouls pop out of a room for surprise and Alzar tries to control them and fails. His shadows move in front and he grabs his axe from the Bag and Ring of Free Action. The ghouls are unable to damaged the shadows and try to push past. The golem move sin front as well

Alzar wins init and kills a ghoul. They try to attack him and he takes 8 damage from claws. The shadows kill a ghoul and #9 hits once for 10 damage and smears a third. Alzar wins init and hacks a 4th dead. 9 hits once for 12 damage and kills another. He shadows miss. Alzar takes 6 more from ghouls. He then kills another with the 2nd attack. 2 left . Alzar wins init yet again and th#9 crits and kills the last one.

They each have an Amulet like the others he found so 8 more are found. Awesome!

Amulets of Protection vs Turningx8.

Everybody else arrives after a bit of time. They will not be able to leave this way quickly. They walk up some stairs and arrive at a room. This room is frictionless. The walls, ceiling doors and spike traps all have a magical coating of frictionlessness, discovered when Alzar dropped a copper piece onto this weird looking room. Megala can’t fly in here and Alzar was just able ot gab it before it bounced away. Alzar sends out the Rope of Climbing with two more ropes attaching and it hits the end wall and goes through. Alzar throws a copper piece down that way and it rebounds after going through the wall, so there must be an illusion there. The Rope stops, and Alzar tries it. It appears to be stuck on the far wall, and with people in the hallway holding the other end, they make it through. The golem is the anchor on this side, and the shadows and golem don’t make it through this room.

The hallway after than room Ts and they go…right. There is a door here. It opens to reveals a stream running through the room, and yet suspending in mid-air. It enters and leaves through two tunnels. There are also six two man kayaks. Alzar decides to put a kayak on the stream and it floats away. Alzar watches it float along the stream with his Crystal Ball. There are blind fish in the stream. Thirty minutes later the kayak returns.

Alzar saw a room it passes through with several fighters watching and waiting. Other than that, nothing. Alzar goes into a kayak himself and turns himself invisible, riding along. The kayak arrives in the room and again, no one bothers to net it. There are 9 warriors here. Suddenly, Alzar casts Skulltrap and throws it at the group by the stream.

24 damage is dealt to the fighters who all die. The one behind them all moves forward and Alzar jumps out of the stream to fight him. He has a practiced stance and hand, and should be a difficult opponent. He casts Ray of Enfeeblement, the warrior makes his save.

The warrior moves in and battle begins. The warrior misses. Alzar’s axe does 16. The next round, Alzar wins and rolls a 6, and needs to hit -1 AC. 5, plus +2 for axe, +3 for mastery +3 for strength is a 13, one less than the 14 he needs. A miss. The guy rolls a 5, and misses Alzar’s second attack hits for 14. His second attack hits for 11.

40/56

He wins init and misses. Alzar misses as well. Alzar wins init and misses. He hits for 12. Alzar hits for 18. He misses. He wins init and this for 6. Alzar misses. Alzar wins and hits and he dies.

22/56

XP – 4500 for just Alzar.

He finds a key
Plate Mail
+1 shield
Boots of Striding and Springing

He returns to the first room with the airborne river and they leave. They head to the left.
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Old 05-31-2010, 03:45 PM   #602
Abe Sargent
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The door opens and a terraced large room can be seen.




The only exit appears to be on the bottom level or the way they came. There are a large number of giant crayfish, then giant scorpions, then sea lions, and finally manticores at the bottom. Alzar tries the obvious. He grabs a Broom of Flying and flies down to the manticore level, and none of the glass walls break or anything. A few spikes fly his way and he flies back up and Dryshik drops a Wall of Fog on the bottom level while he arranges transit down. Alzar flies back down and Conjures an Earth Elemental and then has the 34 hp, AC 2, THACO 13 4d6 damage dealing guy charge in and start attacking manticores while Estaish and Carum fly down with a whistle and a broom. He has Carum fly back up and get the rest of the party while he joins the battle.

The Earth arrives at the first manticore and misses. Several spikes fly out and it takes 7 damage. The manticore roars and the others hear it and answer. Alzar hacks the manticore for 16 and the elemental adds 22 and kills it. Spikes fly in and miss Alzar and the elemental takes 5.

22/34 – Earth Elemental

They run in and Estaish nails a manticore for 11 damage. Alzar adds 14 and the Elemental adds 15 and it dies. The last one shots spikes and deals 10 to the elemental.

12/34

Alzar wins init and hacks the last one for 15. Est hits for 6. The elemental adds 24 and it dies.

XP - 1463 for Alzar and Estaish

The rest arrive and they open the door with the elemental leading.
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Old 05-31-2010, 04:44 PM   #603
Abe Sargent
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They arrive at a room with a small harmless looking, unfamiliar humanoid. The room is opulent and the creature says that it was a prisoner of the wizard who built this dungeon. Alzar casts ESP and asks it to tell him that again. It failed its save.

It’s really an ogre mage, guardian of a magic sword, and trying to get Alzar to lower his guard.

Alzar has the earth elemental try t punch it. It misses. The creature roars and casts a cold spell at the group.

26 damage, save vs half to everyone. The elemental dies. Alzar Est fails. Everybody else makes it. Alzar is down to 4/56. He quaffs an extra healing pot and gains 23.

27/56 – Alzar. Est misses. Carum misses. Aleigha hits for 7 damage. Maerie tries to sneak around. They win init. Est attacks twice and hits one for 5. Aleigha attacks twice and hits once for 6. Carum misses. Alzar casts Ray of Ondovir and it works. The ogre mage tries to use the same spell and fails.

Alzar tries to hack it with his axe. It takes 15. Est hits for 11 and it dies.

400 each

They search and find:

Ring
1000 ep
200 pp
4 jewelry total 11000
Scroll Cleric
Potion
Armor
Crazy looking sword.
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Old 05-31-2010, 05:09 PM   #604
Abe Sargent
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They find nothing else, and return. As they reach the place with the sphinx, a voice rings out. There is another wall of force placed in front of them, and the voice says that he will not allow his dungeon to be despoiled and his treasures robbed. Thus, he is sending two of his minions ot collect them.

Two efreeti are coming down the north passage that heads to the lake of boiling water.



Alzar tries to grab his new Wand of Frost and uses two charges to Cone of Cold. They take 20 or save for half. The first makes it the second fails. They have arrived and Alzar is in front. Battle is enjoined. They win init and miss Alzar twice, he axes the badly injured one for 17 damage. It dies. Estaish misses, Carum misses. He wins init and nails Alzar for 16. He hacks for one hit and 15 damage, Est hits twice for 15, Aleigha hits once for 6 and it dies.


15/56


XP – 2400 each

The Wall of Force drops and they leave, head up the stairs, and return to Tangaroa.
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Old 05-31-2010, 05:59 PM   #605
Abe Sargent
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Items from the Adventure

+1 shield
Boots of Striding and Springing
600 gp
1000 ep
200 pp
4 jewelry total 11000
2000 gp jewelry
Jewelry - 12000
Ring of Flying with 4 charges
Wand of Paralyzation – 1 charge
Gems totaling 600 gp
10000 sp
9000 gp
Potions ESP
Scroll of…Magic Mouth, Dispel Magic, Monster Summoning III
400 ep
300 gp
7 gems worth 1300 gp total
1000 gp
Gems worth 1000x2, 5000, and 17 worth 3935 total
Ring of Infravision
Wand of Frost – 17 charges
Amulets of Protection vs Turningx8.




Magic Pile – Potion of Silver Dragon Control, Black Dragon Control. Whelm. +3 chain mail. Wave. Luckstone. +2 Plate Mail, +3 Protection, Cleric – Protection from Evil. Pot of Healing. Armor of Vulnerability. Blackrazor.


Used charge on Wand of Illumination, 4 on Wand of Magic Missiles, 2 on Wand of Frost. Used Pot of E Healing.


Snarla’s Spellbook (Explosive Runes):

Fear, Haste, Dispel Magic, Web, Stinking Cloud, Scare, Magic Missile, Push, Shield
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Old 05-31-2010, 06:13 PM   #606
Abe Sargent
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XP

Estaish – 80447 (Level 7) – Now with 50 HP
Aleigha – 71807 (Level 7) – Now has 48 HP.
Carum – 65987 (Level 7) – Now has 64 HP.
Maerie – 59698 (Level 7 – level 8 at 70k) - 22 hp
Alzar – 171879 (Level 10 at 250k)


Carum leveled up as well

Alzar gives 5000 gold to each of his companions for the works they’ve done recently.

Here are the special weapons:

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

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

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

And those are the three weapons of power from this module.


They head back to Tangaroa and spend a bit of time in the town. Carum learns how to use a Trident. They get the third ship, captured by pirates, ready to sail. After a long stay at the Isle of Dread and the nearby places, it is time for Alzar and company to sail home. He has a fleet of three vessels – Sea Ghost, Water Dragon and Ocean Queen. They will sail back to Chonae, and then up to Fort Amber, where he will leave for a few weeks, and then return and settle up with the captain and crew.

After a last week, they sail out and move towards the mainland and the River Storm.
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Old 05-31-2010, 06:16 PM   #607
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X7. The War Rafts of Kron





This is, officially, the final chapter of the Isle of Dread saga. It just fits perfectly.
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Old 05-31-2010, 06:31 PM   #608
Abe Sargent
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I'm going to be on vacation for a week or more, and then when I get back, who'll know if I even want to keep this up or if something else flits through my life to obsess over an follow for a few weeks, until the next obsession, etc.

So I want to leave this in a place where I can hang up the battle axe pre-vacation
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Old 05-31-2010, 07:21 PM   #609
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As the ships get about 35 miles away from the Isle, a grating sound stabs the air from below the deck. An instant learn a dozen small wooden ships puncture the surface of the sea about 120 feet away and begin circling the ship. Three are tritons on the small ships, and four sea horses on a saddle like structure pull them around with a high degree of speed and accuracy.

There are 20 salt water termites attacking the ships. There are four tritons and each has 5 lashed together. It’s obvious they mean sink the fleet and wound the vessels. Alzar pulls out Wave for Carum and then orders the others to attack the boats. Carum and Alzar leap underwater to take out termites.

Alzar points to the squad triton leader closest to them and they move to attack him. He casts Magic Missile on Alzar for 7 damage. Alzar’s axe deals 14 to him and Wave from Carum nails him for 7 more.

49/56

The boats take 20 hull damage this round.

Alzar wins init and tells Carum to finish this one off and swims very quickly to the next squad leader (Bracelet of Swimming). Carum impales the triton for 11 damage and he dies. Carum swims off after another leader.

40 damage total to hulls

Alzar is immune to the Hold Person cast at him. He deals 16 damage with his axe.

55 dealt. The five other termites break away with no leader and full bellies.

Carum takes 9 from a magic missile. He spears the leader for 12 damage. Alzar hacks his for 17 and he dies. Alzar swims to the fourth leader.

55/64

65 hull damage dealt

Carum wins init and stabs for 9. The triton casts Charm but Carum shakes it off and he stabs again. 11 damage and the triton is dead

70 hull damage dealt

Alzar misses. The triton doles out 12 to Alzar in missiles.

37/56

75 Hull damage dealt

The triton wins init and casts Charm at Alzar, who is immune. Alzar carves him twice for 34 damage and he dies.

The termites random move off since they are full as well, and no one is holding their reins and forcing them to chew and eat.

25/100 hull points – Sea Ghost
20/80 hp – Ocean Queen
No damage to Water Dragon

XP – 1000 to Alzar and Carum

Now, let’s rewind to the battle on the boats
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Old 05-31-2010, 07:51 PM   #610
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Alzar and Carum leap overboard and Estaish loads his crossbow. Aleigha finds some javelins that are in a pile for defense.

One of the war rafts is more ornately crafted than the others and Est orders them to attack it. Est misses. Aleigha misses. The tritons fling spears at the vessel, and suddenly, a lightning bolt comes cracking in from the triton leader and the first mate is killed, while he was ordering the sailors to attack.

Aleigha manages to hit despite the negative for 2 damage. Triton spears fly in and Estaish is the target of a lightning bolt by another triton for 8 damage after he saved.

42/50 – Estaish

One of the squad leaders goes down to Alzar and Carum and the other tritons come in a bit more to increase their chances of hitting. Estaish misses, Aleigha manages to hit again for 2 more damage. Estaish takes 18 from two sets of Magic Missiles from two different tritons

24/50

A fireball flies in, aimed at the sail, and ignites it, and destroys the sail virtually complete. Maerie moves to help put it out. Est hits for 5 and Aleigha misses.

Another squad leader goes down. They are ordered to loose the rest of their spells and suddenly the ship is rifled with Magic Missiles and Lightning Bolts and even an Acid Arrow.

Aleigha took 20, Estaish takes just 8 from some missiles. Five crew die. Est hits back for 6.

16/50 - Estaish
28/48 – Aleigha

Maerie has managed to put out the fire. Alzar kills the final squad leader. Carum swims up and uses the Trident. He uses the Cube of Force powers it has to duplicate a horn of blasting on a war raft and it is destroyed by the sonic wave. The rest move off and submerge.

They head back to the ship and Alzar takes back Wave for now, but Carum can’t let go, and suddenly, his eyes change and he backs up. Alzar grabs the trident and pulls it out, and returns it to the Bag of Holding. That is why Carum can’t get Wave for long – he will be controlled by it.
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Old 05-31-2010, 08:22 PM   #611
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They begin to make plans to head back to Tangaroa for refitting when suddenly, the head and shoulders of a huge creature pops up from underneath the sea. This storm giant introduces itself as Koom.

Koom saw the attack of the tritons and wishes to assist. He calls an undersea boat to the surface, and offers to take whoever wants to come with him, to talk about the problems that have been brewing underneath the sea. Alzar and his company get in the boats while the ships return to Tangaroa as planned.

Koom and the boat head underwater and he walks along side as the party rides in the boat. They run into some dolphins, a few plankton beds, and a group of sharks who circle around, but don’t dare challenge Koom, and thus back off.

About ten hours later, they arrive at Koom’s underwater castle. It is a small but plush residence. There are 16 giant crabs on guard duty. The castle is full of water, but Koom tells them they can breathe freely the water in his castle only. They do so, except for Aleigha and Alzar who can breathe underwater already. One inside, Koom gives everybody a vial of water with a small platinum colored fish in it. By swallowing the fish, a person can breathe and move freely underwater or one day, no matter what armor they wear.

Koom gives Alzar a map of the underwater areas of the Sea of Dread. 5 vials of small platinum fish




Koom tells Alzar that the tritons have gotten violent in the last months as some power has started to influence them. He can’t say who or how, but there is a new and sinister power under the water here, and it is negatively influencing the normally neutral tritons. Koom wants Alzar and his group to head to the triton city of Suthus, and investigate.

(For this module, imagine that the Castle and Suthus and the other places they’ll go, are reverse and near the Isle of Dread rather than near the coast).

Alzar sees Colhador on the map and asks about it, and the Storm Giant tells him to skip past it, there is great evil there, and has been for a while. In a normal conversation, Alzar compliments Koom on the undersea boat, and he thanks him. Koom makes them, he is an artificer, not in a traditional wizard sense, but in a more natural sense. He has several others. Would Alzar want to purchase one? Yes, very much so. 10,000 gp, and that’s not negotiable. Alzar is instructed on how to use one, and purchases it.

-10,000gp

Undersea Boat – It appears to be a standard riverboat, and without a crew needed. It will obey any command Alzar gives it, forward, backward, left, right, forward left, forward right, turn right, turn left, stop turning, stop (Magically anchors itself immediately) and dive, level off, and surface. It is fitted with grips. Any people on it when it is underwater can water breathe. It has an AC of 4 and 40 hull points.

They stay the night and leave in the morning, and leave on their new craft. A search of the boat shows that Koom knew they were likely to purchase it and there are 5 water breathing potions in here. Clever big guy.
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Old 05-31-2010, 08:37 PM   #612
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They leave and travel through the ocean. The going is pretty quiet, and roughly 20 miles into their journey. They come across a sunken sailing skip looming ahead. The second of its three masts is broken and its keel is open and exposed and it leaves a hole on the side. The ship was a large sailing ship.

Alzar gives Aleigha a Ring of Free Action for just this adventure and it replaces her Fire Resist ring. They two of them leave the boat and swim around. They swim inside and find a startled triton. He appears frightens and begs for mercy, but suddenly, Aleigha growls and changes into a werebear. The tritons sees her in shock, and then turns into a wereshark.




Battle begins. Aleigha is bitten for 13. She bites back for 2. Alzar adds 18. They win init and Alzar adds 13. Aleigha hits twice for 7 and he dies.

XP – 500 for Alzar and Aleigha

She changes back and they search the wereshark’s lair.

9000 cp
4 gems 100 each
2 pieces of jewelry worth 500 each
Wand of Treasure Location – 5 charges

They head back to the boat and continue one. A group of 6 sea snakes approaches, and then decide better and look for a meal elsewhere. The sea sometimes teeming with life, and sometimes can be quite vacant of it.
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Old 05-31-2010, 08:55 PM   #613
Abe Sargent
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Night is arriving, and they are about 12 miles from Suthus, so they set up guards and sleep on the vessel, underwater. The morning arrives and they move on. Alzar has slid off the Ring of Sustenance and moved to the Mud Ring. It has protections on the sea.

They have arrived at Suthus. This is a city made from dead coral. The city has an odd shape, and the water currents that blow through it make musical notes on the water that are haunting in their beauty. The city is laid out in a basic hexagon.

Out of each of the six corners rises a short tower and atop them are lights for the whole city. Suddenly, Alzar and company are confronted by several tritons on sea horses. They demand identification and business in Suthus. Alzar tells them that they were sent by Koom to find out why the tritons were attacking shipping.

The solider drops his trident and tells Alzar that those are not soldiers or the government of Suthus, but noble triton families who have started the problem. He gives each of the party a special clamshell on a pin, and tells them to wear these, and they will not be accosted by the guard in Suthus, and they leave.

They float their ship up to the city, and there is a bier near one of the gates. They tie things up, and then Alzar uses the Mud Ring three times to give Water Breathing to Maerie, Carum and Estaish. They leave behind metal armor and move into the city of Suthus.

Suthus is a twisting maze of channels, with an exposure to the op, s one can simply swim up, see where to go, and swim back down. They swim around and spy sea horse stables, a water termite pen, a giant auditorium, various homes, and so forth. As they are exploring, a group of warrior tritons swims to them, and tells them that King Lopra demands their presence in his throne room. They leave right away.
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Old 05-31-2010, 09:09 PM   #614
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King Lopra holds court, with bright green curly hair and a jeweled crown. They arrive and are rushed in, and Lopra tells the current people h is talking with that he more pressing business. Alzar and company are pressed into the throne room. They must hand over all weapons, including staffs and wands, before entering. They are placed in a locked box, and the box and key are handed to them.

There are several courtiers in the throne room along with King Lopra. The King introduces himself, and hen demands to know their business, and Alzar repeats what he told the guards. They were sent to investigate the raids by the storm giant. The king is satisfied, and orders guards to get them chambers here in his palace for them. They are escorted away, and soon, two separate messages arrive from two of the courtiers. One is from Uthom who asks to meet in one hour in the palace garden. Do not trust Ulobon, he is out to destroy Suthus. The other is a note from Ulobon to meet in the garden in two hours. Do not trust Uthom, he is out to destroy Suthus.

Interesting.

They rest for a bit, and then head back out. Uthom meets with them. He is the court wizard, and tells them that Ulobon is in cohorts with the enemies of Suthus that are causing this situation. He asks for their aid in killing him. Alzar’s ESP shows that Uthom is telling the truth. He tells Uthom to arrive here a few minutes after an hour from now to help them out against Ulobon. Just to make sure, they meet with Ulobon in an hour, and he tries to tell Alzar that the court wizard is behind everything. Alzar is out of ESP spells. He is willing to trust his first one, though. Suddenly, his axe slides into Ulobon for 18 damage. They win init and Alzar deals 19 more to him and he dies.

XP – 2000 for just Alzar

The guards in the garden move in, and Alzar tells them to wait for Uthom, his attack was sanctioned. Confused, they agree and two minutes later Uthom arrives and sees the dead Ulobon. Alzar searches the body and finds:

Spear +1
Wand of Lightning Bolts – 14 charges

They are taken immediately back to the throne room where Uthom convinces the King to declare them heroes of Suthus and they are each given a:

5000 gp gem for each of them

Uthom and King Lopra tell them everything that has been going on. For more than a century, the ruins at Colhador have housed vile creatures that kill and attack others around them, but they’ve always been a local problem until a new power recently moved in, and gained some spies from powerful people in Suthus. Below the sea is a set of old barges underneath a shelf and thus, water free despite being under the ocean. They have been tied together and made into a town called Kron. The ruler there was an ally of Suthus and a friend to the sea, but just as some people of power here joined with Colhador, so did some from Kron.

Kron provided war boats and the materiel, and Suthus provided powerful Tritons, and together, they have been plundering ships on behalf of Colhador. The one who controls Kron is not the ruler, but the wizard Morak. They need to go to Kron and take him out, and then, like here, the balance of power will shift back.

There are several prisoners from the raids kept there, and they will be freed when Kron is freed. Or, if they want, they can just go to Colhador and risk the evil creatures there and try to find the source of this problem and cleanse it from the sea once and for all.
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Old 05-31-2010, 09:39 PM   #615
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I'm going to be on vacation for a week or more, and then when I get back, who'll know if I even want to keep this up or if something else flits through my life to obsess over an follow for a few weeks, until the next obsession, etc.

So I want to leave this in a place where I can hang up the battle axe pre-vacation

Very much enjoyed the ride and will continue reading as long as it is fun for you to write.
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Old 05-31-2010, 09:39 PM   #616
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Alzar agrees to seek out Kron and then, after that, to Colhador. They may gain more info on Colhador and the powers inside. They spend the night in the palace, and then head out in the morning for Kron, three days away by undersea boat.

Three days and two nights pass. Alzar uses his Mud Ring once a day each day to give them actual air to breathe so that he can pull out his spellbooks and study. Luckily, Carum knows a lot about boats and ships, so he can, manage the basics and make sure they are going to the right place, although he is not an expert in navigation. They run into just one major encounter on the first day out.

They come across a giant octopus and it moves to attack. Alzar’s skulltrap damage scares it away after it expected an easy meal.

They have arrived at Kron, and they still have their Suthus necklaces which show they are allowed to enter Suthus, and they should get the party into Kron. The “city” of Kron is built on 14 large barges and they are surrounded by a bunch of smaller rafts. Ropes and chain lash everything together. They are under the level of the sea water but underneath a reef. They are floating basically underground/underwater, and there are large number of torches for light. They have put the torches in the water away from the city, so there is a ring of bright light all around, and then a few signs of Continual Light spells on fake torches inside.

On each of the large barges are several buildings. The small rafts sometimes have buildings, and sometimes just have some supplies or a few chairs, and such. There is even a dock here. There is no shore nearby. The reef is just above and a cliff to three sides, and the sea to another. There are several openings in the reef up to above sea level and it brings down fresh air. There are also two freshwater streams that run off and then rip down into large water troughs. The reefs leak the rain water down to this level, after being helped along by the appropriate cut here and there by hand. There are ropes and chains lashing the city to the cliff faces in various places. All in all, it’s a very precarious place, but it looks like it’s been here for a while.

As they approach, a boat launches from Kron to meet them. They say they come from Suthus and show their necklaces. The five guards, allow them passage and escort them to the docks. They have a large fleet here, from fishing boats to row boats to trading vessels. Alzar asks how they have so many ships, when just a short way away they are underwater, and on points to a watery cave they had not seen before, because it was on the other side. Apparently ships can sail up and down the cave and after a few miles, emerge out the side of a reef above them. Alzar has more questions. If the tunnel drops, how does the sea water not flood it up, but they don’t know the answer to that.

The result is a highly defensive position away from prying eyes and knowledge from the regular world. They send up trading vessels, and they trade heavily traded areas, and then they return with no one knowing where they came from.

They pass by people carving up the day’s catch of fish and drying and cleaning kelp for dinner. The city is waterproof. There are no loose objects anywhere – even the furniture. Cups and bowls have lids, mugs have lids, and tables have depressions and slots in them.

The ropes and bridges connecting the rafts and barges are flexible, and allow stretching with the tides. As it is late at night, they find a tavern for the evening. Unlike the tritons below, they have communal drinking areas up here. There are even a few spare rooms, rarely used, but available. In the morning, they head out and ask to speak with Morak. They claim they have a message from Ulobon. After asking around, they find out where his rooms are.

Alzar’s spells slide into more inconspicuous with ESP and Dire Charm subbed in for Searing Serpent and Blastbones.
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Old 05-31-2010, 09:39 PM   #617
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Originally Posted by hoopsguy View Post
Very much enjoyed the ride and will continue reading as long as it is fun for you to write.

Thanks!!
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Old 05-31-2010, 10:14 PM   #618
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Anticipating battle against a mage, Alzar slips off the Ring of Free Action for the Ring of Spell Turning, and his Mud Ring. They arrive at the “palace” barge and cross the bridge. Several guards meet them, and they tell them they have business with Morak. Two escort Alzar and his company a few hundred feet to the door that enters Morak’s chambers. They knock on the door and announce Alzar and his group’s business, and they are shuffled in.

Alzar has had a while to come up with a convincing story. They are in a semi-circular room with a continual darkness spell on it. Then they hear a door open and they are spun around 10 times and escorted to a curtained chamber. They see an Amber Golem, an apprentice shutting the door behind them, and Morak.

Alzar tells him that the scheme between Morak and Ulobon to control their respective city’s leaders has been uncovered by several nobles and led by Uthom. Ulobon has been incarcerated, and could only trust us to come and tell Morak, since he was unsure which tritons supported the King and Uthom.

Morak is upset at the news, and Alzar cast ESP while in the Continual Darkness chamber. He failed his save and Alzar can tell that Morak is so upset at the nature of the news that he is not currently suspecting the identification of Alzar or the veracity of his statements. Then, Alzar can feel Morak gain his composure and uses his own ESP try to verify the story. Since Alzar has his own Amulet against that, Morak finds the story confirmed and doesn’t bother to scan the others.

Alzar has the upper hand. He uses his own ESP spell and the fact that Morak will see anything he wants to tell him as truth to spin a story of betrayal of Ulobon. Alzar is one of several groups of non-tritons hired as spies in the Sea of Dread since he wasn’t sure which tritons he could fully trust. Their own undersea boat helps to sell that story. Alzar points out they could follow a boat for its entire journey without it ever knowing – perfect spies!

Alzar decides that now that he has Morak’s trust, he needs to get in and kill him. He mentions that he has seen an Amber Golem before. They had to kill it. Where, they are pretty rare? In Castle Amber itself. They created them, but I had heard that Castle Amber disappeared a year ago or so. It had, and we were sent in to find out why and where it had gone, but it has been taken to another plane.

They talk about this for a bit, and then Alzar mentions this one looks a bit different than the first one in Castle Amber. How so, I tried to make this as close to a duplicate as possible. Alzar comes over and points to various aspects of the Amber Golem as being different in color or having different carvings. Alzar is now right beside him, and he draws his axe and swings in one smooth motion.

Morak takes 14. He recovers quickly.

Morak wants to cast Conjure Elemental to summon a Water Elemental.
The Amber Golem wants to attack Alzar.
The apprentice wants to cast Magic Missile on Alzar, who is attacking her master
Alzar wants to carve Morak twice.
Estaish wants to sword the apprentice.
Carum wants to spear the apprentice
Maerie wants to backstab the apprentice
Aleigha wants to move up and support Alzar.
Dryshik wants to Mist Ball Morak

Alzar’s wins init. Morak takes 15. The apprentice takes 22 and dies. Morak makes the save. A Water Elemental is summoned. The Amber Golem misses Alzar. He hits Morak for 16. Morak dies.

Several apprentices come in, see Morak dead, and then surrender. The Golem and Elemental need to be handled though. Alzar hits the golem for 18 damage. Aleigha adds 8. It attacks Alzar for 10 damage. The elemental tires to slosh Alzar dead and misses. Alzar orders the other three to tie up the apprentices and gag them.

The elemental misses and the golem misses three times. Alzar this twice and the golem takes 29. Aleigha crits it for 8 and it crumbles.

Alzar slashes into the mystic water for 12 damage. Aleigha hits for 7. Alzar is hit for 17.

In wins init and misses. Alzar hits twice for 35 and it dies.

XP – 2500 for just Alzar
3000 for Alzar and Aleigha

They search his body and find:

Wand of Frost – 14 charges
Medallion of ESP 30’
Ring
Ring of…Dammit. I rolled three times and still its another Ring of Spell Storing, and these are making Alzar super powerful. Adding another 1, 2, 3 and 3 to Alzar’s roster just adds to his sheer power. I wish they would give out other rings. Ring of Spell Storing – Charm Person, Locate Object, Fly, Fireball
5000 gp worth of amber from the golem

Alzar uses the Medallion to ESP one of the students. Where is his spellbook? Suddenly, the bell rings and someone is pounding on the door. The apprentice thinks it is the guards, and is panicking. Alzar has Estaish open the door and in burst 10 guards, lead by the captain of the guards, who heard a big ruckus. “Tell your lord that has master has died.” The captain ushers the guards to do so, and then takes Alzar aside and thanks him. He has done Kron a great service.

He then leaves. Back to the spellbook. They are told where his room is and investigate. They find a box locked. Maerie picks it, and it opens to reveal a spellbook and spell scroll:

Invisible Stalker, Disintegrate, Death Spell

The Spellbook is confiscated

They are invited to the summoning room of the leader, One-Eye, and old battle scarred veteran of many years of the sea. He says that as soon as Morak was killed, a cloud was raised from his head and it stopped being so foggy. He will immediately stop making the war rafts, but their enemy could strike again. Someone at Colhador was the puppet master for Morak and with the tritons as well, and it’s time for Alzar and his company to penetrate and find out who.

In the morning, they leave Kron and set out for Colhador. It is less than one day away from Kron, and they arrive there without incident.
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Old 05-31-2010, 11:12 PM   #619
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The city of colhador was once populated by airbreathers but many centuries it sank to the ocean floor. The city lies in ruins and has been eaten at by the salt water ever since. Much of the city was destroyed when the sea bed broke and much of it fell into the sea shelf. What is left is a few shattered buildings and battlements. As they get closer, they hear singing from the lair. It is an odd sound to hear almost a mile away still from Colhador.

As they close to the city, they can tell that the singing comes from within the walls of the old palace. Alzar hands a Ring of Free Action to Maerie and casts Water Breathing on her. Two of the fish are eaten by Estaish and Carum, and then can move about in heavy armor. Est is given Gauntlets of Swimming and Climbing for the adventure as well.

As they near the old palace, they can see a well with water flying out at a very quick clip. They move on and arrive at the palace – which is exactly where you’d expect the one in charge of everything They open a door in the palace and enter.

They enter a corridor and move down to the first door and open it. There is a large amount of white silt on the floor, so Alzar orders people to swim over and they open a door at the end into a room with a crossbow trap and Alzar takes 7. They swim and open another door to a room that is completely clear of anything – debris, items, grim, dirt – nothing. Alzar pushes a copper coin in and it starts dissolving. Looks acidic. He closes the door and they swim back to the hallway and take another door to the left. There is nothing here, and the next room has a poison in the water that does not harm Alzar so he doesn’t notice but Carum, next in line, takes 5 and they back out.

Carum – 55/60

They find a door that’s stuck and has to be forced open, and a room with a continual darkness spell in it. Alzar orders people back, and suddenly, skeletons start emerging and he controls all 20 of them. That’s the whole level, and that can’t be it, so they start searching for secret doors.

They find a secret door which leads to an empty room with two doors. Suddenly, magic effects stop working and people start choking. Carum, with Deep Diving, holds his breathe and checks the other two rooms. One has a writing tentacle mass and the other stairs down. Alzar goes over and sees it’s just an illusion from his 19 intelligence, and they hold their breath through the no magic room and head down.

The song of the creature is getting louder. Alzar orders them to search every room again, just like normal, now that they have entered the dungeon.

They are in a large triangular room with doors to the north and south. The skeletons are in front. There are four lacedons in the center of the room and Alzar controls them. A search finds a secret compartment with:

2000 gp
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Old 05-31-2010, 11:28 PM   #620
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And a secret door forward. It opens into a hallway. They go right and arrive in an upper cavern with walls floor and ceiling covered in muck, mud, algae, and such. Alzar sends in a few skeletons, and they encounter a heap of slimes, oozes, and jellies and he decides to leave. He has no desire to play nursemaid – 16 skeletons left.

The door to the left enters into a hallway that hits a lair. The walls of this hexagonal room are made of coral and in the middle are two tritons playing a game. They grab spears and attack. Alzar moves in front and Charm Person’s on one. It fails. They cast Charm on Alzar and Magic Missile on Estaish. One takes a crossbow bolt from Estaish for 5 damage.

Estaish – 42/50

Alzar wins init and the skeletons in front attack and kill both tritons with ease. A serach finds:

Bag of Holding
2000 Ep
Wand of Trap Detection – 17 charges
Potion
Two Scrolls – Can’t open right now (Water)


They search and find a secret door. They enter a room with a high vaulted ceiling. In here is a 16 foot bronze statue with a sword fused to its chest. As the skeletons enter, it animates and it is a bronze golem.

Alzar orders the undead to retreat since they are unable to harm it, but one got thworped and 15 skeletons left. Alzar wins init and misses with the axe. The golem misses on him. Aleigha and Est move up to support. Carum’s slings in a rock for a miss and drops his sling.

It wins init and Alzar is hit for 13.Alzar swings twice for 34. Aleigha misses. Est hits for 5. Carum misses.

Alzar - 42/56

They go first. Alzar does 13. Est hits for 11 and Aleigha drops her ruby blade. Carum hits for 4. Maerie has snuck it and tries to stab it for 5. It misses Alzar. Est hits for 10 and Aleigha uses the second attack to recover from her fumble. They win and Alzar hits for 17 damage. Est misses. Aleigha hits for 8 and it dies.

XP - 3000 each

They sword detaches and identifies itself.

Bastard Sword,+1, +3 vs Undead. Align: Lawful Neutral. Speech. Int 12, total WP 24. ESP, Read Magic, See Invisible, Detect Evil. Against Underwater Undead – double damage and no underwater combat penalty.

It says that it was captured and tied to the golem because the evil undead creature that rules this place was afraid of it. It’s been here just a few weeks after getting fused to the golem. It says that it was created to kill 100 evil underwater undead creatures, and after it kills one more, it will be able to rest ,and the soul will leave, leaving behind just +1, +3 vs sword.

Alzar hands it to Estaish for the final battle. There is nothing else in here and they return and head to the hallway.
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Old 05-31-2010, 11:49 PM   #621
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They hit a door and it opens to reveal a room with 12 brown sharks. They are hungry and move in, but Alzar’s wall of skeletons keeps them out. They don’t view the skeletons as enemies, just as barriers and are not attacking them. Alzar orders one to attack and it hits for 2 damage. The other sharks go crazy and kill the wounded one and start to eat it. Alzar has a skeleton wound another and it is damaged too and more attack and kill it. He remaining 10 feast on the sharks for a bit, and then, sated, they retreat. They take a door on the right. This room has bright and exciting murals and scenes of conquest and treasures flow across the ceiling and walls. There is an altar in here and an idol of an octopus. Four giant electric eels move to attack. Alzar wants to search the room so he orders his skeletons and lacedons to attack back. He killed the eels and has 5 skeletons left. A search finds nothing and the idol is a fake. They return to the shark room and move to the other door and enter, and the close the door behind them.


They arrive at a door and enter the room. This is a small room with a fearful triton statue in the middle of the room. It appears to be reaching out. A closer look shows chisel strokes – this is not someone turned to stone. A search finds two emeralds in a cache in the statue:

Emeralds – 1000 gp each

They exit through a door into a large corridor that ends into a large room with a giant dragon turtle in it. They others quake in fear but Alzar can tell it’s an illusion of a first level spell. Skeletons enter and start searching and a steam blast hits them and they die. Just 3 lacedons left. Alzar sends in a lacedon along the wall and nothing, so they enter that way and search. They find a secret door and stairs leading down, so they take it.

They hear the singing get a little louder. The corridor ahead widens into 25 feet and then collapses again. There is a door at the other end. In there are two skeletons with four arms each – probably a sign of golems. He’s fought enough to know that. Alzar sends the lacedons to the side and moves in front, and then he enters an area where he is slowed and he orders everybody else to keep back, and the golems advance. A dagger deals 10 to one and they arrive. Alzar attacks the wounded one for a miss. Carum misses. Est and Aleigha run in despite the slow effect, because they have no missile weapons to damage the golem. The golems miss Alzar. Carum misses. Alzar wins init and hits for 19 on the wounded one and it dies. Est and Aleigha miss. Alzar takes 8 from two hits. Alzar’s second attack does 16. It wins init and hits Alzar twice for 9 more. Alzar and Est and Carum and Aleigha manage to kill it.

31/56

XP – 480 each

They find nothing in here and move past the slow area and to the door and open it. There are a dozen very old statues in the room, and most are missing pieces and are cracks. As they investigate, 8 shadows emerge to attack and are controlled. 8 shadows and 3 lacedons. There is a doorway and a door. They head through the doorway.
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Old 06-01-2010, 12:06 AM   #622
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This room is shaped like a half sphere. The walls and floor are perfectly smooth stone. The southeastern half is missing. The walls and floor are broken by a 70 foot wide chasm. On the far side is an identical half room facing this one. Just past the lip of the floor is a gaping hole in the cavern’s floor.

Alzar moves to the lip to look down and woah. There is a huge Dragon Turtle on the ground, sleeping.

Alzar has never run away from a monster before, but the sheer size on this one is impressive. He doesn’t want his party to blow all of their health and weapons and spells to kill it, so they sneak back and take the door. As they close to the room, the singing stops. They open the door and there is rotting nets hanging from the ceiling and on the floor. There is a large oak table on the floor. In the center is8 chairs around it. In each chair is a skeleton, and they are not moving. Alzar sends in a few shadows to inspect and nothing moves.

Suddenly a ball of steam comes front out of a vent into the hallway behind Alzar but in front of Maerie who shouts a warning. Exposed, it heads back to the vents and disappears. They search the room and find:

Candelabra – 5000 gp

The singing has started again.

They move into another small chamber. They then head south to a door and it ends in three doors. Alzar opens….the room on the right. In there is the order of decaying flesh and the room is littered with corpses. They rise to their feet, and Alzar controls them. Aleigha turns into a werebear and suddenly, a “zombie” turns into a wereshark. Alzar orders everybody to attack it. Alzar wins init and hacks for 13 damage. Aleigha hits for 6. Estaish hits for 5 and he dies.

40 XP each

They search the room and find a horn. The next room is opened by zombies., Inside are stains and such. There are six tritons here and they have been chained and tortured here for a while. Aleigha says they are okay and don’t smell like lycanthropes, so they are released and given spears from the zombie room.

Tritons – 18 hp each, AC 7. 1d6 from spear

Alzar orders the zombies to open the final room and in here is a storm giant chained to the floor. He calls out for help. Two zombies are sent in to help it, and suddenly, the illusion falls and a sea serpent kills a zombie. The other undead enter and kill the serpent. They find nothing in here.
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Old 06-01-2010, 12:25 AM   #623
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They move back and Alzar points out a problem. There has got to be, at least, one more floor, and they haven’t found the way down. It may be over the Dragon Turtle. That means they have to fight it, and they cannot take the zombies with them. The lacedons can swim and the shadows can swim/float.

Alzar and his group head back to the chamber. He has the 16 zombies line up along the edge and grabs the last two for a trick. The zombies are meat shields for the Dragon Turtle. The Lacedons are placed behind. The shadows to the side. The tritons are in the hallway and are not to be used unless in an emergency. The fighters will be in the center of the room with their major weapons. They can breathe steam, as per the illusion below, so everyone adds a Fire Resist ring or gloves. Only Maerie does not have any, and she is sent back to the hallway with the tritons and Dryshik+Megala, to be a reserve in an emergency. The lacedons are to swim over the dragon turtle and attack from the other side.

Alzar’s role will be to cast Greater Malison on it, and then cast spells like Charm Monster, Ray of Enfeeblement and such at it, with the penalty from the Malison. Then, he’ll charge in and add his axe to the fray. Before that though, he has a little trick. The 17th and 18th zombies have just had their heads Skulltrapped. They are going to move up to the edge, and then fall on the turtle, with two skulltraps going off and wakening and deals some good damage to the Dragon Turtle – hopefully.

Everybody is ready. Here we go. The zombies march and shuffle and fall off. They land and the traps explode. The zombies die. Each does 11d4 in damage, with a save vs half. 29 for one and 26 for the other. Save #1 is a 6, Save #2 is a 18. Alzar has a -1 penalty for his class for necro, charm and conj spells against others. That 6 becomes a 5. Let me look up the save table for a monster that powerful. It saves as a fighter of level 15. It needs a 7 and fails. It took 42 damage.

88/130. AC: -2, 3 attacks that deal 2d6x2, and 4d8. It rises up and sees a ton of undead and breathes. 10 zombies are dead in the middle. The fighters each take 10 damage from the breath., inc Alzar.

25/56 - Alzar
45-60 Carum
32/50 – Estaish
38/48 – Aleigha

Alzar casts Greater Malison and it gets -2 to its saves. The other undead pops out from the sides and converge with the lacedons swimming over.

It wins init and attacks. It kills three shadows. It takes 6 from a zombie. A Ray of Enfeeblement flies out and it makes its save. The fighters move forward. Alzar fires a Ray of Ondovir and it fails its save and is forced to attack in the exact same way this turn. Aleigha crits it for 6. Carum adds 7. It takes 4 from two zombies.

65/130

It wins init and moves to the fighters. It claws Estaish twice but misses a bite. He takes 15. Est swings back twice for one hit for 10. Aleigha hits once for 4. Carum hits once for 5. The undead Miss. Alzar launches a Ray from his Ring. It fails.

17/50 – Estaish

It wins init and attacks Est but he easily steps outside of its moves. Est is ordered back. Carum misses, Aleigha hits for 5, It takes 6 from the undead. Alzar runs in and leaps on top of it so it can’t breathe on him. He wants to bring its focus on him with his cloak for a turn.

They win Init. Alzar hacks away for 19 damage. The undead miss. Carum drops his spear. Aleigha misses. The turtle breathes and kills shadows and zombies and deals 12 to Carum an Aleigha. Aleigha misses with her second attack and Carum recovers.


33-60 Carum
26/48 – Aleigha

It wins init and with great maneuverability whips around and Alzar sails off. It tries to slash and bite him and misses. Carum and Aleigha miss. A ghoul crits it for 4 damage. Alzar’s group wins init. He swims back last round, and now Vamp Touches it for 9 damage. Aleigha hits for 7 and Carum misses. The turtle dies.

5000 each for Alzar, Carum , Estaish and Aleigha.
Dragon Turtle shell in several pieces, teeth, skin and scales, blood

He starts carving up its shell, takes some of its blood for vials and such. They spend a half hour recuperating. They still have 3 lacedons, but everything else is dead.
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Old 06-01-2010, 12:47 AM   #624
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They search the chasm and find a secret door on the floor below them and swim down to it. They are in a corridor. They walk down it and is ends without any doors. They start searching and they find a secret door at the end. A lacedon opens the door and they are in a room with a vile stench, and the singing stops. It is shrouded in tattered black curtain remnants. A large stone slab occupies one end of the room and on it is a stone sarcophagus. The floor is covered with mud and muck.


Suddenly, 14 manta rays rise out of the muck and move to attack. The 3 lacedons are ordered forward, but that’s not a lot. Suddenly, Aleigha turns and attacks Alzar. She misses, due to the cloak. He looks at her oddly, and then casts Charm Person on her. She fails her save, and both Charms are broken and she is back to normal.

The manta rays are killed the lacedons and Est and Carum teamed up to kill one 13 left. Alzar casts his phantom maidens to help kill the rays. A second ghoul is down.

They win init and Alzar steps forward and cleaves a ray for 15 damage. Aleigha helps and kill it off. Est crits one for 8 damage. Carum misses. They kill the final ghoul, and moves up. Some miss Est and Carum and Alzar takes none. Est hits with a second attack for 9. Carum adds 9 and it dies. 10 left.

Suddenly, a ball of water solidifies into an underwater vampire, and they recognize the face. This is one of the slave lords the slew on the banks of the unnamed island they were using as a base. It must have died and turned into a vampire and now gets a chance to seek revenge against those who killed it. Estaish draws the magic talking sword. It sees it and shrieks. Alzar and Estaish move to the vampire (called a velya) and orders the tritons to attack the manta rays.

They win init. The Velya sings again and again Aleigha is called upon to make a save. She makes it. Everybody was checked when they came down. The rays deals 15 to Aleigha and 11 to Corum. Aleigha turns into a werebear for immunity. The tritons kill a ray. Carum misses. Alzar and Estaish spend the turn getting near the velya.

22-60 Carum
11/48 – Aleigha

They win init again. The rays only hit twice, both try to damage Aleigha and fail. The velya moves to attack Alzar – the leader and misses. Alzar hits for 15. Est hits and deals 2x damage. 18 damage. Aleigha and Carum kill a ray. The tritons kill another 7 left. Maerie sneaks in and tries to nip a ray and misses.

They win init yet again. The vampire tries to turn into a water ball and the sword in Estaish’s hand commands him to strike it anyway. He does and it takes 16 damage and it dies. The sword sucks its soul in, no need for special ways of killing it. The sword ceases to be super magical. The rays disperse now that they are not being controlled

XP – 2000 for Alzar, 2000 for Estaish, 400 for Everybody
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Old 06-01-2010, 01:15 AM   #625
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
They search and find:

2 Rings. One is Protection +2. They start searching the level. They came down the back way and there is a whole level here. Let’s make things short:

Alzar controls a bunch more undead – wights, lacedons, a wraith, zombies and skeletons are all here. They use the undead to kill a group of 15 mako sharks. They find:

Gauntlets of Ogre Power
Protection from Undead Scroll
Potion of Invulnerability
A Scroll with a Curse on it to make saves as if 1st level. Alzar reads it, and tomorrow removes the curse.

And that’s it. He leaves the undead here and the tritons and group swim back to the undersea boat and return to the triton city of Suthus where they are wined and dined for a few days.

After a three day rest, they sail back to Tangaroa and arrive with repairs still a few days away from being complete, and they finish their time, before leaving the Isle of Dread behind again, this time for good.
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Old 06-01-2010, 01:25 AM   #626
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Estaish – 92459 (Level 7) – Now with 50 HP
Aleigha – 84227 (Level 7) – Now has 48 HP.
Carum – 75907 (Level 7, 8 at 125k) – Now has 64 HP.
Maerie – 64010 (Level 7 – level 8 at 70k) - 22 hp
Alzar – 193791 (Level 10 at 250k)




Gauntlets of Ogre Power
Protection from Undead Scroll
Potion of Invulnerability
A Scroll with a Curse on it to make saves as if 1st level.
Dragon Turtle shell in several pieces, teeth, skin and scales, blood
9000 cp
4 gems 100 each
2 pieces of jewelry worth 500 each
Wand of Treasure Location – 5 charges
-10,000gp
Undersea Boat
5 water breathing potions
3 vials of small platinum fish
Spear +1
Wand of Lightning Bolts – 14 charges
5000 gp gem for each of them
Wand of Frost – 14 charges
Medallion of ESP 30’
Ring
Ring of… 1, 2, 3 and 3 Spell Storing – Charm Person, Locate Object, Fly, Fireball
5000 gp worth of amber from the golem
Scroll - Invisible Stalker, Disintegrate, Death Spell
2000 gp
Bag of Holding
2000 Ep
Wand of Trap Detection – 17 charges
Bastard Sword,+1, +3 vs Undead
Emeralds – 1000 gp eachx2
Candelabra – 5000 gp
Rings. One is Protection +2



Magic Pile – Ring of Human Control, Pot of growth: Cleric Scroll of Remove Curse, Heal. Wizard of Lightning Bolt, Knock, and Enervation (4th level). Horn of Blasting. Ring of Seeing (once/day can Truesight for 30 minutes)

All of the things that one can do with the Ring of Seeing for 30 minutes a day -Detect Invisible, Know Alignment, Detect Illusion, Detect Secret Doors, Detect Magic, Detect Phased, Detect Shapeshifters and Polymorphed, See in Darkness even magical. Much better than a simple Gem of Seeing, but just once a day for 30minutes.

A Ring of Human Control will do this: Cha 18 to humans and humanoids, can charm 21 levels of creatures/humans permanently, can Suggestion twice/day.



Morak’s spellbook:

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


Alzar learns Invisible Stalker.



After a few weeks of Dispels, Alzar has now cleared out this spellbook:

Lamonsten’s Spell Book:

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

He doesn’t want any of those spells though.

End of the Isle of Dread campaign
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Old 06-01-2010, 01:26 AM   #627
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Let’s look at Alzar today!

7th level Fighter (Myrmidon), 9th level Path Mage (Fivefold Mage)

Lawful Evil
Human

Str: 16
Dex: 12
Con: 10
Wis: 15
Int: 19
Cha: 16

Hit Points: 56
THACO: 14
AC: 2 (Bracers, Cloak) Gets +2 when fighting with one handed weapon
Total XP: 193,791
Total Gold:
Age 38, Body - 29

Race Abilities:

None Taken

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

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


Non-Weapon Proficiencies:

Myrmidon Bonus:

Tactical History 14
Fire-Building 16

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

As a Necromancer/Fivefold Mage

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

Languages – Typic, Sis’sharr


Traits:

Empathy
Fast Healer
Precise Memory


Weapon Proficiencies:

Bonus Kit Specialization:

Battle Axe

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

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


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


Class Ability:

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


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

immune to starvation

Can cast ESP once/week
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Old 06-01-2010, 01:27 AM   #628
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar’s Stuff:

Gold: 58445

15000 copper
10870 pp
15000 sp
5800 ep
845 pp
19160 silver pieces
Silver coin necklaces, which have 360 silver coins pierced and on a threat of gut. x30



Jewelry and Gems and Objet d’arts

Crowns: 5000x2 and 50x4, Necklace 1500, 700, 50x3;Tiara 200; Wristbands 100x4; Bracelets 10,000 gp, 600x2, 500, 300; Pearl Necklaces, 400x2; Gold Medallion, 300, 200; Jeweled Dagger 1000, 900, 850, 300;Gold Diamond Bracelet – 5080, 750 gold; Platinum and Ruby Pin – 2000, String of Matched Fire Opals , 15000; Gold Medallion with Topaz – 1000 gold; Gold Necklace – 620, 60 gpx3; Gold Earrings – 700, 50 gp setx2, 600; Gold Bracelet – 700 gp, 575x2, 560x2, 75 gp; Gold Ring – 500, 100x2, 75 gp, 50 gp, 30 gp; Pearl encrusted collar 3000 gold x2; Black-Opal Pendant on a gold chain – 1250 gold, Jeweled Hilt – 500; Gold and Turquoise Belt Buckle – 200 gp; Silver Amethyst Necklace – 1300 gp, Necklace of Topaz Beads – 1800 gp; Gold and Hematite Chain – 250 gp; Gold and Jade Bracelet – 250 gp; Silver and Amber Bracelet and Necklace Set, 800 gp; Platinum Cloak Clasp – 160 gp; Seal of Jasper – 60 gp; Black Opal on Gold Chain – 2000 gp; Sapphire Necklace worth 6000; Gold Belt Buckle – 500 gp; Silver and Opal Bracelets – 200x10; Silver and Coral Necklace – 1100 gp; Necklace of Garnet and Electrum 1300 gp; Electrum Bracers – 560 gp; Neckguard of Electrum - 1400gp; Gold and Ruby Necklace worth 1400; Silver Ring – 300; Jeweled Helm – 3000 gp; Gold Brooch – 3000 gp; Platinum Ring with Fire Opal – 5000 gp; Silver Amulet – 50 gp; Brooches, 500 gp, x5; Diamond Earrings – 2500 x4, 1245x2; Diamond Pendant – 5000 gpx3; Silver Circlet with Emerald – 1500 gp; Necklace of Black Pearls – 2670; Gold Rings with Emeralds – 290x3; Mother-of-Pearl Necklace – 750; Gold Ankle Bracelets – 575x2; Necklace of Coral and Jade Beads – 760 gp; Jade Amulet inlaid with Mother of Pearl – 750; Jade Earrings – 150; Sapphire Pendant – 370; Golden Belt with Silver Buckle – 520; Boar’s Head Amulet on Gold Chain – 2675 gp; Jade Mask – 250; Diadem of Opals and Jade – 300; Hair Ornaments of Obsidian – 200; Earplugs of Jade- 75; Gold Mask – 175; Jade earplugs, 6 pairs, 15 gp each pair; Bracelets of Obsidian – 200 gpx15; Silver Brooch – 1000; Jeweled Headband – 3000 gp



Gems: 5000x3, 2000, 1000x30, 500x42, 300, 250x2, 200x2, 100x645, 50 x464, 10x13; 4x25, 120x2, 150, 400, 800x2, 5, 60x4, 1200, 700x2, 350


Opal, 500 gp, x8; Aquamarine, 400x6, 250x3, 80 gpx6; A Black Sapphire, 4000; Azurite – 800; Black Pearls 500 gpx3, 3000; Pearl 500, 100x15, 25x20; Diamond 20000, 3000x3, 1000; Ivory75 gp; Jet, 100x10; Amethyst 150,100, 50x5; Jade, 100x10, 60x3; Tourmaline, 100x11; Sapphire 150x3; Onyx, 175, 100; Fire Opal – 750gpx6; Topaz 750 gpx4, 500; Garnets 100x3; Moonstones, 50 gp, x21; Emerald 1000x3; Black Sapphires – 1500 x2; Glowing Red Gems 5000x2; Turquoise – 50gpx3; Pink Pearls 200 gpx13



143015 in jewelry
Silver Serving Set - 4000 gp; China and Silverware Set – 600; Crystal Flagon and 4 Goblets - 80 total; Silver bowl, carafe and goblet worth 400 gp as a set; Silver Chalice worth 500 gold; Intricate Inlaid Bejeweled Bowl 500 gpx3; Engraved Gold and Platinum Dish – 7500;
Rare perfume- 40 gp
Ivory Pipe. - 100
Ivory dagger – 30 gold
Deed to Mining Rights outside of Chonae worth roughly 1200
Alabaster Box - 800; Ivory Box 50 gold; Inlaid Wooden Box with Ivory Handle – 45; Ivory Box inlaid with Mother-of-Pearl – 250 gp; Silver Box – 535 gp; Carved Mahogany Box – 260; Silver, Emerald Studded Snuff Box – 1100;
10000 gold worth of Amber from 2 Golems
12,000 crown jewels
Scroll of Drawings by a famous artist – 900 gp
Ivory Teeth – 1000 total
Spell Book Cover with Gems - 800 gold
Svartálfar gold statuette 2200; 2000 gold kopru statuette; 2 coral statuettes worth 1000 each; Gold Statues – 2000 gold eachx2; Jeweled Idol of the Earth Elemental of Evil. 4000 gp; 800 gold for a tiny human shaped figurine of onyx; 12 ivory figures worth 105 each; Gold Statuette of Falcon, with Black Lacquer. – 15,000 gp; Small Golden Statuette - 85 gpx6; Jade Statue of Cat – 200 gp; Alabaster statuette – 50 gp;
Alabaster statuette of Coatlicue – the serpent skirted, worth 270;
Silver casket worth 1535
2 bolts of fine cloth worth 60 each
Golden skull,750 gp; gold apple 150 gp; gold rose 150 gp; small set of five gold discs value 50 gp in total.
Uncut stones currently worth 10x2, 15, 20, 25 and 40, and values increased by ten times if properly cut.
Uncut 8 Sapphires worth 250, Ruby worth 500 – value can be 4 by gem cutter
Eight kegs of rare spices – 8000gp total
Sabretooth Pelt – 600 gold
50 gp fine robe; Cloak – 100 gold; Very nice tunic -600 gold; 4 pairs of fancy slippers 150 gp each
Silk Belt with detailed gold dagger and embroidered scabbard for it. 80 gp as set
Rich Tapestry – 1000 gp
Silver Comb set with pearls 1100 gp
12 violet garnet buttons 6000 gp for the set
Silver and ebony napkin ring – 50 gold
Pair of adamantite claws worth 2000 gp
1000g gold statuette of a taurian; 1000g golden statute of a kneeling taurian
Beaker of powered diamonds worth 500 gp
Gem-Studded Ceremonial Silver Dagger of the Earth Elemental of Evil. 1100 gp
Scroll Cases - 365 gp
Exquisite Gold Hourglass with Crushed Diamonds instead of sand – 2650
Suit of platinum engraved, black plate armor – 15480 with matching shield – 2650
Ivory staff island with gold and silver – 2225 gp
9 inch tall four armed skeleton made from ivory, held together by platinum wire – 3500
Rock-Sized Lump of Gold – 2500; Hardened Lump of Gold, 600 gold, 900 gold
Coverlet of rare furs, 1500gp
Robe with hundreds of tiny gems – 2000 gp
Jade Axe-Head – 170
Sandals inlaid with Turquoise – 620 gp as a pair
Crystal Skull – 2500 gp
Robe and Headdress – 350 gp
Gold Holy Symbol Encrusted with Gems – 780
Sapphire-Studded Scabbard with Silver Inlay – 1730
5000 gp in exotic silks
Breastplate of Jade and Bone – 640 gp (AC6)
Two scroll paintings - each worth 4000 gp
Gold Tablets 500gpx3
Three Disks of Jade – 500 gp each
Gold Enchased Incense Burner – 900 gp
Candelabra – 5000 gp


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
Manual of Summoning Familiars – When read in its entirety just before casting Find Familiar or a similar spell, three possible familiars will arrive and spellcasters can choose which one they want.
Cenozoic Glacial Geology, - 50 gold
The Art of Coarse Angling – 75 gp
History of The Gauntlet and The Sentinel – 250 gold
200 tomes, 12000 gp – value of books in generic mage research for spells and other mage stuff.
1500 gp worth of alchemical books





Magic Items:

Potion of Sweet Water, Diminutionx4, Gaseous Formx2, Poisonx2, Telekinesis, Extra-Healingx4, Healingx10, Levitationx3, Spider Climbing, ESP, Animal Control – Horses, Clairvoyancex2, Fire Resistancex3, Philter of Lovex3, Control Plants, Neutralize Poisonx2, Speedx3, Cure Disease, Water Breathingx6, Invis: 3 doses; Invulnerability – 4 doses, Undead Controlx2, Heroism, Flying, Longevity, White, Silver, Black Dragon Control; Giant Strength, Oil of Etherealness, Strength, Treasure Finding, Human Control, Growth
Gauntlets of Ogre Powerx2; Gauntlets of Dexterity; Gauntlets of Proficiency
Bag of Holding, 10,000 coinsx3, Bag of Holding, 5000 coins
+1 Scimitarx2, Short Swordx2, Daggerx9, Macex2, Battle Axe, Longswordx3, Two-handed sword, +1 arrows x4, Broadswordx2, Short Composite Bow, Warhammer, Morning Star; Spearx2,
-1 Dagger; Armor of Vulnerability
+2 Longswordx4, Throwing Dagger, Bastard Sword, Daggerx3, Arrowsx6, Mace, Bastard Swordx2, Footman’s Mace, Cutlass, +2 battle axe, can only be used by those str 16 or higher, short sword, baton (1d6); Spear
+3 arrowsx15,
+1 Short Sword of Speed.
+1 studded leather, protection from normal missiles (-1 per die from magical ones too)
+1 Plate Armorx2, Plate Mail, Chain Mailx4, Shieldx5, Leather Armorx2
+2 Chainmailx4, Leather Armorx2, Shield, plate armor, plate mail
+3 Chain mail
Ring of Water Walkingx2
Ring of Protection +1x7; +2, +3
Ring of Warmthx2
Ring of Seeing
Ring of Human Control
Ring of Fire Resistance
Ring of Spell Turning
Ring of Telekinesis, 50 lbs
Ring of Free Actionx3 *
Ring of Sustenance *
Ring of Spell Storing – Detect Magic, Sleep, Ray of Ondovir (1,1,2)
Ring of Spell Storing with these spells – (5, 3, 3, 3, 1) Conjure Earth Elemental, Searing Serpent,
Skulltrap, Dispel Magic, Sleep
Ring of… 1, 2, 3 and 3 Spell Storing – Charm Person, Locate Object, Fly, Fireball
Ring of Command – 9 charges (Command 1 charge, Charm Person and Suggestion 2)
Mud Ring
Ring of Infravision
Robe of Useful Items
Necklace of Missiles –5
Bracelet of Swimming; Bracers of Protection vs Normal Missiles; Bracers of Cleaning
Wand of Paralyzation 2 charges; Wand of Paralyzation – 1 charge
Wand of Magic Missiles – 10 charges, 12 charges, 28 charges
Wand of Wonder – 45 charges; Wand of Fog (8 charges)
Wand of Negation – 5 charges
Wand of Treasure Location – 5 charges; Wand of Trap Detection – 17 charges
Wand of Frost – 15 charges; Wand of Frost – 14 charges
Wand of Lightning Bolts – 14 charges
Wand of Opening – 10 charges left
Rod of Terror – 8 charges; Rod of Electrification – 17 charges.
Staff of Power (3 charges), Staff of Striking 18 charges; Staff of Striking, 22 charges
The Sword of the Rock
Longsword +1, +2 vs Undead; Short Sword +1, +2 vs Scaly Things; Dagger , +1, +2 vs Magic Users and Enchanted Creatures; +1 Broadsword, +3 vs regenerators; Two Handed Sword, +1, +4 vs Gas Spore; . +1 Dagger vs Lycanthropes; +1 Longsword, +4 vs Reptiles; Bastard Sword,+1, +3 vs Undead
Crystal Ball with Clairaudience, Crystal Ball
Jar of Preserving
Necklace of Adaptation
Periapt of Proof Against Poison +2x2; Periapt of Health
Monocle of Read Magic, Gem of Seeing
Gauntlets of Swimming and Climbing
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, Ice Storm, Wall of Fire, Invisibility, Magic Mouth, Dispel Illusion, Illusionary Script, Shield, Light, Mirror Image, Spectral Hand, Continual Darkness, Paralyzation, Shadow Door, Audible Glamer, Dancing Lights, Wall of Fog, Invisibility, Spider Climb, Dig, Feign Death, Affect Normal Fires, Jump, Invisibility, Strength, Dispel Magic and Hold Person, Locate Object, Polymorph Other, Non-Detection, Emotion, Magic Mouth, Dispel Magic, Monster Summoning III, Disintegrate, Death Spell, Lightning Bolt, Knock, and Enervation
Scrolls of Protection from Acid, Demonsx2, Undeadx4, Magic, Elementals, Lycanthropes, Felines
Scroll – Cursed Scrollx2
Dust of Appearance x2; Dust of Disappearance
Bracers of Defense AC7, AC6 and AC4x2
Amulet of the Planes (with command words)
Amulet of Protection vs Crystal Ball and ESP; Medallion of ESP 30’
Amulet of Protection vs Turning x10
Belt of Flying, 44 charges.
Cleric scroll – sanctuary, fire resistance, Cure Light x8;Heal, Cure Diseasex2, Dispel Magic, Cure Seriousx3, Purify Food and Drink, Feign Death, Resurrection, Atonement, Wind Walk, Neutralize Poisonx2, Dispel Evil, Commune, Striking, Stone Tell, Remove Curse, Healx2, Protection from Evil, Remove Curse,
Paperweight, Rary’s Mnemonic Enhancer – 2 charges
Left Boot, Elven
Pair of Boots, Elven
Cloak of Displacementx2
Cleric Only - Phylactery of Action, Pearl of Wisdom, Snake Staff, Staff of Healing – 15 charges
Horn of Demon Dismissal – 2 charges
Ear Ring
Broom of Flyingx2; Whistle of Flight
Stone of Diminution, when held acts as potion until dropped.
Amulet of Finding (other half illusionist has)
Quaal’s Feather Token, Finger
Five Pellets in a small box (Flash Pellets)
Amulet of Protection from Good, 3x daily
Amulet of Protection - +3 – also protects the wearer from wolfsbane; Cloak of Protection +2x2
+1 AC and Save Ioun Stone
Cloak of Magical Portal Accessx3, Kalnaka’s Black Cloak
Helm of Alignment Changing
Mask of Disguise
Dagger of Venom.
Incense of Mediation x4
Ring of Flying with 4 charges
Boots of Striding and Springing
Luckstone
Horn of Blasting
Undersea Boat


Misc:

3 Daggers, coated with dried smears of Orcish poison
Took 2 Spiked Bars, with a spring action, trap, Deals 3d6 damage
Alicornx3
Tyrannosaurus, Pocket Dragon, Gold, Red and Green Dragon Skin and Scales and Teeth and Blood
Iron Cobra Body
Three sabre-tooth skulls, and 6 teeth
2 flasks of holy water
2 wyvern tails, stingers, poison sacs, blood, 1 wyvern skin
Dragon Turtle shell in several pieces, teeth, skin and scales, blood
Spirit Naga teeth, eyes, blood
Displacer hide, eyes, teeth, blood, tentacles
3 vials of small platinum fish



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

Ochre jelly in a glass jug and another in ceramic jar



The Gauntlet gems:

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


Unusual Items:


Sword, +1, Neutral Evil, Ego 2, Personality 16, Detect Good
Sword, +1, Neutral, I8, E9: Detect Metal; Levitate for 30 minutes and 3x a day
“D’Antoigne” – Long Sword, +2, Int 9, Ego 11, Wil 22 AL N – Detects Magic, Finds Traps and Detects Sloping Passages
The Book of Years, Windscribe, 4 teleport jars, Mead Pitcher, Jeweled Gold Amulet can Predict Weather spell once a day; Gem that flashes Continual Light and Continual Darkness constantly
2x Double Speed writing quills from Monk’s room
Sword of Lyons - +1 short sword. Invisible and gives invisibility when sheathed.
Glowing, Floating statuette
Scepter of Nahual – 507 gp, residual magical energies, but all used up
Two crystal scroll cases - 20 gp each , water has damaged scrolls within.
Sword of Wounding I 13, E 4 AL CN – Empathy, Detect Invisible, heal once/week

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

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

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

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



5000 gold on a workshop/laboratory
Alchemical and lab equipment worth 2000 gp
5000 gp worth of alchemical equipment



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)

Dřkkálfar Armor and Weapons:

+3 chain, +2 mace, +2 chain, +1 shield, +1 dagger, +2 short sword, +1 chainx6, +1 short swordx6, 12 poisoned javelins



Estaish has: +3 Long Sword, +1 shield, +3 chainmail, +2 Ring of Protection, Ring of Fire Resist, Pot of Healing: AC-2, Ring of The Sentinel – Shield in effect constantly. 5.5k gp, 600 pp

Aleigha has: Sword of Spartusia, +1 shield, +2 Ring of Protection, Ring of Fire Resist, Neck. Of Adaptation, Pot of Healing, 5.5k gp, 600 pp

Carum has: +1 dagger, +2 splint mail, +2 shield ,+2 spear, +2 sling of seeking, +1 Ring of Pro, Ring of Infravision , Gloves of Fire Resistance (As the ring, but a pair of gloves), AC - 2: Pot of Heal: 2k gp, 600 pp: 7 silver sling bullets


The Sea Ghost and 10,000 in goods like silk, brandy, soap, seeds, wine, and such. Does not include weapons. 100 hull points trading vessel.

The Water Dragon, galley, comfortable.

Ocean Queen
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Old 06-01-2010, 01:28 AM   #629
Abe Sargent
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Spellbooks:


Damaged Castanamir:

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


Castanamir’s Evil Books:

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

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

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

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

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

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

Alchemist Spellbook:

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


Lavinia’s Spell Book.

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


Villa Spellbook:


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


Transcendental Impenetrabilities:

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


Life of Nature: Its Secrets

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


Kalnaka’s spellbook:

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


Markessa’s high level spellbook – Lightning Bolt

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


Kwarino’s Spellbook:

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


Lamonsten’s Spell Book:

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


Not Unlocked Yet:



Chest – 2 spellbooks for enchantment, 3 for evil



Geldered’s Spell Book – Locked, Trapped

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


Horan’s Spellbook( Fire Trap)

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


Snarla’s Spellbook (Explosive Runes):

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


Morak’s spellbook:

1st - Charm Person, Detect magic, Read magic, Magic Missile, Lasting Breath, Shield, Read Languages, Floating Disc, Protection from Evil
2nd – Detect Evil, Rope Trick, Knock, Wizard Lock, Phantasmal Force, Web, Invisibility
3rd – Lightning Bolt, Dispel Magic, Hold person, Water Breathing
4th – Charm Monster, Polymorph Other, Remove Curse, Confusion
5th – Conjure Water Elemental, Animate Dead
6th – Anti-Magic Shell, Lower Water
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Old 06-01-2010, 01:30 AM   #630
Abe Sargent
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Location: Catonsville, MD
Alzar’s Spell Books:

5/4/3/3/2

First Level:

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



Second Level:

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



Third Level:

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


Fourth Level:

Alzar’s Undead Expertise
Bestow Curse
Charm Monster *
Contagion
Dimension Door
Disfigure
Greater Malison *
Minor Globe of Invulnerability
Mordenkainen’s Faithful Phantom Shield-Maidens *
Putrefaction
Ray of Oblivion
Rary’s Mnemonic Enhancer
Special Effects
Vorthala’s Undead Turning Immunity



Fifth Level:

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



Sixth Level:

Curse of Lycanthropy
Ensnarement
Geas
Invisible Stalker
Seizure
Spell Mirror
Stone to Flesh
Transmute Bone to Steel
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Old 06-01-2010, 01:32 AM   #631
Abe Sargent
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Undead and Servants:

40 animal skeletons
Taurian Mummy
15 topi
2 agarat

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


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

Level 1 - Spoil Holy Water
Level 2 – Knock
Level 3 – Vampiric Touch
Level 4 - Minor Globe of Invulnerability
Level 5 – Teleport
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Old 06-01-2010, 08:25 AM   #632
Abe Sargent
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Okay, Alzar and the ships arrive in Chonae. Alzar gives the Ocean Queen to the Captain for his service for well over a year, and close to two. The captain thanks and they leave. The Water Dragon is turned into Alzar’s personal watercraft, and he sells the Sea Ghost and transfers everything over. He loads the galley with a catapult and shot for it.

While in Chonae, Aleigha and Maerie announce their desire to leave. It’s time for them to head their own, way for a while. They intend to live together, binding over a shared history. They expect to stay on the River Storm and should be reachable. Carum is totally dedicated to Alzar no matter what, and Estaish is in for now, so the three of them will remain together for a while.

While in the big city, Alzar starts rattling some towers and trying to find some mages to trade spells or get new magic items. He finds a couple of mages with spells he would like that are pretty common – Vocalize, Evard’s Black Tentacles and Legend Lore. He trades some of his rarer spells for them.

There are no items here he wants, not right now. Estaish, Carum and him take the Water Dragon up river with skeleton rowers he just animated. They set in to Fort Amber and they wait for a bit. He takes a Broom of Flying to the north. The land gets wilder and more interesting, with a variety of ruins, caves and such.

He is looking for the right place to make his own. It’s time for him to settle down and get a permanent base. Not a tower in a city or anything. That doesn’t make sense for him. He eventually finds what he is looking for.

It is a hill in the foothills of the nearby mountains. On top is a small crypt for an old ruler and his wife, and it is unraided. There are many areas nearby that he can turn into caves, and there is curve of the hill that is perfect. From below and above is looks like the side of a hill and is flat, but there is a small nook in the hill completely obscured from outside view.

Alzar returns and purchases a wagon to transport some of his undead and the golem. They arrive after two days and 79 miles and he spends some time with Transmute Rock to Mud spells, and a golem that clears things out. He also summons a Earth Elemental from the Mud Ring once to help out, and skeletons with tools. At the end, he has carved out a general complex with a few hallways and a few major rooms.

After two weeks, he leaves the skeletons and #9 golem behind to guard the place and returns to Fort Amber. While there he converts the non-gp non-pp coins to generic jewelry to reduce their load. The Water Dragon can sail up about 20 miles before the river gets too narrow for it to continue, and then he loads up the four Bags of Holding. They take the wagons and items, such as the laboratory, library, and such.

At the end of another couple of weeks, they have furniture, a few bedrooms, a lab, a central room, and a library, plus a large barracks for the undead to lurk until needed. Alzar leaves behind his undead, which include the Agarats, Topis, animal skeletons, skeletons, and mummified taurian. He gives an Amulet of Protection vs turning to the Agarats and mummy. He really doesn’t consider the others to be worth amulets. With a golem, mummy, and other undead the place has an adequate amount of protection.

Alzar has set up the three Ochre Jelly traps, and has cast a few other spells in out of the way areas he had made. He places a few Watery Doubles in some out of the way areas. He also drops Purple Moss in the undead barracks. He adds it to a variety of places for it to grow from.

After making his home, Alzar has spent about 6 weeks on the place, and has also cast Dispel Magics. He opens up:

Geldered’s Spell Book

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


Horan’s Spellbook

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


He learns Moonglow Symbol – which puts a symbol on a thing permanently that cannot be seen except in the dark. Preserve which will keep some item fresh indefinitely. Hold Person. Fire Trap. Guards and Wards. Contact Other Plane.


Left in here are the objet d’art, and the books and other large things. Alzar will keep the magic items, except for the Undersea Boat which is hidden in a nearby brook. He will also keep all spellbooks since there are only a few. He’ll leave behind the Dřkkálfar weapons and armor as well. This includes the body parts of creatures captured as well.

With that done, Alzar decides to spend some time in research. He spends a couple of months with the topi and agarat and writes a book on each. He kills one topi to dissect it, but the two agarats he has are too valuable. Experimentation shows that people killed with its temporary energy drain don’t die at all but regain consciousness after a couple of hours. It also does not make more after killing itself. This is totally unlike ghouls, ghasts, shadows and other pack undead, so it is unique and non-repeatable.

After that two months, he has a lot of dispels loaded up and unlocked these:

Snarla’s Spellbook

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


Morak’s spellbook:

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


He doesn’t want anything from them, however. Winter is almost over and they get ready for spring.
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Old 06-01-2010, 08:55 AM   #633
thehitcat
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Thumbs up Amazing!

This has been a great time. I hope for the sake of us(your faithful readers) that you come back to Alzar and crew and continue.

This has inspired me to start out 3/3.5E dynasty of my own that I will start to publish later this week.

Hopefully this will get more folks to do it so we can follow multiple stories.

Thank you for your great work with this and please consider sticking with this excellent story.

A thought it might be cool to recreate his roll as arch nemesis of your adventurers (what he was doing while they were starting to pick away at his power base) after you complete your run through the Giants/Drow and Lloth.
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Old 06-10-2010, 11:11 PM   #634
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T1-4 The Temple of Elemental Evil





Let’s try and do the mega story Temple of Elemental Evil. I have prepared for this for some time by inserting references to the temple in the storyline of other adventures, like U1 and A3-4. Let me give you a little history of the Temple to make it work in my world. AS mentioned before, this is the #4 adventure of all time, and begins with T1, the Village of Hommlet, already done. The other three chapters were written and published in one book along with T1. I will be skipping most of T2 and heading straight to T3 and 4.
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Old 06-10-2010, 11:20 PM   #635
Abe Sargent
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The Temple of Elemental Evil was created by a rogue group of clerics and priests of an evil nature who were upset that the forces in the world they deemed to be the most powerful – Fire, Water, Earth and Air, were controlled by four gods – none of which were aligned with Barastyr’s alliance of deities, commonly seen as evil. Malekbel and Kothar were typically seen as neutral and Lonna and Tangaroa commonly seen as good.

Since these priests felt that their own views of the elemental forces was unappreciated, they created a cult around he worship of Elemental Evil. When they found that their prayers to their new idea resulted in spells just like before, they believed their views were answered.

In fact, Berstuk, God of Faerie, Trickery and Mischief felt it funny to grant them their prayers silently, and thus the Temple of Elemental Evil actually worships and serves Berstuk, who finds it appropriate to keep that fact from his servants.

The Temple established itself near Hommlet, and then was able to expand into nearby areas like the Moathouse, before becoming such a problem that the Ambers organized an attack against the Temple and destroyed in, while also destroying a nearby village called Nulb. Holmmlet was peaceful again for a few years, and the Ambers began to have their own problems.

Alzar arrived in Hommlet two years ago and helped them with a growing problem in the Moathouse, and since then has been attacked by assassins and imprisoned by one of the Chief Earth Priests of the temple, aligned with the Slave Lords.

Now that Alzar has established his base around 115 miles away by flight and longer by trail, he believes the first thing to do is to establish himself as the primary power of the land. The Temple needs to be eliminated as both a source of rival power and as an antagonist force that seeks to destroy him.
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Old 06-10-2010, 11:36 PM   #636
Abe Sargent
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Estaish, Alzar and Carum have arrived back in Hommlet. Alzar is once again equipped with three wagons – one for him and the two warriors, one for a modest library/lab on the road with nothing too valuable in the wagon, and finally a wagon just ferrying undead. This wagon features 40 skeletons and animal skeletons with Bone Knit cast on them to give them full hit points – 8 and 4 respectively. Alzar finds a warm welcome in Hommlet and then moves on with Estaish and Carum to the destroyed town of Nulb.

The skeletons have armor and either broad swords, battle axes, scimitars, long swords or bastard swords, plus shields. Thus, they have an AC of 4, and deal 1d8 damage in combat, and rock 8 hp. If they take damage, but survive, they can be healed with a Bone Knit spell.

He also gets one Animate Dead a day with his normal spells, which he can use to animate skeletons and zombies. He can animate bigger creatures as well, as that HD, so he can animate a pair of 4 and 5 HD monsters as skeletons or 3, 3, and 3, – it just has to add up to 9, and half that for zombies.

Alzar prefers skeletons because Bone Knit to give them max hp is free in terms of spell components, but Embalm is 100 gp each time in components to make zombies better. They don’t strike last in combat every time, have better AC, and can be healed with Bone Knit – zombies cannot be healed with any spell Alzar has. There is also a certain elegance to the skeleton, with armor, a shield, and a weapon – it looks and feels right in a way the shambling, smelly zombies do not.
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Old 06-11-2010, 12:05 AM   #637
Abe Sargent
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After a few days, the wagons roll into Nulb, and there is a pall over the destroyed town, which once supported the nearby temple. They continue south into deeper hills and find the destroyed temple. There are signs of recent activity, but not many. There is a still intact tower with more than 20 brigands in there, but Sleep spells and skeletons took them down very quickly. Some skeletons dies sand others were animated to replaced them from the bandits.

They ransacked the tower and found:

Potion of Healing, Potion of Speed, Water Breathing
600ep
1000gp
Jeweled Dagger worth 250 gp
Four bolts of silk worth 100 gp each
Jeweled Necklace – 2400 gp
Topaz – 500 gp
Cloak of velvet trimmed with fur – 200 gp
9 +1 arrows
150 pp
50 tiny pearls – 10 gp each

In various rooms. A few skeletons died to traps and were replaced. They then move to the ruins themselves. Were the bandits all that was here? Alzar doubts it. They spend the night and refresh in the morning, then move to the ruins after scaring off some rats.

One of the doors is still sealed. It has ancient and magic runes on it, and Alzar is able to make out that they are a seal on what is inside. He breaks the seal and they enter the temple.

They enter a vestibule with rotting cushions and old wooden furniture. Nothing in here appears to be nice, either now or then. A search finds nothing. It opens into a large central altar area. This entire floor is abandoned, and they search the ruins of the temple several times. There is a really odd throne that Alzar cannot figure out right now, and then a pair of staircases by east and west altars heading down, each of which shows some recent use.
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Old 06-11-2010, 12:23 AM   #638
Abe Sargent
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It is time to enter the Dungeons of the Temple of Elemental Evil (T3 basically).


The basic part about T1-4 that sucks is this – Dungeon Level 1 has 53 rooms, Level 2 has 46, level 3 has 53, level 4 has 34, and then Air has 32, Earth has 24, Fire has 36 and Water has 24. That means we are looking at 302 rooms, and that will take forever to do, especially to write about.

See how I quick simmed the tower and top level? I may do something a bit similar. At this point, do we really need to know Room X is a storage room and Room Y is a barracks and Room Z is a torture chamber? So I will save room descriptions for any that are really important, and I’ll go over major finds, battles and such, but I will skip past the small stuff.


In this section, XP is given for the release and rescue of prisoners, as well as for the normal stuff. This also applies for monsters of a similar alignment to Alzar.
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Old 06-11-2010, 12:48 AM   #639
Abe Sargent
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Alzar has the following spells memorized:

Animate Dead Animals, Sleepx2, Hypnotism, Charm Person, Blastbones, Empathic Control, Ray of Ondovir, Ray of Enfeeblement, Searing Serpent, Dire Charm, Skulltrap, Vampiric Touch, Charm Monster, Greater Malison, Mordenkainen’s…Maidens, Animate Dead, Conjure Earth Elemental

These emergency spells are stored in the focus – his father’s ring:

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

He uses them only in emergencies.

He can ESP once a week for free

Rings of Spell Storing: #1, Detect Magic, Sleep, Ray of Ondovir; #2 Conjure Earth Elemental, Searing Serpent, Skulltrap, Dispel Magic, Sleep; #3 Charm Person, Vocalize, Haste, Vampiric Touch

He will use those regularly.

Also, can cast spells from the Mud Ring; Push, Passwall, Burning Hands 3x day from the Axe; can make himself invisible at will by drawing and sheathing the Short Sword of Lyons; Horn of Blasting 1/day for major damage to those in its range; Amulet of ESP helps there; can Charm Person or Suggestion with Ring of Human Control; can use Ring of Seeing for Truesight spell

Alzar is wearing these magical items: Bracers of Defense AC4, Cloak of Displacement -2 AC; Boots of String and Springing -1 AC and can leap far; Belt of Flying with three gems giving CHA18 to LE, regen 1 hp/turn and immunity to Charm/Suggestion spells; Robe of Useful Items; Ring of Free Action; Ring of Sustenance normally but switches in dungeons to what is needed at the time; Gauntlets of Ogre Strength; Bracelet of Swimming; Necklace of Adaptation; Amulet vs ESP and Crystal Balls; Periapt of Health; Periapt Against Poison +2 save vs poison; Gingwatzim Amulet – +1 to saves; 5 Bags of Holding.

+2 Cursed Battle Axe with curse removed; Sword of Lyons on Right Thigh; Alicorn inside breeches, strapped to left thigh - +7 save vs poison; several +2 daggers on bandolier; Wand of magic Missiles with 28 charges, Frost, and Lightning Bolts on bandolier on chest, as well as the Paralyzation one with two charges and Rod of Terror. Gem of Seeing, Ear Ring, and Monocle of Read Magic are kept handy on belt, in secure containers for each. Several important potions are in metal vials on belt – such as Invisibility, Extra Healing and Gaseous Form. There is a leather brace on the arm with the Ring of Sustenance that has the following rings available to pull off quickly – Mud Ring, Warmth, Fire Resist, Spell Turning, Spell Storing Rings, Seeing and Human Control.


Alzar’s AC is 1 without Axe, -1 with it, and -3 with Mordenkainen’s spell in play.
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Old 06-11-2010, 01:19 AM   #640
Abe Sargent
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Alright, here we go. Both staircases from above arrive at opposite ends of the same corridor. There is a sloping corridor that heads down into darkness and another level, and paths up and down to either side of the sloping path down. Empty Armory, empty armory in one direction. The other has an intersection and one ends at some bars that drop down after two skeletons move into the room. Suddenly, harpy songs can be heard, trying to enchant the skeletons. Carum fails, and Estaish makes his save. Alzar orders the skeletons to group up and try to lift the bars. He lends his own back while Carum stares dumbfounded. Soon, the bars are up and the other skeletons are in the room. The harpies stay up about 50 feet in the air on three aeries and do not mess with Alzar and his undead horde – all apparently immune to their song. There are two doors. One leads to a room with 6 ghouls, who then show Alzar their treasure after joining him.


Fancy chainmail
61 gp, 81 sp, 5 ep

The next room has 4 more ghouls, who again show their treasure. There is a door in here.

Ghouls – 10, AC6, 13 hp each, 1d3x2, 1d6 as attacks, paralysis, THAC0 18

108 cp, 92 sp, 37 gp, 7pp

A skeleton dies to a spike trap. 39 skeletons left. Nothing in here but another door, which leads to a room with two ghasts, which join Alzar’s party.

Ghasts – 2, Ac4, HP – 21, 1d4x2, 1d8 as attacks, paralysis – stench 10’ radius save vs poison or -2 to hit.

Large gold cup – 450 gp
112 gp
3 onyx gems – 50 gp


They exit, return to the harpy room, and move out and forward. They arrive in a room with nothing but giant rats, and they are easily dismantled after a few are killed. Nothing in the room. They leave, the corridor continues. Then they go left. They find two empty storage rooms. A pair of armory rooms with nothing but weapons are found and everything is again compounded for the magic pile.

They go left and find a room with a locked door. Alzar picks it with the Gauntlets of Dexterity and then they enter. This is a prison where captives are held for eventual sacrifice at the Earth Temple. There are 11 prisoners here, chained to the wall.

2 merchants
3 servants
1 river sailor
4 men-at-arms

100 XP each if they are rescued and released. They claim to have been captured by ghouls and brought here.

Alzar escorts them back out, and all are from the Nulb area. He promises to return for the men-at-arms and river sailor later They run into nothing on the way there or back. Alzar equips the men-at-arms and sailor with some basic equipment – weapons, armor, to protect the group until he returns.
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Old 06-11-2010, 01:38 AM   #641
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They return and move to a room near the prison and find 6 ghouls, which Alzar adds to his complement. They have:

263 cp
Ivory statuette – 85 gp
192 sp
47 ep

The next room through a door reveals 6 more ghouls. It’s obvious that the Temple was planning something like a major incursion with a large pack of ghouls.

They move to another adjacent room and find 2 more ghasts and a chest. The chest is not trapped after investigation by a skeleton and Alzar picks it. Inside is:

611 sp
Brooch with Carnelian Stone – 800 gp
Protection from Undead Scroll

The final room in this section has another 2 ghasts. In here is:

Gold chain – 7000 gp
Ruby Ring – 4000 gp

They move into a large banquet hall with nothing in here but a former battle site. They move into the adjacent kitchen and the skeletons kill a snake. There is a giant ogre skeleton in here and Alzar decides to make note of it and return later to reanimate it.

84 gp in here as well
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Old 06-11-2010, 10:22 AM   #642
Abe Sargent
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They return to an earlier hall and take the left door. Inside are 4 gnolls. They see a bunch of undead and call for help. From another door come 9 more gnolls and 2 hobgoblins. Alzar orders the ghouls as the spearhead and has skeletons move back down the hallway towards another passage they passed before in this direction, in case there is a rear exit there. Megala flies back with them, so he has eyes there.

2 ghouls die before 5 gnolls are killed or paralyzed. The rest decide to flee and one died to a dagger from Alzar. The gnolls flee into another room and they pursue. They enter another room and just then the gnolls flee into the skeletons and are cut down. They manage to kill just one skeleton before dying between the skeletons on one side and ghouls on the other.

They move into another room after heading nose and an ogre leader is gathering friends to assault Alzar. There are three ogres, 10 gnolls, and 5 hobgoblins preparing for an attack. Alzar casts Sleep and the hobgoblins drop. The ogres throw large rocks and hits and crunch a ghoul and skeleton each. The gnolls prepare for a charge from the undead – a nice little display of tactics by the ogre leader. Carum’s sling hits a gnoll for 5 and Est hits for 4 more and kills it. Alzar orders the skeletons to advance and the ghouls to hold. With their lower AC, many are not hit by the gnolls and some aren’t even killed. They attack back and kill most of the gnolls, but they don’t falter. The next turn, Alzar’s throwing dagger knifes into the ogre leader for 12 damage. The skeletons slice the remaining gnolls and a few attack the weakest ogre – the one in front. They miss him except for one hit for just 2 damage. Two skeletons are killed by ogres and the third misses. They win init and Alzar dices in another knife for 10 more damage. Est and Carum both hit as well for 9 combined damage and the ogre leader drops. The others starts to flee and the skeletons cut them both down.

XP – 200 each

They search the entire set of rooms and find:

112ep
Silver Chain – 125 gp
27 pp
671 gp
1000 sp
Silver Bracelet - 170 gp
6 Azurites – 10 gp each
Copper Belt – 35 gp
2 Agates – 100 and 500 gp
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Old 06-11-2010, 11:31 AM   #643
Abe Sargent
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They move into a room with a ton of bones on the bottom, and as the animal skeletons are scouting around, 15 skeletons animate and move to attack. They join Alzar easily, but are just normal skeletons. They are now used as cannon fodder and move to the front.



Undead and Allies Remaining:


19 ghouls
15 normal skeletons
36 skeletons with armor, weapons, shield and 8 hp
40 animal skeletons
6 ghasts
Megala, Dryshik
Carum, Estaish, Alzar – all at full hp


They search the room and find a secret door. There is a spiral down into the darkness with no ledge or steps. A quick look shows it to go down for quite a way. Alzar has the door closed and moves to the finish the level they are on. They find a pair of guardrooms each with 6 guards that are easily killed, plus a leader with:

Javelin of Lightning x1
450 gp Jet Ring


They continue down the corridors and enter a hexagonal room with a destroyed stone chair in it. Odd. Suddenly, about 20 stirges fly down and attack, but fly off when they notice their foes have no blood to feed off. There is nothing in here but a:

Ring of Shooting Stars
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Old 06-11-2010, 11:47 AM   #644
Abe Sargent
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They move on into a new compound – where the guards are. A door is opened and javelins and a bow are fired and all luckily miss. The cannon fodder skeletons move in and there are 5 human guards here. One runs into a room behind and the other four make a formation. They win init and kill two fodder skeletons before being carved up.

The next room is quite large and has several doors leading from it, pouring in are several people. Suddenly, 4 skeletons turn and run and Alzar locates an enemy cleric. Two men from behind the line throw flaming flasks of oil, which ignite and kill a few ghouls. Alzar orders them back.

There are about 15 guards and fighters, plus a cleric in the back that just turned four skeletons. Alzar orders Dryshik to Mist Ball the cleric and she is blinded for 2 rounds. The guards fire bows and drop 4 skeletons. The animal skeletons are sent to flank them while the fodder skeletons are in front and attack. Alzar’s dagger nails the cleric for 10 damage. Another cleric emerges and commands 6 skeletons to turn and attack others. Alzar orders Estaish and Carum to attack the clerics. Carum misses and Est does as well. Megala flies in and crits the blinded one for 6 damage and she dies. One solider dies to a skeleton, leaving 14.

Alzar casts sleep and 6 men fall asleep. The skeletons that are still under his control kill three more. 5 left and one cleric. Carum and Est miss and the cleric makes a save against another Mist Ball. The cleric controls 4 more skeletons and kills 4 in combat from skeletons and soldiers. They win and kill 4 regular skeletons while 4 more are controlled. Alzar daggers the cleric for 9 damage. Megala crits again for 4 damage and he makes the save. The skeletons kill two more guards and the animal skeletons have flanked the room finally, preventing them from fleeing. Carum hits the cleric for 6 damage. Alzar misses with another dagger. Est hits for 3. The cleric casts Cure Light Wounds. Megala misses. The skeletons kill the last humans. 3 skeletons die. The animal skeletons are attack the cleric and peck him four times for 7 damage. He makes to run, and sees he cannot escape. He wins init and controls 5 more and orders them all to attack Alzar. Alzar’s final dagger misses. Carum drops his sling and Est hits for 3 damage. The cleric takes 8 more from skeletons and dies. Alzar regains control of his skeletons.

They search the compound and bodies. They open a chest and it had a poison trap that failed to damage the skeleton.

540 gp
183 ep
Ivory and Gold Box – 350 gp
Potion of Speed
Barrel of oil
43 pp
+1 mace
Jasper – 50 gpx9
Hematite – 10x28
Jet and Gold Brooch – 175
Silver Flask – 40 gp
10 sheets of parchment – 40 gp
Small Tome – 500 gp value to evil spellcaster detailing sacrifice of humans to earth elementals for various effects.
Scroll with Cleric Spells on it.


XP – 350 each
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Old 06-11-2010, 12:13 PM   #645
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They leave this section of the dungeon and move to another on this level. They open a door and find a library. A search shows nothing of note in here as most of the things are gone or destroyed. They continue and find a storeroom with smashed flasks and other former potent items. Alzar and others start searching, then he orders everybody back when someone steps on something useful and breaks it. While spending the time to search right, a group of 4 gnolls comes across the group and is killed in seconds.

What he finds:

Stoppered Vial of Ruby Dust – 1000 gp
2 amber rods – 25 gp each
Small bottle of yellow sulfur – 40 gp
Tin Box of saffron – 500 gp
Tube of quicksilver – 100 gp
Vial of Ground Tourmaline – 500 gp
Flask of Lion’s Blood – 10 gp

They move on and find an empty meditation room, and then room into a door with a Glyph of Warding. A Knock spell won’t work. Alzar has a skeleton start hacking at the door with its claws. It takes a ton of clod damage, and it is immune. After a long while, The door is busted and they enter the crypts. In here are the dead corpses of those priests that died serving the Earth part of this cult.

550 gp Gold Ring
Cloak

After some time searching, they return and take a different direction to a corridor that ends in a room with a round black chamber, with a giant exit to the left. They move there and find a 30’ diameter chamber in obsidian. In the middle is an altar and upon it, a stone seat. After some time, it becomes obvious that any magic that once might have been in this room is now gone.

They continue back and to a large hallway. This corridor is sheathed in polished brown marble with black triangular pieces of polished marble in the floors every so often. There are burning torches on the walls. Alzar follows the triangles and has the skeletons push aside a curtain at the end to reveal The Earth Temple.

This is a great large area, with sandstone walls, dark brown earth on the floor, a lichen providing light, in the center of the room is a large dirt mound, rising about 6 or 7 feet high. There are doors behind it, two normal and one double door. At the base of one face of the wall is a bronze box.

Alzar has two normal skeletons move in, and after moving in a bit, four Earth Elementals rise up from the ground from each of the four corners. These are super powerful elementals 16 hit dice in strength - Alzar has no chance to control them. One closes to the skeletons moves over and smashes them both easily. Then it retakes its place and they all rejoin the earth.

Now that’s a guard. Even if Alzar summoned two Earth Elementals to fight them, one from a spell and another from a Mud Ring, they would be weaker than the four by half. That’s not worth wasting. If Alzar and Carum and Estaish charged one and attacked it, he suspects they could kill one.

Instead, he takes the triangle corridor the other way. There are many frescoes in here including those of priests, and the powers of Earth, Fire, Water and Air mixing together. They pass by giant stairs down. They arrive in another corridor and take it to the left. There is a door to the right with a pit trap that kills a skeleton. They open a door to a room with three bugbears, which are quickly dispatched. A search of that room finds a secret door into a corridor, with a small concealed room off it that has a chest in it, lock melted by acid after Alzar fails to pick it:

2 Potions
151 sp, 411 cp, 90 ep, 55 gp, 27 pp
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Old 06-11-2010, 12:38 PM   #646
Abe Sargent
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There are three doors in here, and they open the first. It is a jail with ragged humans, which turn out to be zombies. Alzar finds more zombies in two more jails. They become his new cannon fodder. There are doors to the corridor here and they go out and find three more jail doors. Two are empty, and inside a third is a Svartálfar bound and gagged. Alzar releases the person, who thanks Alzar, and asks for weapons so he can join Alzar in the fight against the Temple. Alzar uses ESP from his Medallion, and agrees after seeing Wassilon is a thief and warrior, and arms him.

Wassilon
Svartálfar
Level 4 Fighter/Thief
Neutral
Str 17 - +1,+1 in combat
Dex 17 - -3 AC in combat
Con 16 - +2 hp per level
Int 12
Wis 9
Cha 10
HP 23
Thief skills – 45 PP, 37 O Locks, 35 Find/Remove Traps, 33 Move Silently, 25 Hide, 15 Hear Noise, 88 Climb Walls, 20 Read Languages

Handed chain mail and long sword and shield. AC is now 1, deals 1d8 damage in combat.

They head down the corridor and find a torture chamber with a human being tortured by a fighter looking guy and a bugbear. The fighter, in chain mail with a battle axe, simply turns, picks up the axe, and cleaves the air very expertly. Alzar orders everybody back. The bugbear is looking scared at all of the undead. Alzar moves ahead to fight the commander of the troops on this level.

Alzar wins init barely – 0 to 1. He rolls a 6, which hits the AC2 of the turnkey. He doles out 18 damage. The turnkey swings back and rolls a 9, which is a miss vs Alzar’s -1 AC even with a strength bonus and axe specialization. He wins init and hits Alzar for 11. Alzar hits twice and kills him.

Alzar - XP – 1200; 45/56 HP

They kill the bugbear with ease and find:

Bronze and Jet Ring – 50 gp
23 gp
Tourmalines 100 gp x4
Feldspar Chunk - 50 gp

There are also two more prisoners in cells off to one side behind the entrance, and a cell with 5 orcs. The local orc tribe was fighting against the Temple, due to its chaotic nature. The orcs are lawful evil and revile the Temple and its chaotic tendencies. They want weapons to fight.

Alzar gets crossbows and chain and long sword and shields for the orcs and keeps them back as archers. They escort out the two humans and men at arms and Alzar gives the tortured man at arms more weapons to protect the group until they are ready to leave.

100 XP for Alzar, Wassilon, Estaish and Carum
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Old 06-11-2010, 12:41 PM   #647
Travis
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Sweet, nice to have Alzar back and kicking ass.
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Old 06-11-2010, 01:16 PM   #648
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They head back to the room with four Earth Elementals. Alzar has found ways down, and can skip the Earth Temple. He is trying to figure out how to handle them. Alzar uses the Sword of Lyons to go invisible and sneak by them, but they animate when he gets inside the room, and he backs out and they de-animate. The earth in here is very deep. Alzar asks Wassilon and the orcs about one. One orc was tortured in here by the lead cleric, and they didn’t seem to attack him. Alzar heads back and they strip the cleric body of everything on it and he hands the robe, belt, cloak, boots and gloves and trades them for his normal things. He walks in and they animate. Alzar hopes one of these things will protect him, and he walks in further, and none attack him. Feeling some power over them, he orders them to walk left, and they all do. He orders them to dig, and they all do. He moves to the chest and opens it:

Bronze Maul, Knife, Bowl and Ewer inside – all detect as evil

He heads over to the doors and one opens and reveals a robbing room with cloaks and sandals inside. There are a pair of cabinets with drinking cups and such. There is also:

Carnelian Ivory Bracelet – 500 gp
Bone Scroll Case – 100 gp
Scroll of Protection vs Earth Elementals

The other room on the far side is a bunch of worthless stones and dirt, with many empty kegs. The third door is another of the magically sealed doors. One was required to enter. Alzar skips this one for now. If he needs to come back, he will.

The Earth Elementals have begun to find treasure under the earth and Alzar has them stack them for him. After an hour or so, they have found:

800 gp
Potion of Diminution
200 pp
Ring Mail +1
Gems – 100 gp x28
Rope
Morning Star
Ring of Protection +1
Wand of Paralyzation (38 charges)
Three jars of ointment

Alzar returns to the ramp leading down from the original corridor and takes it.
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Old 06-11-2010, 01:16 PM   #649
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Quote:
Originally Posted by Travis View Post
Sweet, nice to have Alzar back and kicking ass.

Thanks!
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Old 06-11-2010, 01:38 PM   #650
Abe Sargent
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They arrive, take the right flank, and hit a chamber with a 5 headed hydra, bound to a wall by a chain. It hisses, and suddenly, a voice from beyond can be heard, and a troll moves down and arrives. Alzar orders the undead back and the fighters forward. He spears with Carum and Estaish to either side. They attack the troll while the orcish archers are ordered to attack the hydra. Alzar cleaves the troll for 16 damage. Carum and Estaish both hit for 21 damage and it dies. Alzar spends a turn pulling out oil and burning it and killing it.

The archers hit twice for 7 damage and fail to kill a head. The hydra attacks Alzar twice and misses, Est twice and misses, and Carum once for 3 damage.

Carum – 61/64 HP

Carum drops his spear, Est hits for 8 and kills a head. The archers kill the wounded head. It hits Est once for 4 damage. Est has a 2nd attack and misses. Carum recovers.

Est – 46/50

It wins init and misses. Alzar hews off one, Carum spears to death another and Est misses. One archer hits the remaining head for 1 damage. They win init and kill the last head.

XP – 967 for Carum, Est and Alzar


A search finds a Ring on the troll’s now dead finger:

Ring of Quick Action – Wielder always wins initiative in combat (but not for potions, actions, spells)
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