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-   -   The D&D Dynasty: The Path of Alzar the Mighty (https://forums.operationsports.com/fofc//showthread.php?t=77570)

Abe Sargent 06-15-2012 04:22 PM

She casts Heal on herself fully healing her. The Vrock and spiders bring down the wounded elemental, and a ghoul. Alzar’s group has 20 attacks coming in, and she takes 35 damage – 31/66 hp left. Alzar casts another Invisible Stalker to join the party.

She spins another web at the glabrezu and grabs him. She then tries to bite Alzar and misses (cloak). Lethal poison drips from her demonmaw. The Vrock and her allies slash four ghouls dead. In dice 21 attacks and a Stalker hits for 14, and a ghast for another 7. 10/66. Alzar casts Ray of Ondovir at her but it gets stuck in her magic resistance.

She uses Heal again. Her allies damage another Earth Elemental instead of messing with ghouls and Dretch. In come the attacks and with a webbed glabrezu unable to attack, she is getting 17 attacks. A Vrock carves her for 17 and two ghasts hit for 11 damage . 38/66 total. Alzar casts Greater Malison, but it fails to hit her through the magic resistance.

A web is spit at an earth Elemental but it shrugs it off. Alzar is attacked and bitten for 15 damage. He also makes a save vs poison or dies, but he gets +10 to the save for the Periapt and Alicorn. He makes it. More damage to the Earth and it’s reeling. She is pounded twice by the same elemental for 28 damage and takes 11 more from two ghast hits. She falls.

Lolth has been slain on the Prime Material Plane and cannot return for 100 years. She leaves behind an odd egg, which Alzar takes and will inspect later.

Tellistto 06-15-2012 04:49 PM

Nice comeback in that fight!

Tell

CrimsonFox 06-15-2012 05:04 PM

YAY VAULT!!!!!!!!!!

Abe Sargent 06-15-2012 08:37 PM

He expects a really bad reception from most of the Dřkkálfar now. He leaves behind his army and teleports to the plateau, where his troops are waiting. They march to the temple, where he wants to blow through it, because he suspects that he will wear out his welcome very shortly. He forces his way into the temple through a Skulltrap at the spiders. His troops below finished the Vrock and spiders. And his army supplemented by an Earth, Waterx2, and Fire elemental blow through the meager defenses and enter the Fane of the temple. Twenty Dřkkálfar drop in thirty seconds.

The open area has two altars like the shrine does, but richer and he orders everyone to steal items quickly and efficiently. They can analyze them later. He plows through five more giant black widows, six guards, and an underpriestess. The egg throbs in a temple, but as he leaves it, it stops.

There are stairs up and down and Alzar heads down. This is the basement level he was on before. They find a trap in the webs and release a Dřkkálfar:

Nilonim
Level 4/4 Mage/Fighters
Neutral
26/26 hp
STR – 12, INT – 18, DEX – 18, CON – 15, WIS – 9, CHA – 13.

He organized a revolt against the nobles and was not to be sacrificed, but to be turned into a Drider to Lolth herself, and he joins them for now. Nothing else is down here, but his armies unite and they move up two floors.

Abe Sargent 06-15-2012 09:39 PM

There is a barracks that has been prepared for Alzar. Beds flipped, soldiers with missile weapons, and Darknesses drop as he comes up. 35 fighters are here, with two clerics in support. A Skulltrap flies into them and slays many fighters. The rest fire and hit and slay a wounded Earth and finish the mirror images from a Vrock and hit it.

They win init and do it again, taking out the Vrock and the wounded Glabrezu. A silence spell rebounds off Alzar’s Ring and hits the priestess and she is silenced herself. (80% was reflected and Alzar made his save). The other casts Hold Person on Estaish and it fails this time. Alzar casts Dispel Magic to banish the darknesses, and his crew smash most of the remaining fighters some of whom were already injured from his skulltrap. A retreat is called and they move away. Alzar orders his flyers to bock them and a Vrock, Zadazz, Zadran, and four gargoyles fly in front. Two gargoyles are slain easily, and it slows them down. Alzar blows the Horn of Blasting to slow down the people, and the rest are slain and the priestesses overcome.



Alzar orders the weapons and armor stripped off as quickly as possible and they keep moving. His Vrock and Dretch disappear because an hour has passed, and he summons a new Glabby but he can’t bring more demons. Four clerics are here to protest their entrance, and are quickly pushed aside but not before sending an Earth Elemental back to its plane with abjuration and controlling and slaying the ghouls and ghasts. Again, their items are all stripped very quickly, the six bedrooms are searched very quickly and everything is tossed into Bags of Holding or Alzar’s OtherSpace and they move on to the next level.

No one is on this level to stop them, and a few traps are easily disarmed. Rich apartments are raided and items accumulated. They move up to the final level.

Abe Sargent 06-15-2012 10:28 PM

Combatants from previous levels have arrived here for a last stand as well as the 14th level priestess who is charge. They have summoned allies and have two Hezrou, Vrock, 25 gargoyles from outside, a pack of 11 shadows, 8 giant black widows, and four powerful fighters, including the commander.

Battle begins.

Alzar wins init. He drops a Skulltrap on them to soften them. Down go some fodder. Some gargoyles, more than half of the widows, and three shadows fall. His force pounds into theirs save the Glabrezu who Power Word Stuns the Commander and she falls for 5 rounds. He will finish her in two. They can’t reach the priestess or fighters due to the fodder, but they do slay some. He has the non-magical ones focus on the spiders and they finish them all. A mist ball flies in and fails to blind the priestess. The fighters carve up a pair of shadows. Then the counter attack happens, and Alzar loses a Fire Elemental and many skeletons he brought up. The high priestess abjures an Invisible Stalker back to its plane.

Slain this battle – 9 gargoyles, 8 widows, 7 shadows, level 9 fighter,


His group pushes forward. A fireball from his Wand of Fire flies to the back and finishes more fodder and scratches those in the back. Elementals blast a Hezrou. His fighters finish the last shadow and take out two gargies. The counter begins. The enemy finishes a Fire Elemental and damage an Air. Their priestess abjures the other Stalker and sends it home.


Slain this battle – 20 gargoyles, 8 widows, 11 shadows, level 9 fighter, Hezrou

Abe Sargent 06-16-2012 01:29 AM

The other Hezrou falls and the fighters take out three gargoyles. Alzar’s Hell Hound breathes and takes out a fourth and the last one dies to Zadran. With nothing left save a Vrock, their flank is open. Missile weapon fly into a soldier and Alzar casts Domination at the priestess but she makes her save. The fighters do little and the Priestess cures the badly wounded soldier.

Alzar’s group slays the three fighters left and closes. The Vrock is stripped of images by skeletons. The priestess casts Cause Blindness on Alzar and it is rebounded back and they both make their saves.

Alzar’s group finishes both the priestess and he Vrock. Alzar orders his people to put up a defensive posture around the level as they strip the items from these, and explore fully the level, taking everything.

Slain this battle – 25 gargoyles, 8 widows, 11 shadows, level 9 fighter, 2 Hezrou, 2 level 7 fighters, 1 level 6 fighter, Vrock, 14th level priestess.


Slain – Succubus, Vampire, 45 Giant Black Widow Spiders, 5 Nightmare, 10 Displacer Beast, 15 bugbears, 32 unarmed, 33 level 2 fighters, 38 level 3 fighter, 13 level 4 fighter, 9 level 5 fighter, 5 level 6 fighter, 1 level 8 fighter,1 level 8/level 5 cleric/fighter, 4 Hezrou, 25 trogs, 1 5th/3rd cleric/fighter, 4 level 7 fighter, 1 Earth Elemental, 3 giant spiders, 3 Vrock, Level 10 high priestess, 4x level 4 priestess, level 6 priestess, 2 level 7 priestesses, 2 level 9 priestesses, 25 gargoyles, 11 shadows, level 9 fighter, 14th level priestess

Solo - Lolth

Abe Sargent 06-16-2012 02:40 AM

Alzar and his group found in the temple:

Onyx and Gold Candlesticks – 300 gpx4; Octagonal Golden Bowl – 3000 gpx2; Ruby – 1000 gpx32; Diamond – 5000 gpx15; Emerald – 2000gpx4; Sapphire – 1000 gpx2; 8 Paired Gold Service Sets – 45000 gp; Lolth Temple Tapestries – 2000 gpx26;

2 Death Lances, 6 charges each
Lurker Cloak
Spider Wand – 64 charges
Staff of Striking – 12 charges
Ring of Anti-Venom – 20 charges; Ring of Protection +1; Ring of Invisibility;
Demon Staff
Amulet vs Crystal Balls and ESP
36 Dust of Disappearance
Talisman of the Golem

10 Crystal Jars of Lotus Dust, Rare Mushroom Power and other drugs

184,000 gp worth of generic jewelry
103 10 gp gems; 41x 50 gp gems; 29x 100 gp gems
11320 gp
4390 pp
20 scrolls of cleric spells – All Curing and Restoration Spells
8 potions – Pursuit, Nutrition, Gaseous Form, Fire Giant Control, Fish Control, Fire Breath, Levitation, Heroism


Dokkalfar items –

39 +1 short swords, 39x +1 chainmail, 8x +2 chainmail, 5x +3 chainmail, 6x +2 long swords, 2x +1 shields, 2x +2 Mace, 2x +3 Mace, 3x +3 long swords, 4x +2 shield, +5 long sword, +5 chainmailx2, +4 buckler, +3 buckler,+5 Mace

30 cases of various venoms


The Spider Wand fires blasts of webbing that act like a Rope of Entanglement but only last three rounds. The Talisman is great. Alzar can try to control an golem, and if successful, he has the golem permanently under his control and the Talisman is attuned to it. Should the golem die, he can try to take another golem.

The Purist potion gives you speed greater than who you are chasing for one turn, and the Nutrition one has food and water requirement for a month. The Anti-Venom Ring will Neutralize Poisons for a charge each.

Abe Sargent 06-16-2012 03:36 AM

XP!


Alzar gains 25,000 for taking out Lolth solo

Xp Division: 242840 total for non-Nilonim folks – 34700 XP each, 2200 each for everyone but Gamholt and Nilonim for Drow Outpost, and 32,570 from Descent for everyone.



Gamholt – 44700 XP – Level 6 – 39 hp
Nilonim –18000/18000 Level 4 mage/level 5 fighter – 30 hp
Estaish – 459,085 (Level 9) –69 HP
Carum – 439,275 (Level9) - Now has 81 HP.
Wassilon – 182,942 fighter (level 8, level 9 at 250k)/ 182,942 thief (Level 10, lvl 11 at 220k) 58 hp total
Aleigha – 527,470– 75 hp – level 10 fighter
Maerie – 274,470 =- Level 11 thief – 63 hp
Alzar - 905,586 – 59 hp, level 12


Aleigha leveled to level 10; Maerie is now level 11 as a thief, Wassilon leveled as a thief as well, and Nilonim gained a fighter level. Gamholt jumped to level 6.

Abe Sargent 06-16-2012 02:02 PM

Q1. Queen of the Demonweb Pits



The final chapter of the saga is about to begin

Abe Sargent 06-16-2012 06:34 PM

Alzar’ egg continues to hum and vibrate as he moves back towards the bottom floor of the temple. He arrives at the chapel where is vibrates the loudest An image of Lolth ad her Abyss home is on the back wall, taking up the entire side. Alzar pulls out the egg and it begins to shake even more. He casts Dispel Magic on it and it opens, revealing several objects – iron pyramid, silver sphere, bronze star with nine points, blue crystal cube. A gate begins to form and Alzar and his retinue are drained into it.

They have arrived on The Abyss!

Abe Sargent 06-16-2012 10:17 PM

Alzar can immediately tell that this is the Demonweb layer of the Abyss.

The Abyss is Outer Plane with more than 600 layers. Each layer is ruled by a different demon lord. A few lords rules some adjacent layers. Each layer is a bit of a mini-plane. You can’t conjure or summon creatures here unless they are from an adjacent layer of The Abyss. That means no elementals, no Far Realm and nothing else. Alzar can’t use the Orb or an Amulet of the Planes to step into an elemental plane. Also, on the Abyss the home creatures are demons, and not devils or daemons, so those cannot be summoned either.

Thus, Alzar’s ability to summon aid drops significantly. He only can summon demons from the Demon Staff and the Orb and that’s it. There’s no Valhalla berserkers, no invisible stalkers, elementals, or anything else. Zadra, Zadaxx and the magic mice can still work.

A lot of magic works differently. This is a place carved out of The Abyss, and it’s all magical and all evil. First of all, most gods cannot or will not grant any cleric spell greater than third level, and this includes Gamholt, with an exception to those who worship Baetylus and Lolth via him. Healing magic is bad – healing can result in growing demon parts or skin and such. The stories of people changed massively by a visit to The Abyss are legion.

All magic items lose two pluses. A +3 axe is now a +1 axe, and a +2 sword is now non-magical. This includes items of protection. However, after inspection, Dřkkálfar armor and weapons are not affected, because this is the home of Lolth, so in switch their armor, shields and weapons for most. Alzar will be using his +3 axe which is only +1.

Abe Sargent 06-17-2012 12:51 AM

This Demonweb itself is a chaotic mess of webs that cut through the aether. Here is the map of the webs:



The paths cross over and under each other, but they are at the same level, there are no ramps, stairs, inclines or anything else. When they do, people can jump from one path to the other, as can enemies. All pathways are 20’ wide and are made of a polished stone, but as Alzar bends to inspect it, there is a movement in them. The bodies and faces of distorted people are in here – the lost souls of the Abyss itself are used to construct the entire web.

Abe Sargent 06-17-2012 01:18 AM

There are no walls or ceilings, but there is a billowing, pulsating grey fog that hangs over everything. Vision is reduces to a maximum of 60’ in all directions. Nothing ebbs the hanging of the mist. No infravision or sight penetrates the fog, not even the Dřkkálfar lenses. A rushing wind can be felt at the edge of the demonweb, and there is a maelstrom of aether and fog off of it. Alzar strongly recommends to keep the fighting on the web, because falling off could be fatal and eternal.

After a half hour of following the demonweb, a group of huge pedipalps fall down from above and arrive to attack Alzar’s party; there are five of them here. Alzar’s group moves in and slays them pretty quickly as none have more than 15 hp. It gives them a chance to suss out the new armor and weapons.

They continue down the path and reach another pair of underpasses. Alzar tries the Gem of Seeing, but it’s confused images come close to driving him mad and he pushes it away. They continue arrive at T section, with a group of creatures in front. Alzar goes invisible and moves up, and here are ten trolls on guard for anything coming up the Web. They notice him despite his invisibility due to the fog moving, and come in to attack. He orders his fellow fighters, undead, and the few summoned monsters that were pulled in to attack.

They win init and Alzar is attacked and missed due to his Cloak. His Lenses charm a Troll to his side and there are 9 left. Fighters slay one, and others slay another and badly damage a third. Alzar takes 25 damage and 15 is healed by Gamholt. Fighters with double attacks finish a wounded troll and badly carve into another. The Hell Hound breathes and slays it. They hit him for another 17, and three more die. 9 more damage is added and that’s the last time he takes damage. Acid destroys the trolls and finishes them officially.

The troll friend he has points out their treasure –

900 ep
Jewelry – 11000 gp total

Troll gained, 36/36 hp

hoopsguy 06-17-2012 08:24 AM

That is a very unfriendly set of rules on the Abyss for our "hero". Will be interesting to see what happens when you get to the real foes here.

You mentioned the healing being erratic, but Gamholt successfully healed you in the last battle. Is there a percentage chance of things going badly? Or is that just "flavor"?

Abe Sargent 06-17-2012 03:54 PM

Quote:

Originally Posted by hoopsguy (Post 2672059)
That is a very unfriendly set of rules on the Abyss for our "hero". Will be interesting to see what happens when you get to the real foes here.

You mentioned the healing being erratic, but Gamholt successfully healed you in the last battle. Is there a percentage chance of things going badly? Or is that just "flavor"?



It really only kicks in for major injuries, such as arms, legs, and such. The only catch for other healing is its pretty minor. So if you heal 2 general damage, then it's non-existent, but the more you heal, the more it spikes to really hurt you.

Abe Sargent 06-17-2012 07:41 PM

The troll tells them that left is the gnoll barracks and right a crazy cleric who has captured many werewolves. Alzar decides to take the path that sounds easier and they move left. After two hours they arrive at a 100’ x 100’ room well lit by some magical means and contained 66 gnolls. They move in, led by 3 Dřkkálfar fighters. Alzar casts Sleep and drops 6. 33 gnolls are throwing javelins and the others are charging, led by the magic arms of the Dřkkálfar. He orders the gargoyles to swoop in and block attacks from the non-magical gnolls. Battle begins.

Alzar wins init and opens with a Horn of Blasting. It stuns the people for a turn and deals a minor amount of damage. 9 gnolls fall.

Alzar casts Sleep again and drops just three more. 10 are slain, and even though 28 gnolls have been slain, a mighty attack sweeps through. Many undead fall, as does a gargoyle from the combined attacks of the Dřkkálfar. There are several scraps and pokes that are dealt out as well to the humans.

Alzar opens with a fireball off a wand for 21 damage for failed saves and 11 for made ones by the javelineers. 12 gnolls fall. His retinue adds 7 more. One Dřkkálfar casts Levitate on him to lift him off the Web, and it does not get through the 5% magic resistance of his cloak. The others attack another gargoyle and damage it moderately. The gnolls tear into Carum and drop him to 48 hp.

The fighters and creatures deal another 8 slain gnolls. Just 11 left. Alzar moves his focus to the others, and dashes in, carving a wounded one for 9 damage. They counter and miss him, and the gnolls do very little.

Most of the remaining gnolls are down and Alzar’s double attack slays a fighter. The others begin to retreat, but are overwhelmed and slain, with Alzar charming one to tell him where everything is:

2000 gp
Jewelry – 9100 gp total
Rope of Climbing
Potion – Super Heroism, Invulnerability, Treasure Finding, Poison


Slain: 5 huge pedipalp; 10 trolls; 66 gnoll; 3 level 3 fighters;

Abe Sargent 06-17-2012 09:09 PM

As they leave, they cross under another ledge and four driders drop down to attack. Driders are male Dřkkálfar who disagreed with Lolth and have been punished by being warped into a new creature.




Alzar orders his troops forward and casts Tasha’s Uncontrollable Hideous Laughter on them, and this round nothing happens as they move to combat. Three failed their saves and battle begins.

They win init. The one who made his save casts Levitate at Alzar and it bounces off his Ring and both make their saves. The other three spend this turn in hysterical laughing and can’t do anything else. Alzar orders his troops to strike at the laughing ones, and one falls. Alzar throws his dagger into the chest of another for 7 damage.

Now the driders that laughed are at -4 to their attacks and +4 to be attacked. Each round that will decrease one until the penalties are all gone. They attack but the one misses Alzar due to his cloak and the others just miss. The damaged one is slain and the other takes 17 damage from various attacks.

They hit Alzar for 13 damage and he makes his save vs poison. The last laughing one falls and the normal one is blasted badly and scurries away. Alzar’s troops outrun him and finish him as he casts Darkness on the area. They move on

Abe Sargent 06-17-2012 10:18 PM

There are no more random encounters until they have reached the end of this Web strand, and arrive at a larger section, open, on the web. Bones and refuse litter the ground and four Vrocks at the corners of it stand ready. Alzar summons his own Vrock from the Orb and it uses Mirror Image, as do they. This is a battle against demons as Alzar moves to take this room.

They win inti and swoop down, pounding into the Vrock he just summoned due to jealousy or anger. Alzar casts Dispel Magic and all Mirror Images disappear. With them gone, his group slays one outright and decently damages another for 14 damage. They slay his Vrock and attack Estaish for 20 damage. His party slays the wounded one with double attacks and badly wounds the third, and Alzar finishes it with a Wand of Magic Missiles, pumping three missiles into its chest. The last one misses, and dies.

As they slay the final Vrock, their party disappears and reappears at a station on another strand of the Demonweb. Since they are at a well defended dead end, Alzar order them to camp for the day. They get out food, set up ,and sleep for the night, with study in the morning. The new wizard does not have a spellbook , so Alzar’ loans him a minor one he found long ago to learn a few spells off of and then returns it.

Abe Sargent 06-17-2012 10:54 PM

During the rest, Alzar gets a visit.

Zuggtmoy arrives after sensing he was in The Abyss and travelling to him. She seeks the return of the orb of Golden Death. Of course, she can’t attack him, nor can she conspire against him. But she can try to bribe him. She spends the next hour offering him power, knowledge and other magic items. But pacts with demons are easily broken and once rid of it, she could have him destroyed at her leisure, and he knows it. She leaves frustrated but cannot interfere in Lolth’s realm, who are rivals.


Alzar memorizes a new set of spells for his new location:

Sleepx2, Hypnotizex2, Identify; Empathic Controlx2 ,Tasha’s Laughter, Continual Light, Ray of Ondovir; Skulltrapx3, Slumber, Vampiric Touch, Dispel Magic; Rary’s Mnemonic Enhancer turned into V Touch, 2x Evard’s Tentacles, Minor Globe, Greater Malison; Animate Deadx3, Dominationx2; Stone to Flesh memorized backward as Flesh to Stone, Seizure


Before heading to bed, clerical magic from Gamholt healed most of their party, and Alzar was healed by his gem, and luckily nothing has happened yet to them.

Abe Sargent 06-18-2012 01:26 AM

Using the gnoll and troll’s knowledge of the area, they skip a minor barracks outpost and move to a different part of the track, and then down come 12 giant black widow spiders from a lower walkway to attack the party.

Alzar orders his troops in front to back up and summons a Hezrou to deal with them. It moves to the front of the line as battle begins, and it oozes its stink. A few rounds later Alzar’s group has cleaned out the spiders and the Hezrou has just 13 hp left.

A significant period of time passes with no major overpasses and they arrive at a large room situated on the web, with walls and a doorway facing them. The room appears to be totally dark. A skeleton walks in and is slain. The Hezrou r teleports in and dies just as quickly. No light can be seen from it. Alzar directs Continual Light at it and the darknesses banish, revealing four Dřkkálfar priestesses and a mage. They get spells off first and suddenly Maerie is blinded, Carum makes a save for Hold Person, Estaish takes 15 from a Cause spell and Alzar is attempted to be silenced, but it bounces back and both make the save. The mage casts Mirror Image.

Battle begins and Alzar’s group wins init. Alzar launches a Skulltrap in that deals 29 damage and save for half. It hits all five, and some make their saves and some don’t but none die. The Hell Hound breathes and smashes into a priestess for 11 damage. Flying gargoyles finish her off. Undead and fighters attack the nearest priestess and badly wound her. Their turn arrives. A fireball from the mage tears into the party and slays 11 skeletons, and badly damages a few humans. . A priestess heals herself, and three more attack. Dryshik’s Mist Ball manages to find him after two images fall to battle, and the mage is blinded for 5 rounds. A priestess dies and Alzar throws a magical Dřkkálfar dagger at another for 11 damage. She heals herself and the other slays a gargoyle. Alzar’s group finishes the two priestesses this round and the mage next.

Here is our hp check:

Gamholt – – Level 6 – 39 hp
Nilonim – Level 4 mage/level 5 fighter – 30 hp
Estaish – 42/69 HP
Carum – 67/81 HP.
Wassilon – (level 9 fighter Level 10 thief – 44/58 hp total
Aleigha – 75 hp
Maerie – 274,470 =- Level 11 thief – 53/63 hp
Alzar - 905,586 – 52/59 hp, level 12


They find:

Ring of Anti-Venom, 20 charges
4x Pot of Healing
6000 gp
400 pp
20 gems 100 gp

Abe Sargent 06-18-2012 12:35 PM

Out of the chamber walks his party. After an hour, another room rises to block them. It’s bigger than the last, and has a giant door on the front. A skeleton opens it and inside is a cursed Mirror of Opposition facing it and a skeleton spawns to attack Alzar’s party, along with the 42 Dretch demons in the room. Alzar tries to control some and fails, that apparently is not working here either.

Battle begins. A Skulltrap cleans out 28 before they can close. Many more are slain in the first turn, little damage is done back, and the rest are slain. Dretch are cannon fodder with about 15 hp each. This room has the Mirror, which Alzar covers and takes. Thieves discover a few traps in here and disarm them all. They find a treasure chest with:

2000 gp; 300 ep

Potions – Delusion, Invisibility, Invulnerability, Cold Resistance, Healing, Spider Climbing, Philter of Love


They continue on and blast through a group of 8 large solifugid that drop from above which Alzar’s group slays easily. He summons a glabrezu for aid. They arrive at a dead end platform with a circular middle that is 50’ in diameter. Four Hezrou surround it and move to battle. Battle begins and Alzar moves to the front along with his glabrezu.

They win init and the four beefy demons carve into him and miss. The Glabrezu stuns one and that one is slain by minor people. The fighters almost take out another. They win init and Alzar takes 31 damage. They finish the wounded demon and carve another dead with double attacks. Alzar is missed and he Vamp Touches one for 24 damage and they finish the last. As they do, they teleport to the next strand of the Web.

Abe Sargent 06-18-2012 01:53 PM

In front of them is a door leading into a small ziggurat structure, with the Web coming out of the other side and continuing on. This is clearly a powerful checkpoint. They arrive at the first door. The first opens to reveal a second which slays a skeleton with a Ward to reveal a third, which slays another skeleton with a Ward to reveal a fourth four about twenty feet back. This door opens easily and behind it is 40 feet of corridor with a another door at the end and a freshly cast Blade Barrier in the hallway. It will take at least a half hour to expire, so Alzar drops it with a Dispel Magic and the 5th floor is flung open and slays the skeleton. In they go.

This is a 100’ x 100’ room with three 30’ high pyramids in it. It serves as a gatehouse to the outside. One pyramid is in the rear center of the room, and the other two are on the sides. To the right of the door are two platforms that have spyholes into the corridor. On top of each pyramid are two Dřkkálfar spell casters. 10 zombies are at the base of each pyramid as cannon fodder to keep away people from the spell slingers. The enemy are not surprised and are in position, but they did not finish readying their defensive spells, and have only cast Resist Cold thus far.

Alzar’s team rolls a 6 and theirs a seven. He goes first. We’ll swing back and forth rather than roll each time.

Round 1 –

Alzar needs to soften a spellcaster immediately. There is one mage and one cleric on top of each pyramid, so he focuses on a mage prior to him casting something like Mirror Image or Minor Globe of Invulnerability – this is his one shot at taking him out. Slumber and charms won’t work. Flesh to Stone has a range of 10 yards per level, so Alzar aims at the wizard in the back pyramid and tries to en-stone him. He gets no bonus to the save due to it not being in his specialty, so the Dřkkálfar just needs to roll 9 on a d20, anything else is a death. Here we go. He rolls a…eight exactly. He is petrified. Most of Alzar’s retinue charge in and move in this round, with few in position before, and the glabrezu teleports by the lone cleric in the back. They cast a variety of spells. The left sees one cast protection from Good 10’ radius (won’t work on Alzar’s group) and a damage spell by the mage – Lightning Bolt on the glabrezu cracking him for 31 damage to help save the priest over there. The back priest casts a damage spell, Flame Strike, on Alzar and takes 12 damage herself as Alzar takes just 8. On the right Pro from good too as well as Slow on the fighters and thieves. Zombies collide with fighters.

Abe Sargent 06-18-2012 02:15 PM

Round 2 –

Alzar casts Skulltrap and launches it at the pyramid on the left. It misses but still hits them in range, but only finishes 3 zombies in range. The priest takes 14 and the mage 27. Fighters and more blast aside Zombies, and the demon attacks the priestess twice and hits once for 14. Both wounded clerics heal themselves. A mage casts another bolt at the demon and it has just 7 hp left. The other mage lances it with magic missiles and they free up the priestess in the rear center pyramid. The priestess tries to Hold Person on Wassilon and it works.


Round 3 –

Alzar casts Skulltrap his his Ring and is more on target this time. A few more zombies die, and he deals 32 damage to people who miss their save. This time the cleric fails her save and takes32 and the mage 16 as well. More zombies are crushed as the cannon fodder begins to ebb, and holes open up in their defenses. Dryshik’s Mist ball flies down at the unwounded mage on the right but he makes the save. Gargoyles arrive at the damaged platform with the cleric and mage. The cleric there casts Cure Critical Wounds on herself. The mage casts Polymorph Other on Carum and he fails the save and is turned into a small spider. He keeps his hp and Alzar orders him to retreat and he’ll heal Carum after the battle if they win. The rear Priestess casts Hold Person on Aleigha and fails, and the right cast a failed Hold Person as well and a Lightning Bolt on Estaish for 23 damage.

Abe Sargent 06-18-2012 02:59 PM

Round 4 –

Gamholt heals Estaish, the new wizard stabs out with two magic missiles at the wounded one, while Alzar stabs him with a Lightning Bolt from a Wand on his bandolier and finishes him off. Most zombies are finished and a few fighters have made it to the right platform. The gargoyles harass the cleric on the right. The priestess there controls them away from Alzar and sends them to fight him. The one in the back casts Flame Strike on Estaish for 18, and the priest/mage on the right cast magic missile and cause disease on him. He takes 23.

Round 5 -

Estaish quaffs the Extra Healing Pot he carries and heals 25. Gamholt adds a cure spell. A magic missile joins the last mage alongside 21 damage from fighters. Alzar grabs his Horn and blows it t the left and stuns the priestess, realsign control of the gargoyles, and hits the one in the back as well – both miss this turn. The mage grabs a javelin of lightning and throws it at Estaish for 26 damage, and the priestesses heal, heal, and Silence Nilonim.

Round 6 –

Their mage takes another 28 damage from various sources but was healed some last round. Alzar drops another 28 of lightning into him and he makes his save but still falls. Gargoyles fly back to the priestess and attack foir just 7 damage. The three clerics casts two cures and are fully healed and a Wand is pulled and Alzar takes 23 from a Magic Missile.

Abe Sargent 06-18-2012 03:58 PM

Round 7 –

Alzar begins with a Vampiric Touch from his Ring on the priestess on the left that was open. He heals all of his damage and doled out 27 in hurt. Gargoyles add 10. The fighters dive deeply into the priestess on the right, but she is still standing. The one in the middle stabs Alzar with 20 damage on more missiles, and the others heal themselves.

Round 8 –

The clerics on the flanks fall, and the one in the middle casts a cause spell on Alzar for 14 damage after draining her wand. She falls next.

Alzar casts Animate Dead thrice to restock his badly reduced force, and 36 zombies and Dřkkálfar come back as skeletons. Alzar cuts off the head of the statue and then uses a charge on the Ring to bring him back to life, dead, and takes his items. He also brings back Carum with a charge on his Wand of Polymorph, leaving him with just one charge on it.

Javelin of Lightnignx2,
Death Lance - 3 chargesx2
+1 Ring of Protection
Potion – Silver Dragon Control, Invisibility, Fire Resistance, 6x Healing from chest,
Tiara – 10000 gp
4 3000 gp gems
1000 pp
Wings of Flying
Wand of Frost – 8 charges


Used: Continual Light, Skulltrapx4, Vampiric Touch, Flesh to Stone, Extra Healing Pot,2 Charges on Wand of Lightning, Animate Deadx2; Charge on Ring of Depetrification;

Abe Sargent 06-18-2012 05:08 PM

After cleaning out the chamber, they stop here for the night. They need to rest and recover spells, and do so. Alzar casts Dispel Magic and Slumber into the Rings to replace Skulltrap and Touch from them, and he memorizes an extra Touch instead of Slumber.

No one attacks or shows up, and they heal, learn new spells and move on. As they emerge from the outpost, 51 giant spiders are outside ready to ambush and led by a Vrock. Alzar drops a Skulltrap and cleans out most of the horde, and the rest are easily handled.

The Web continues for two hours in various contortions. It widens into a large 300 foot trapezoid shape. The room is home to an extensive Dřkkálfar outpost, which includes roughly 30 fighters. Alzar flings another Skulltrap into their midst as Nilonim casts Flaming Sphere on the area. The combination of the magic forces them back and slays many. Then Alzar’s horde of skeletons crash into them, and he raises 12 more from the dead Skulltrapped ones and the fighters launch in missile attacks. At the end, Alzar has cast two Animate Deads and has 44 skeletons.

Their leader had an unusual pair of boots that Alzar takes, and they find some other items as well

Boots of Speed
600 pp
3 gems 500 gp each
Ring of Contrariness

Abe Sargent 06-18-2012 08:22 PM

They leave this platform and continue. Another 20 minutes passes and they have to take path at a fork in the road. The troll and gnoll don’t know which way to go on this strand of the Demonweb, so he pushes forward to the left. Less than 15 minutes later, there is a tall cylinder in the center of the web, like a Silo, only wider as the web widens as well. There are four arches that open at the bottom, one on each side, and about 10’ of space. They can see several sarcophagus as they close and Alzar, as habit, brings out a Bebau demon from the Orb just in case.

Inside are the honored dead of some of Lolth’s great servants, and there are approximately 100 corpses of Dřkkálfar in the crypts. Alzar senses the presence of undead, and he tries to charm it but cannot. Out come three banshees – the spirits of dead females come back to life.


(For the Demonweb, I increased the difficulty of some encounters and changed some. The actual Web is a bit more random – why is there a crypt in the middle and why just five ghasts, considering how high of a level the party is? No clue, so I tied it in and brought in banshees instead, I changed many encounters after the first Web strand into much harder ones and morphed them at the same time.)

At their sight Alzar’s party makes some rolls. Carum and Gamholt run in fear from their sight and are gone. They can only be hit by magic, but Alzar’s skeletons are wielding the Dřkkálfar weapons they’ve encountered, so they wade through the banshees easily. (I forgot banshee can only wail at night and there’s no night in The Abyss, so they can use their really potent weapon).

Alzar would love to search the crypt, but without the Gem of Seeing working, it’s hard. He decides to begin a systematic search of every sarcophagus for anything that looks magical or valuable – coins, gems jewelry, weapons, and so forth.

5000 gp
100 gems 50 gp value
5600 gp in random jewelry
+1 Broad Sword, +2 vs Magic Users and Enchanted Monsters
Wizard Scroll – Fire Trap, Push, ESP, Burning Hands, Wizard Lock, Otto’s Tin Soldiers
Potion - Lycanthrope Control

Abe Sargent 06-18-2012 10:32 PM

They move on. After another 80 minutes, the Web terminates at a 75’ x 75’ platform and in the middle are three Glabrezu that move to attack, and Alzar summons his own to battle them. He teleports into their midst and two others move in. They try to Power Word Stun Alzar and it gets past everything and he is stunned for 6 rounds. They stun Estaish for 4. The glabbyies miss each other

They carve deep into Aleigha for 33 damage. They hit our glabby twice for 29 as well. Damage is concentrated as per Carum for the one closer by Aleigha, and they badly damage one. Our glabby misses theirs once and deals 15 damage. Skeletons add another 14. They slash Aleigha for 40 more. The wounded one dies, as does the one on our glabrezu. The last one attacks and missies, and Gamholt has healed Aleigha some. We slay the final Glabrezu. As that happens, the party shifts to the last strand of the Web.

This level of the Demonweb is different than the others. It’s situated above the others and not part of the interlacing pathways. There are no side routes or intersections, just one winding route. All along the strand are various permanent Gates Lolth has opened to various Prime Material Planes.

Abe Sargent 06-18-2012 11:45 PM

The first gate looks out over the edge of a thick overgrown garden with a small castle on a hill in the background. A skeleton moves through it and nothing happens, so Alzar follows and has moved to a new Prime Material Plane, but not that of Thorasia. They are near the edge of a forest and everyone else steps through. As this is a permanent gate, they can return anytime.

Alzar moves towards the castle and as his party moves out of the forest claimed as Lolth’s domain in this world, a group of three manticores arrives to slay them. Alzar charms one with the Lenses and pushes himself forward. He charms a second as they miss him and a the third refuses, and is slain. He now has two manticores. He continues toward the palace with the charmed manticores in tow as well as his other folks.

A person who looks a bit like a russet skinned qwith steps from out of the bush and orders Alzar to stop. He casts Tongues and Alzar can understand him. Many others walk out, and he is ordered to the castle under heavy guard.

After a few hours of travel and waiting, Alzar is ushered in to meet Duke Alfric, a version of a qwith on this world. His people have been fighting against Lolth’s influence in the forest and as it moves about. He demands to know about Alzar and has many seers investigating his claims. The Medallion vs Crystal Balls and ESP is found and removed. Alzar claims that he and his party arrived on The Abyss after he slew Lolth’s form on his plane, and she left behind a present that pulled all of them into her realm. Now he seeks to leave, and if that takes him through her, then so be it. The Duke talks to his advisors for a while, and then offers Alzar an alliance. If he will destroy an outpost of Lolth’s in the woods, Alzar will be given his choice of three royal magic items to help him defeat Lolth.

Alzar agrees and he is escorted to the Forest Outpost, run by a large number of various goblinoids and spiders. Alzar uses his ability to finally summon elementals and brings out two from the rings and four from the items. Six elementals led by a Hezrou are dispatched to the garrison, and Alzar slays 84 enemies before the day is through. As the day wanes, he is brought back to the castle and his powerful magic becomes legendary. The Duke offers him dinner and his people rest for the night, and in the morning, Alzar selects a Girdle of Frost Giant Strength for himself.

Abe Sargent 06-19-2012 12:25 AM

This is a very powerful item that Alzar immediately equips. You may wear both a magical girdle and a belt. It gives him a strength of 21. He pulls off the gauntlets and puts on those of striking. When using his +3 battle axe this is what happens:

+3 to hit and damage from weapon mastery
1d8 damage from axe
1d6 damage from gauntlets
+3 to hit and damage from magic of axe
+4 to hit and +9 to damage from 21 strength

Therefore, Alzar has +10 to hit with his axe and deals 1d8+1d6+15 damage in battle from a single hit, giving him a damage range of 17-29. At this point, he’ll basically only fail to hit an AC of three or higher on a 1 on a d20. He can hit an AC of 0 with a four, and a very hard to hit AC-5 with a nine. Even AC -10, the best possible is hittable with anything over a thirteen. This is without his THAC0 rising due to his level improving. He’s in an odd position of being an amazing tank, but having so many spells and items that he has to stay on the sidelines too much.

Alzar’s skeleton army is now at 78

Alzar learns Otto’s Tin Soldiers from the scroll today after looking at it carefully.

Abe Sargent 06-19-2012 01:59 AM

They leave and return to the Abyss and move to the next Gate. This is a very cold land that has a bunch of forts all flying the colors of Lolth. Alzar has no desire to enter a land it appears she already has conquered.

The third Gate overlooks a dark swamp. It’s overgrown with rank grasses and muck, with spotted pools dotting the landscape. He arrives and uses divination magic, but nothing is nearby. He even jumps on Zadaxx and rides above the swamp, but the land is desolate in every direction so he returns.


The next Gate opens to a white, sandy beach. There are outcroppings of volcanic rock and some pretty unknown purple flowers dotting the landscape. Alzar moves into the nice sunny day. Again he searches the are with magic and flying, and again he can’t see anything of interest. He even tried diving under the water but found nothing.

The fifth Gate opens into a chamber about 100’ big. A skeleton is not accosted, so again Alzar moves in. The gate opened at the end of the cavern, and in fact it is vast as he turns around. Inside here is a gigantic cavern so large it cannot be seen on the other side, but the ceiling is about 250’ up. It is a hatchery for countless numbers of giant spiders and variants, including steeders ,black widows, pedipalps, solifugid, flying giant spiders, and more. There must be tens of thousands of spider eggs and hundreds of spiders. Suddenly, a group if 36 spiders phase towards Alzar and he recognizes them sa phase spiders – a particularly powerful sentry. He dives through the gate and returns. He has his missions guard the door an summons a Vrock with Mirror Image to get in front, but the Spiders juts jump in front of the gate but don’t recognize it for what it is. Alzar is safe.

Abe Sargent 06-19-2012 02:36 AM

The sixth gate is very interesting. Things do not look quite right. The mountains in the setting are larger than mountains can be and sharper as well. The sky is purplish, and the air appears shaded. In the foreground in a large forst full of goblinoids. A distance away in another fort with unknown people on the right. For to the front is a gigantic citadel under siege by some army.



Alzar and his forces push through and arrive at a place that smells of war and death. He goes invisible and scouts around, and the front fort has been captured by Lolth’s forces and flying her banner. He guesses that there must be at least 300 gnolls, 50 bugbears, and a pair of ogres and led by a Bebau demon. Alzar scrys to the next fort and it is held by 500 dvergr. Beyond it is a giant army of Lolth’s forces more than 10000 strong.

This should be fun.

Abe Sargent 06-19-2012 03:25 AM

Alzar summons the 6 elementals and the Vrock moves to the front. It fails to gate in aid. Alzar orders his forces to the Fort, and the gnolls open the gate. A trap? Alzar orders his troops in and takes the lead.

The reinforcements are right on time, and Alzar is ordered to prepare to strike the dvergr held fort to remove any chance of a rear engagement when they attack the main fortress. This is war that has been ongoing on his plane for more than twenty years, and the final survivors of many campaigns have fled to the far fortress and Lolth means to take them out and claim the entire world as hers.

Alzar agrees to take up the van position and they immediately march and in 15 minutes, all of the forces from the fort move towards the dvergr position on the right. After five minutes of leaving the fort. Alzar orders his forces to attack the unsuspecting army.

Skeletons cleave into gnolls, a sleep spell from Nilonium drops 6 gnolls. A skulltrap slays 40 gnolls. Elementals unleashed slay may and havoc reigns. His troops manage to destroy an entire army in less than ten minutes, and with surprise, most of them fled and were chased down and slain. Alzar uses Animate Dead all three times and now has an army of 92 skeletons.

Abe Sargent 06-19-2012 12:59 PM

He arrives at the fort of the dvergr and having seen him slay an entire army, they rush to greet him, despite his allies. A commander greets him and says (Tongues Spell by their cleric) that they had no hope left, and no chance of reinforcements. Alzar gives the short three minute version of his story and how he came to be here. He is given command of all 500 dvergr fighters and 10 clerics for the coming battle. (He does have a lot of knowledge of leadership and tactics after all)

Alzar is given the name of the Dvergr Thane inside the fortress and he communicates with him via a teleport jar delivered by Dryshik. They send messages back and forth for more than an hour, and agree to a pincer movement tomorrow to attack the besieging army.

At night, Alzar slips into their camp with invisibility and drops skulltraps around. He wants to have some surprises when they move around tomorrow. He also Slumbers an officer and slays him in his sleep, and has a glabrezu pop out and Power Word Stun a priest, which it slays. However, the biggest weapon Lolth’s army has under its command is a red dragon, who stays far away from the rest of the army. That’s Alzar’s main target. The glabrezu is there to help him. He casts Skulltrap from a Ring and flings it at her to wake her up. She takes 18 damage after making her save and roars.

The dragon sees and breathes on the demon, now far away from Alzar. She deals some damage to it but it attacks her. Alzar’s axe hums into her for 20 damage. She attacks both with bites, wings and tail, but can’t hit Alzar due to Cloak but manages to finish the demon Alzar hacks twice and deals another 42 damage to her. She dies. Alzar takes ten minute to carve the body up before the enemy army moves in.

Abe Sargent 06-19-2012 01:56 PM

Alzar rests with the Dvergr, and learns a very different slate of spells in the morning. He casts Animate Dead 5 times and uses two from his Rings to make 84 skeletons, which he adds to his force to give him 176 skeletons, plus 4 gargoyles and a hell hound. He also has the charmed gnoll, troll, two manticores, and summons the six elementals, three Vrocks from Demon Staves and a Glabrezu from the Orb. He has out the Horn of Blasting, and a different set of spells than normal. Out pop two Invisible Stalkers. Taking out the dragon was nice, and he blasted about 25 people with skulltraps in the camp.

To actually run this battle, I have a few choices. I could run it as an rpg, and do what I’ve been doing, or I could grab the Companion Rules for D&D and use their system. Let’s just RPG it with a fast sim approach.

The first thrust by the Thane has begun. His 4000 dvergr, 750 humans, and 200 bears move out. Lolth’s army moves to face them, and as the force of 10000+ meets the force of 5000-, a great crash can be heard. Alzar orders his troops in. His elementals and demons and gargoyles form the vanguard. Behind them are skeletons flanking on both sides, with the dvergr force in 20 ranks fifty deep. The elementals and demons will do the initial smash, with the skeletons providing the brunt of the first attack, and then the dvergr will move from behind the lines into the breach, and thus are protected from that initial clash.

During the day, Alzar’s 5 Skulltraps slay more than 100 enemy fighters. His fighters all did well, but only Estaish is still in the battle after two hours, as the rest withdraw due to major wounds inflicted. Being caught in a powerful flank attack devastated Lolth’s army but they held. Alzar’s axe slays many, and his cloak keeps him largely safe, as he turns his attention to any that would have hit him. His three Black Tentacles spells devastated their reforming line and took out many bugbears. He charmed various allies to his side, but the manticores, troll, gnoll, and elementals are long gone. Both Invisible Stalkers are still around, and Alzar is about ready to summon another demon from the Orb. Zadraxx and Zadran have fallen and returned to statues. The Hell Hound was slain twice and he cloak moved to other skeletons. The gargoyles have caused much fear due to their inability to be slain, but actually kill few. The dvergr have lost more than 1500 of their starting number and more than 150 of those in his unit are down. His skeleton army is reduced to just 33. The enemies have taken many more and their numbers are more than cut in half, with roughly 4000 left. They have circled up, creating a powerful defensive formation which Alzar occasionally breaks. Another Sleep spell claims five more gnolls, and his last spell is spent, and he has nothing left, but is at full hp due to wielding Blackrazor all day. With the many dead at his feet, Blackrazor hits automatically and slays automatically, and Alzar has more than 100 extra hp in reserve. He is a dervish of death that has slain dozens of bugbears and ogres.

It’s time and he grabs the Horn of Blasting and blows it just as he orders a charge from the Dvergr at the well-defended circle. It slays more than 20 injured enemies and opens a hole with the dead and stunned. The Dvergr carve deeply into their line and their defense is blown and a melee begins. Alzar, at the head of the charge, carves into them with his powerful sword and despite a -4 to hit from it not being a weapon he can use and loss of +3 due to mastery, it hits automatically, because Alzar’s current warrior level is more than 100 in terms of expertise. The weapon carves a circle of death around him and the enemy retreats from it. Their panic spreads, and the retreat begins. They run towards the other Dvergr army who charges in and picks them off as they loosen their defense. The rout is on. The combination of Alzar’s sword, the trap, the lost troops, and more causes them to lose heart and they break as a unit.

It causes six hours to track down most of the fleeing army. Alzar has his unit reform on the other side of the Gate to prevent retreat that way. More than 500 troops came through during the day and died to his unit finishing them off in the Demonweb. His troops return and the injured have been collected from the battlefield. Alzar returns Blackrazor to its Bag of Holding.

Abe Sargent 06-19-2012 04:30 PM

After a day of mourning comes celebration. Alzar animates three days worth of skeletons from Lolth’s army and returns with 191 skeletons and restocked the Rings with two more copies of the spell. He was lavished with praise for his role in turning away Lolth’s troops, and they never though a necromancer would be their salvation. They will sing of him for centuries. He leaves them to their rebuilding and returns to the Web.

The next Gate opens to a gloomy castle courtyard. Alzar checks it out and it’s boring and skips it because he wants to move on from these Gates. The next opens to a desert plain. He checks it out and sees prisons in the area. This catches his interest, and as he moves in, a large golem rises and blocks his way, it’s a bone colossus. Alzar tries to control it with his Golem Talisman and…it does not work. Too bad, this would have been a nice golem to control. But it didn’t even try to work, and this is an undead creature, and Alzar tries to control it that way but also fails. It’s undead alright. He summons three elementals as it closes and they blast it. The party frees several people, including a cleric who heals them and carries on. Alzar finds nothing, and the bone colossus is regenerating, so they return to the Web.

There is one last Gate. This portal is different than the others with bronze doors flanking it and closed over it. Alzar tries to open to but cannot. His thieves can’t either. A Knock spell opens it and behind is a gate that opens into some stairs. They lead up to a doorway that’s at last 25 stars away. The entire place, stairs, walls, and such has a metallic look. Alzar enters through. The doorway is entering a domed top with many windows that look like eyes. In fact, Alzar looks around, and they are not on a Prime Material Plane, like the other gates, but it’s another layer of The Abyss. In fact, Alzar can tell it’s one of the top layers, and many magic spells work again. They are on a gigantic ship shaped like a Spider that is sailing/flying?... via magic and steam power through the aether.

Part of the ship:



Here’s another:


Abe Sargent 06-19-2012 06:24 PM

This looks like a final confrontation so Alzar heads back to the last Gate, conjures six elementals an moves back and through. As they move up to the top, there is a Yochlol, a demon handmaiden of Lolth. She asks Alzar to sign a ledger to visit Lolth. She offers a seat to Alzar and his cohorts as see looks to find the ledger in a table of messed things. The chairs have been stolen by quasits though.



She then asks Alzar and his party to wait while she goes and retrieves it from somewhere. Alzar considers slaying her or busting, but he decides to wait, summoning a Glabrazu from the Orb who gates in two Vrocks. 15 minutes later she has returned, and he signs the ledger. She announces that Alzar is here to see her Highness, and escorts him past sentries of Dřkkálfar, demons and goblinoids. They leave the head of the spider-ship and enter the body. Two large double doors are flanked by giants and open when Alzar’s party arrives. The yochlol announces Alzar’s presence to Lolth and leaves. A skeleton enters and just falls to the ground disenchanted. Lolth is beyond the doors laughing and chiding him. He grabs the Gem of Seeing and reveals her to be an illusion and casts Dispel Magic at the area and then another skeleton enters and is fine.

Abe Sargent 06-19-2012 07:05 PM

Alzar’s group enters this giant chamber. On the far side are 15 doors, and none in the others. There is nothing in this giant room save those doors, and he has 15 skeletons open them simultaneously, revealing 15 10x10 rooms with doors on all four sides. They open them and find a few rooms beyond.

They each open into a cavern with a dragon. Alzar has his forces go north and the elementals and demons slay one, but not before a Water Elemental is taken down. They slay the other without losing anybody, but both Earths have less than 20 hp each left.

With as many hands as he has, it’s a quick thing to have both treasures loaded up.

600 gp
3 1000 gp gems
Bejeweled Buckle – 9000 gp
3 pots of healing

And

10 gems, 100 gp each
2 Pots of Extra healing and Flying

A skeleton dies to a glyph as the base of stairs heading up and the party moves to the central chamber at the top of the belly.

This deck opens to a large passageway and the Gem shows a secret door to the direction the big room was below. It’s unlocked and opened by a skeleton who dies in the blast of a Glyph. Another enters and falls down unenchanted. Alzar tosses a Dispel Magic from his Ring and a third skeleton makes it. He orders his forces in.

Abe Sargent 06-19-2012 08:31 PM

In this room is Lolth, and Alzar’s Gem shows it to he be the real one. There are 10 giant solifugids and 10 giant pedipalpi. There are also two Driders flanking Lolth. There is only one exit a pair of double doors behind her. Alzar’s Gem is returned and battle begins.

They win init. We will exchange it during the entire battle.

Round 1

Lolth casts Darkness in front of their group. The Driders casts Magic Missile on a Earth twice and drop it. The spiderish creatures charge in to melee range. Because they are not on her layer of The Abyss, the demons may attack Lolth. Alzar orders the Vrock and four gargoyles to fly over to the double doors on the other side of the room and guard Lolth from leaving. He casts Continual Light at the Darkness and it goes away. He orders concentration on Driders first by the elementals who blow by the spiders, which his skeletons will focus on as they pour into the room. Nilonim casts Magic Missile at a Drider for 7 damage. Carum misses with his sling, but Estaish stabs him with a crossbow bolt for 6 damage. The first elemental arrives at the floor 30’ it and sinks into quicksand. It’s an Earth and is fine in there, moving around very nicely. The Air moves above it and is fine. He orders the Fire to halt and attack spiders instead. Only the others can close.

Abe Sargent 06-19-2012 08:48 PM

Round 2

Lolth turns into a Dřkkálfar woman who is a high level priest and mage and casts Power Word Stun on Alzar. It would work, too, save for the Ring of Spell Turning that directs 60% of it back and the Ring of Free Action. She gets a save it if she fails the magic resist roll, but she does not fail it. The Driders magic missile a dead Earth. The spiders carve into undead and slay many. Alzar summons an Earth Elemental from the Orb and sends it to attack driders. The undead carve back into spiders . The Elementals blast a wounded Drider and move to the other. Nilonim casts Magic Missile at that one for 8 damage.

Abe Sargent 06-19-2012 09:00 PM

Round 3

Lolth casts Globe of Invulnerability which will make her immune to all targeted fourth level spells and below. The Drider that is left casts Lightning Bolt on a Earth but it deals half damage and does not wound him much. The spiderish creatures slay very little, mostly missing. The undead finish most of them and Alzar orders them to hold their position here with the Fire Elemental. The other Drider falls. Alzar summons an Air Elemental from the Orb which flies over. The fighters finish the pedipalpi and solifugids. Alzar orders the glabrezu to try the Power Word stun but it fails to get past her MR of 70%. Alzar orders his humanoid troops to fire missile weapons at her in order to wound her, since he doesn’t want to risk them in a melee or in the quicksand.

Abe Sargent 06-19-2012 10:18 PM

Round 4

It’s basically just Lolth left. She morphs back to her more protected spider form and summons 8 giant spiders. Alzar casts Haste on the 5 elementals on Lolth, the glabrezu on her, the Vrocks, the Fire by the door, Hell Hound, and two gargoyles. She is attacked 18 times by elementals and the demon. She is hit twice for 28 damage. Alzar orders the fighters to concentrate on the summoned spiders. Missile weapons from the fighters miss.

Round 5

Lolth Gates in a Hezrou. Two smashes for 30 damage nail her, and fighters finish several spiders. Alzar casts Flesh to Stone on the Hezrou and it works and it is petrified. Alzar has hasted guardians at each of the exits. His Gem saw no others. He’s sure she can teleport, of course – like other demons.

Abe Sargent 06-19-2012 11:15 PM

Round 6

Lolth casts Heal. She is mostly missed, taking just 17 damage from an Air Elemental. The fighters blast a few more spiders and two are left. Alzar has moved in to her with his Belt using a charge to fly in last turn. He blows the Horn of Blasting and rolls against her magic resistance. He rolls a 84. She takes 4 damage and is stunned next turn (no save to stunning)

Round 7 –

Alzar’s team attacks her, including himself, exclusively. He wants to try and slay her this turn, before she can teleport away or heal.

The Elementals attack. An Air hits for 14 damage. She has taken 31 and is down to 35 hp
The glabrezu rolls four attacks – hasted as well. He rolls 2, 9, 16 and 14. Those are all misses.
Alzar attacks and need just a 14. He rolls an 18 and deals 23 damage to her – 12 left
Missile attacks arrive. Estaish has a magical crossbow and…he rolls a 17 and hits her for 8 damage – 4 left. Can someone else hit?

Carum’s Sling of Seeking fires and he rolls a 2 and misses.

Aleigha fires a magical longbow and….rolls an 11 and misses

Wassilon fires a magical crossbow and….rolls a 15 and that’s…a miss

Nilonim tosses another Dřkkálfar dagger and rolls a 4

Gamholt with a magic sling tries to sling in a stone and rolls a 20!!! It smashes Lolth, but only does 1d4+3 damage. If he rolls a 1 she lives. He rolls a….3 and she dies.

Lolth has fallen on the The Abyss and is slain permanently.

Abe Sargent 06-19-2012 11:54 PM

As she dies, the creatures under her command on the ship become free agents, and without her power to bring them under one roof, cooperating, they immediately begin to turn on each other. Some of the demons just leave, but they all know that Lolth has passed. The 8 Yochlol on the Ship were created demons specifically by Lolth, and they die in the wake of her death. The other humanoids begin to panic.

The Ship is fine. It’s powered by steam and run by magic. It will hold together for some time yet. Alzar and his large party move out. They are trying to find items of import, information, and ultimately, passage off the ship.

Alzar manages to slay a chimera kept as a pet by the fire giants. 8 harpies fall easily before elementals. They find Lolth’s personal lair and Alzar packs away her delicate items in his OtherSpace and then they find one of her treasure chambers and raid it. Inside is a gate that is currently not tuned to any plane. There is a slot on top and Alzar tries to figure out how to key it, and after a few minutes, he has used one of his Amulets of the Planes to key it back home, just outside of his lair. They head through the portal and arrive, safe and sound, on the other side.

They don’t find all of the treasure on the ship, and some of the demons took valuables with them, for example, the Succubi left with jewelry worth more than 50,000 gp. They missed some magic items due to the inability to detect magic or use the Gem of Seeing. But here is what he is walking away with:

Potion of Cold Resistance, Infravision, Nutritionx2, Fire Giant Strength, Devil Control, Clairvoyance, Poison, Delusion,
Jewel Studded Anklet – 4000 gp;
54900 gp in jewelry
Tub of Emerald Gem Dust – 3000 gp worth
10x gems, 500 gp
Wizard Scroll – Ice Storm, Find Familiar, Limited Wish, Dispel Magic, Monster Summoning III
50,000 gp worth of delicate furniture, statues, and other things from Lolth’s Lair
Chime of Opening
Plate Mail of Vulnerability
Wand of Negation, 32 charges

Abe Sargent 06-20-2012 12:11 AM

Slain: 15 huge pedipalp; 10 trolls; 3 level 3 fighters; 6 Driders; 5 Vrocks, 16 giant black widow spiders, level 8/5 cleric fighter, level 7/7 mage fighter, level 7/3 cleric fighter, level 6/5 cleric fighter, level 6/6 cleric fighter; 42 Dretch, 18 large solifugid; 5 Hezrou; 30 zombies, 6 powerful magic users; 59 giant spiders; 28 level 2 fighters, 1 level 5 fighter, 3 banshee, 3 Glabrezu; 80 150 xp humanoids; 522 gnolls, 129 bugbear, 34 ogres, 1 bebau, red dragon, bone golem, white dragon, black dragon, Lolth, Chimera, 8 harpies,

Total XP – 343,280


Gamholt – 87,610 XP – Level 7 – 46 hp
Nilonim –40,000/40,000 Level 6 mage/level 6 fighter – 37 hp
Estaish – 501,995 (Level 10) –72 HP
Carum – 482,185 (Level9) - Now has 81 HP.
Wassilon – 204,040 fighter (level 8, level 9 at 250k)/ 204,040 thief (Level 11) 60 hp total
Aleigha – 569,660– 75 hp – level 10 fighter
Maerie – 317,380 - Level 11 thief – 63 hp
Alzar - 948,496 – 59 hp, level 12

42,910 each

Estaish is now level 10. Wassilon gained a thief level. Obviously, Gamholt and Nilonim gained levels as well.

Abe Sargent 06-20-2012 12:52 AM

Alzar pays Aleigha and Maerie each 50000 gp for their service and time, and they leave again. Estaish also believes it’s time for him to move on as well, at least for now. In a month he will land a job as a captain in the local town guard at the nearby city, as third in command, and will be married in six months, with his first child a little over two years later. Alzar gives him 50k as well.

Carum is loyal to Alzar and will remain with him forever. He has no desire to move on, this is his life. The native from Tangoroa is honored by service to a necromancer. Alzar gives Carum and Wassilon each 25000 gp because they don’t need money for home or any major purchases. Similarly, Wassilon has nowhere to go and has expanded Alzar’s rough dungeon with natural carvings and beautiful natural expansions, so he has something he can continue to work towards.

Nilonim hopes to return to his city. With Lolth dead, his city could be changing for the first time. Alzar teleports him back and finds out that they are continuing to worship Lolth, despite her death. They have named her Lolth of the Grave, and continue her veneration like nothing happened. Alzar is welcomed still, because their society has not changed, and he is called the Gravewalker by the Dřkkálfar - a Necromancer (in their eyes) who brought blissful death to Lolth and changed her state. Disillusioned, Nilonim decides to return to Alzar’s outpost. He gives him a few blank spellbooks to begin to copy off him, and Nilonim is now, not an apprentice, but another henchman sorta of Alzar.

After seeing how powerful Alzar was, and really having nowhere else to go right now, half-orc Gamholt is choosing to tether himself to the best thing going. From slave to priest of a powerful mage and liege, Gamholt sees his star rising and has no desire to move that. Like all Neutral Evil people, that is willing to change, but not right now. Gamholt and Nilonium get 10000 gp each for their assistance.

So, with Gamholt, Nilonim, Wassilon and Carum staying, plus his apprentice Vala, he has a changing landscape in his place. Gamholt moves into Estaish’s room, Nilonim gets a room of his own, and Carum is now taking over the 2nd place in command of battles behind Alzar whereas Vala is second in command of everything else, including magic and minions.

Abe Sargent 06-20-2012 01:36 AM

Now that things are back to normal for a while, Alzar looks at some of the items he gathered. The Chime of Opening works three times a day and it’s a Knock spell on a lock. That’s pretty useful. The Boots of Speed give him twice the movement rate and he can sustain it for an hour, and drop his AC by two if he in not on a ledge or somewhere else precarious, so he switches boots.

His AC is now -2 naturally, -4 when wielding axe and -6 when using Shield Maidens and Axe.

Alzar spends some time returning his allies from various places back to his compound, such as giant undead and so forth. Meanwhile, be begins to study the Book of the Planes. Here’s how it works.

Each month he can study it and gain intense information on one random plane. He gains the ability to move to it and survive in it permanently. Then there is a 5% cumulative chance that it goes.

Month #1 –Tarterus is gained, can continue
Month #2 – Acheron is gained, can continue
Month #3 – The Abyss is gained, can continue
Month #4 – Elysium is gained, can continue
Month #5 – The Astral Plane is gained, can continue
Month #6 – Arcadia is gained, can continue
Month #7 – The Positive Plane is gained, the book disappears!

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

Just before Alzar starts doing that, he creates a few new spells:

Alzar’s Bookcopy (Alteration, Geometry)

Level 2
Range – Touch
Casting Time – One Turn
Duration – Permanent
Components – VSM

This spell copies the contents of one book held in one hand into a blank book, held in the other. It copies a book exactly, including any mistakes and stains. The blank book must be a book of equal quality to that being copied. It cannot copy any book that is magical in nature, nor can it copy a book with a magical protection ,such as Sepia Snake Sigil, Hidden Page or Explosive Runes.


Alzar’s Backtrace Teleport (Alteration)

Level 6
Range – 100 miles/level
Casting Time – 6
Duration – Instantly
Components – VSM

This teleport spell allows a caster to take an item that he has acquired and trace it back to the place it was first acquired. Only those items which are assembled and not grown can be used. An item made by the caster cannot be used. The item must be at least the size of a 10x10 piece of paper, and it is consumed in the use of this spell. The item must have been associated with that location for an extended amount of time, at least 20% of its life.


Alzar gains 4000 xp from the spells.

Abe Sargent 06-20-2012 02:28 AM

He uses his spell to return to the Tower of Castanamir, to see what is still there. It could have been raided, but it was off the beaten path.

He arrives back and begins exploring again. There have been visitors to the tower since, and many things have been broken and set aside. The golem room is still protected by the small iron golems Castanamir made, and he moves in. He ignores them as he explores. He takes three models of Iron Men that are working, but not attacking, and places them in OtherSpace to explore.

Alzar returns to his library. While it seems that some ransacking has occurred, no one has touched them. Alzar takes 100 magical reference books that were not taken last time for his library. Most of the rest are chumps, but he takes a minor book in order to use it for the Backtrace spell. What he real treasure is the burnt area around the damaged spell book Alzar salvaged. He collects the burnt material and grabs a blank spellbook from his Bag. He casts Spellbookmend on the damaged spellbook and now has the full spellbook, as it originally was!

Restored Castanamir:

1st level – Shield, Spook
2nd level Darkness, 15’; Magic Mouth; Breath of Bewilderment; Bladeleap; Levitate; Flash
3rd level Icelance; Nystul’s Expeditious Fire Extinguisher; Item
4th Level – Beltyn’s Burning Blood, Mask of Death, Polymorph Other, Shout
5th Level – Chaos, Fabricate, Prying Eyes, Water Bomb
6th Level – Antimagic Shell, Flameproof, Metal to Rust
7th Level – Acid Storm

Alzar has also dispelled the two remaining spellbooks and he learns:

Chaos, Flameproof, Feeblemind, Anti-Magic Shell, Explosive Runes, Talon’s Waterproof, Otto’s Irresistible Dance, Monster Summoning VI, Prying Eyes – a divination spell that makes 1d4+ level eyes for 1/hour per level to spy for him; and these spells from Castanamir’s evil books 7 and 8. Amorphous Blob, Create Crypt Thing, Finger of Death, Consume Knowledge, and at 8 Abi-Dalzim’s Horrid Wilting, Demand, Mass Charm, Maze, Otto’s Irresistible Dance, Trap the Soul.

Abe Sargent 06-20-2012 03:28 AM

All of the spells in these two books are learned

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

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

All of the spells learnable in this book are:

Demonomicon of Iggwilv:

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

Dolor tries to force obedience from a trapped creature, Dismissal tries to send a creature back to its plane of origin, basically all of these spells sends creatures away, summon them try to dominate them or deal them pain.

(Volo) has been placed after the spells from Volo’s Guide to All Things Magical, which is not where I normally get my spells

While spending seven months working on the Book of the Planes and then the ten weeks on the spell crafting, Alzar teleports in and casts Bookcopy on two libraries. The first is the Kuo-Toa library in their shrine. For slaying Lolth herself, Alzar is given enough money for blank books for their library without having to add any money to it, and copies books on a daily basis.

1786 texts from Shrine of Kuo-Toa, on religion, water, history, and various UnderDeep cultures. 150,000 gp value
18 high quality religious texts on Sea Mother, 2500 gp total

This will take one full year of teleporting and copying each day, which takes just a half hour of his time. He has to use the 6th level Dokkalfar teleport twice, so he can’t use those spells for other tasks. However, to assist him, he often leaves Vala or Nilonim there for a few days to copy some books and accelerate his time. With them helping, he is complete in six months.

Abe Sargent 06-20-2012 03:37 AM

Alzar also teleports to Nigel in the Annex of the Vast Gate. Alzar has given Nigel his various spells, and Alzar trades him this spell and gives him a bunch of blank books in order to copy his library so Alzar can return and collect it. There are 358 such texts, and Nigel casts Bookcopy 2x a day. He is done in six months as well, and Alzar pays 10000 gold for the books that were used.

358 Titles on Alien Theory, Gates, Teleporting, Magical and Normal Creatures, Various Theories

These books are at a Sage level of competence, as Nigel is a Sage.

Alzar also secretly makes duplicates of his most valuable non-magical tomes and places them in his hiding room, which is in a secret location with duplicates of his personal spellbooks, the most valuable gems and jewelry, and other wealth including many of his powerful items he doesn’t carry on him. It’s in a room with no door, lead and copper lined, about a half mile from his complex, and only can be located with spells.

Wassilon has expanded Alzar’s library vertically to three stories.

In 2 year’s time, Baetylus will remake Lolth again, and she will again assist him. Since she is not the same Lolth as the one who died, she can return to this realm, and she does not bear a grudge against Alzar for her death.

Using Cantanamir’s own books pilfered from the golem room a long time ago, Alzar is able to figure ou how to activate and control the Iren Golem-ettes and after a month of study and work, they now answer to him

Iron Men
22, 24, 25 hp
AC 3
Movement 12’
Can only be hit by +3 weapon or better
1d10 damage per attack
THAC0 – 15


Animated by Tim Gingwatzim, costs one third as much money and just one month to build. Fire attacks repair it, electrical does have damage, immune to cold. Emits poisonous cloud once/seven rounds for 1d6 poison damage with no save. Due to Alzar’s 21 INT and ability to control other-planar creatures., they have no breakaway chance.

Abe Sargent 06-20-2012 10:46 AM

Alzar has created a new spellbook called Alzar’s Tome of Might. In it are all of the spells he has made. It takes about 1000 to make it and sends some spells over. The value of a book like this with all unique and very rare spells is quite high, and it’s one of several ways that a Mage makes money. A book like this could be worth between 10000 and 50000 depending on the number, level and quality of the spells included. Alzar’s is worth about 15,000 and he has made four so far.

Two years have passed since the slaying of Lolth. Alzar regularly visits the Dřkkálfar city to sell and trade, because they have a nice merchant section. He will visit the Vast Gate cavern to talk with Nigel or to visit with and trade with the Duergar sub-race of dvergr. He also visits several other mages and specialists.

Vala is now level eight, and Alzar has accepted his next apprentice.

Thedoran Brightscalp 1st level Fivefold Mage

Lawful Evil
Human

Strength: 7
Dexterity: 10
Constitution: 11
Intelligence: 18
Wisdom: 16
Charisma: 13

Hit Points: 4
THAC0: 20
AC: 10

Thedoran is assigned quarters from the extra Alzar has.

Abe Sargent 06-20-2012 12:03 PM

Alzar has invested heavily in his library, and another 25000 gp has been spent on herbalism, poisons, and magic item construction. He has also had the tree missing lenses for the Lanthorn made for 40000.

He isn’t getting anywhere on research for the Soul Gem, despite putting three months of research into it. He sets the project aside for a while.

He has added Flesh to Stone as a Protective Amulet.

Finally, Alzar uses the Manual of Puissant Skill at Arms to gain a level as a fighter. This has several benefits, including dropping the THAC0 by one, more hit points, and so forth. He uses the skill level to become proficient with a dagger, so he can throw his daggers without the minus to hit. As a Mage he can’t gain weapon proficiencies as a disadvantage of his class, but this was a level gained as a fighter after dual classing away, and there is no rule to cover it so he gains full hp, full THAC0 bump full weapon prof gain and more.

Alzar, two years later, is listed here:

Abe Sargent 06-20-2012 12:32 PM

8th level Fighter (Myrmidon), 12th level Path Mage (Fivefold Mage)

Lawful Evil
Human

Str: 17
Dex: 12
Con: 10
Wis: 15
Int: 21
Cha: 17

Hit Points: 66
THACO: 13
AC: -2 (Bracers, Cloak, Boots, Ioun Stone) Gets +2 when fighting with one handed weapon
Total XP: 992,496
Age 50, Body - 21

Race Abilities:

None Taken

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

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


Non-Weapon Proficiencies:

Myrmidon Bonus:

Tactical History 14
Fire-Building 16

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

As a Necromancer/Fivefold Mage

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

Languages – Typic, Sis’sharr, UnderTypic, Kuo-Toa,


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
Dagger

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


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


Class Ability:

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


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

Immune to starvation

Can cast ESP once/week

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

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

Abe Sargent 06-20-2012 12:33 PM

Alzar’s Stuff:

Gold: 1,076,249

15000 copper
29860 pp
15000 sp
12000 ep
Silver coin necklaces, which have 360 silver coins pierced and on a thread of gut. x30


Jewelry and Gems and Objet d’arts

Crowns: 5000x2 and 50x4, Necklace 1500, 700, 50x3;Tiara 200; Wristbands 100x4; Bracelets 10,000 gp, 600x2, 500, 300; Pearl Necklaces, 400x2; Gold Medallion, 300, 200; Jeweled Dagger 1000, 900, 850, 300;Gold Diamond Bracelet – 5080, 750 gold; Platinum and Ruby Pin – 2000, String of Matched Fire Opals , 15000; Gold Medallion with Topaz – 1000 gold; Gold Necklace – 620, 60 gpx3; Gold Earrings – 700, 50 gp setx2, 600; Gold Bracelet – 700 gp, 575x2, 560x2, 75 gp; Gold Ring – 500, 100x2, 75 gp, 50 gp, 30 gp; Pearl encrusted collar 3000 gold x2; Black-Opal Pendant on a gold chain – 1250 gold, Jeweled Hilt – 500; Gold and Turquoise Belt Buckle – 200 gp; Silver Amethyst Necklace – 1300 gp, Necklace of Topaz Beads – 1800 gp; Gold and Hematite Chain – 250 gp; Gold and Jade Bracelet – 250 gp; Silver and Amber Bracelet and Necklace Set, 800 gp; Platinum Cloak Clasp – 160 gp; Seal of Jasper – 60 gp; Black Opal on Gold Chain – 2000 gp; Sapphire Necklace worth 6000; Gold Belt Buckle – 500 gp; Silver and Opal Bracelets – 200x10; Silver and Coral Necklace – 1100 gp; Necklace of Garnet and Electrum 1300 gp; Electrum Bracers – 560 gp; Neckguard of Electrum - 1400gp; Gold and Ruby Necklace worth 1400; Silver Ring – 300; Jeweled Helm – 3000 gp; Gold Brooch – 3000 gp; Platinum Ring with Fire Opal – 5000 gp; Silver Amulet – 50 gp; Brooches, 500 gp, x5; Diamond Earrings – 2500 x4, 1245x2; Diamond Pendant – 5000 gpx3; Silver Circlet with Emerald – 1500 gp; Necklace of Black Pearls – 2670; Gold Rings with Emeralds – 290x3; Mother-of-Pearl Necklace – 750; Gold Ankle Bracelets – 575x2; Necklace of Coral and Jade Beads – 760 gp; Jade Amulet inlaid with Mother of Pearl – 750; Jade Earrings – 150; Sapphire Pendant – 370; Golden Belt with Silver Buckle – 520; Boar’s Head Amulet on Gold Chain – 2675 gp; Jade Mask – 250; Diadem of Opals and Jade – 300; Hair Ornaments of Obsidian – 200; Earplugs of Jade- 75; Gold Mask – 175; Jade earplugs, 6 pairs, 15 gp each pair; Bracelets of Obsidian – 200 gpx15; Silver Brooch – 1000; Jeweled Headband – 3000 gp; Brooch with Carnelian Stone – 800 gp; Gold chain – 7000 gp; Ruby Ring – 4000 gp; Silver Chain – 125 gp; Silver Bracelet - 170 gp; Copper Belt – 35 gp; Jeweled Dagger worth 250 gp; Jeweled Necklace – 2400 gp; 450 gp Jet Ring; Jet and Gold Brooch – 175; 550 gp Gold Ring; Bronze and Jet Ring – 50 gp; Carnelian Ivory Bracelet – 500 gp; Gold Fire Amulet – 100 gpx4; Jeweled Ring – 500 gp; Gold Ring with Peridot Bezel – 1000 gp; Gold Ring – 700 gp; Gold Garnet Studded Chain - 750 gp; Green Pearl Ring – 570 gp; Gold Ring with Tentacles in peridot – 750 gpx2; Platinum Bracelet – 1000 gp; Jade and Silver Bracelet – 1700 gp; Feldspar Necklace – 150 gp; Gold Necklace – 1000 gp; Bloodstone Gold Ring – 50 gpx2; Electrum Amulet – 70 gp; Platinum Ring with Diamond – 9000 gp; Gold Neckchain – 2000 gp; Gold Earrings – 800 gp for set;
Jeweled Belt 3200 gp; 300 gp Gold Ring; Gold and gem belt buckle, 1400 gp; Gold Hair Pin with a Pearl – 800 gp; 3 bracelets worth 4000 gp each; Ruby Studded Collar 1000 gp; Gold Chain with Fire Opal – 2000 gp; Silver Belt with Gems – 2750 gp; Jeweled Belt – 7000 gp; Silver Belt – 1600 gp; Jeweled Chain – 3000 gp; 4x Gold Armband with Inset Ivory and Amber Bear – 2000 gp; Jeweled Crown of 15000 gp; Coral Skull Necklace - 15000 gp; Iron Crown studded with Diamonds – 25000 gp; Moonstone Rings – 400 gpx12; 800 gp Gold Brooch, 1200 gp Gold Necklace, 1500 Coral Pin, 2800gp Platinum Bracelet, 3000 gp Jade Pin, 4500 gp Gold Pin with Garnet; 10000 GP Platinum and Ruby Tiara; Platinum Crown 10000 gp; Gold Necklace – 600 gp; Gold and Ruby Bracelet – 4500 gp; Platinum Necklace – 600gp; Jade Ring – 550 gp; Platinum and Diamond Tiara – 27000 gp; Platinum Mask, 12000 gp; Tiara – 10000 gp;
Bejeweled Buckle – 9000 gp; Jewel Studded Anklet – 4000 gp;

Gems: 10000x3, 5000x25, 2000, 1500, 1000x43, 500x102, 300, 250x2, 200x10, 100x801, 50 x794, 10x711; 4x25, 120x2, 150, 400, 800x2, 5, 60x4, 1200, 700x2, 350, 3000x4;

Opal, 1000 x 4, 500 gp, x8; Aquamarine, 400x6, 250x3, 80 gpx6; Black Sapphire, 4000; Azurite – 800; Black Pearls 500 gpx36, 3000; Pink Pearls 200 gpx13; Pearl 500, 100x15, 25x20, 10x50; Diamond 20000, 10000, 5000x15, 3000x3, 1000; Ivory 75 gp; Jet, 100x10; Amethyst 150,100, 50x5; Jade, 1000 gp, 100x10, 60x3; Tourmaline, 100x11; Sapphire 1000x2, 150x3; Onyx, 175, 100; Fire Opal – 1000 gp, 750gpx6; Topaz 750 gpx4, 500; Garnets 2000 gpx2, 100x3; Moonstones, 50 gp, x21; Emerald 2000 x4, 1000x3, 700; Black Sapphires – 1500 x2; Glowing Red Gems 5000x2; Turquoise – 50gpx3; 6 Azurites – 10 gp each; 3 Onyx gems – 50 gp; 2 Agates – 100 and 500 gp; Topaz – 500 gp x6; Jasper – 50 gpx9; Hematite – 10x28; Feldspar Chunk - 50 gp; Tourmalines 500 gpx2, 100 gp x4;Large Violet Garnet – 700 gp; 100 tiny seed pearls – 10 gp each; Aquamarine – 5000 gp; Jet – 100 gp; Zircons – 6x50gp; Star Rubies – 5000 gp, 1000 gp x6; Bloodstone gems - 50 gp x30; Black Sapphire – 5000 gp x6; 4 Violet Garnets – 500 gp each; Emerald – 1000 gp; Ruby - 5000 gp, 1000x32; 22300 in gems from a volume with a hollow center. 5000 gp Volcanic Gemstones in Volcanic rock; Rock Crystals 10 gp x278; Reddish-Purple Amethyst – 5000 gp; Zircon 50gpx8; 5000 gp, 400 gpx12; Peridot – 2000 gp;

580,565 in generic jewelry

Eating - Silver Serving Set - 4000 gp; China and Silverware Set – 600; Crystal Flagon and 4 Goblets - 80 total; Silver bowl, carafe and goblet worth 400 gp as a set; Silver Chalice worth 500 gold; Intricate Inlaid Bejeweled Bowl 500 gpx3; Engraved Gold and Platinum Dish – 7500; Large gold cup – 450 gp; Platinum Urn – 20,000 gp; Platinum Drinking Horn Set – 9000 gp; Gemmed Gold Flagon – 6000 gp; Goblet of Lapis Lazuli – 5000 gp; Platinum Pitcher – 500 gp; Gold Bowl - 235 gp; Golden Platters – 2500 gpx5; Silver Bowls 100 gpx3; Flagons of Ivory with Gems – 750 gpx2; 4 Scrimshaw Handle Knives – 100 gp each; 8 silver plates – 200 gp total; Gold service with 2 flagons, 2 platters, plates, salt cellar – 1550 as set; Cinnebar Serving Set – 450 gp; 26 crystal goblets 50 gp each; Gold Platter – 300 gp; Malachite Dinner Service – 2000 gp as a set; Crystal Decanter – 200 gp; Ivory Tray – 50 gp; 32 gold dishes – 1900 gp for the set; Silver Flask – 40 gp; Silver and ebony napkin ring – 50 gold; Copper and Lapis Lazuli Bowl – 750 gp; Crystal Bowl – 3250 gp; 4 Porcelain Vessels – 1500 gp each; Amethyst Chalice, 5000 gp; Jeweled Gold Flagon – 3500 gp; Jeweled Goblet 3500gpx4; Gemmed Basin, Ewer, Chalices 13000 gp set; Octagonal Golden Bowl – 3000 gpx2; 8 Paired Gold Service Sets – 45000 gp;

Boxes - Alabaster Box - 800; Ivory Box 50 gold; Inlaid Wooden Box with Ivory Handle – 45; Ivory Box inlaid with Mother-of-Pearl – 250 gp; Silver Box – 535 gp; Carved Mahogany Box – 260; Silver, Emerald Studded Snuff Box – 1100; Jade Box worth 5000 gp; Moonstone Box – 5000 gp; Ivory Case – 1400 gp; Boxes of Ivory – 4500 gpx8; Coral Box – 100 gp; Box of Carved Ivory – 100 Gp; Sardonyx Copper Box – 150 gp; Silver Tube – 300 Gp; Ivory and Gold Box – 350 gp; Silver casket worth 1535; Scroll Cases - 365 gp; Bone Scroll Case – 100 gp; Ivory Box – 2000 gp; Platinum Tube – 1000 gp; Coffer of Rose Quartz – 1000 gp; Platinum Coffer – 2500 gp;

Statues - Svartálfar gold statuette 2200; 2000 gold kopru statuette; 2 coral statuettes worth 1000 each; Gold Statues – 2000 gold eachx2; Jeweled Idol of the Earth Elemental of Evil. 4000 gp; 800 gold for a tiny human shaped figurine of onyx; 12 ivory figures worth 105 each; Gold Statuette of Falcon, with Black Lacquer. – 15,000 gp; Small Golden Statuette - 85 gpx6; Jade Statue of Cat – 200 gp; Alabaster statuette – 50 gp; Alabaster statuette of Coatlicue – the serpent skirted, worth 270; Ivory statuette – 85 gp; Feldspar Statuette – 2000 gp; Alabaster Statue – 4000 gp; Silver and Topaz Statue of Bear – 6000 gp; Bloodstone Idol – 1900 gp; Idol – 1575 gp; Miniature Red Dragon carved of Ruby – 7500; Ebony Statuette of Demoness Lloth – 6500 gp; 9 inch tall four armed skeleton made from ivory, held together by platinum wire – 3500; 1000g gold statuette of a taurian; 1000g golden statute of a kneeling taurian; Bronze Statute Idol of Shark God – Ivory, Coral and Gold – 9500 gp;

Pretty Versions of Normal Things - Crystal Skull – 2500 gp, Golden skull,750 gp; gold apple 150 gp; gold rose 150 gp; small set of five gold discs value 50 gp in total; Silver Comb set with pearls 1100 gp; Silver Comb with Gems -300 gold; Copper Mirror – 200 gp; Ivory Pipe. – 100 gp; Gold Tablets 500gpx3; Three Disks of Jade – 500 gp each; Ivory Teeth – 1000 gp; Gold Skull – 230 gp;

Spices, Wine, Perfumes, etc - Rare perfume- 40 gp; 13 five gallon tuns of rare wine, 500 gp/quart; Eight kegs of rare spices – 8000gp total; 9000 gp worth of spices; Rare herbs – 200 gp; Casks of wine, 500gpx4;

Weapons and Armor - Jade Axe-Head – 170; Breastplate of Jade and Bone – 640 gp (AC6); Sapphire-Studded Scabbard with Silver Inlay – 1730; Gem-Studded Ceremonial Silver Dagger of the Earth Elemental of Evil. 1100 gp; Ivory dagger – 30g; Silver Mace with many Gems – 12,500 gp; Suit of platinum engraved, black plate armor – 15480 with matching shield – 2650; Ivory staff island with gold and silver – 2225 gp; Pair of adamantite claws worth 2000 gp; Jeweled Scabbard – 1850 gp;

Tapestries, Furs and Rugs - Tapestry with Gold and Silver Thread – 2000 gp; Tapestry – 1875 gp; Tapestry – 500 gp; Tapestries and rugs worth 6600 GP; Fine Rug – 260 gp; Rich Tapestry – 1000 gp; Giant Otter Pelt, 2000 gp; Fur Cloaks – 3500 gpx5h; 13 Furs worth 32500 gp total; Silvery Furs – 4000 gpx4; Sabretooth Pelt – 600 gold; Coverlet of Rare Furs, 1500gp; Tapestry – 1300 gp; 800 gp Carpet; Giant Weasel Pelt – 850 gp; 2 Carpets – 1000 gp each; Lolth Temple Tapestries – 2000 gpx26;

Raw Resources -27 copper ingots worth 400 cp each; 3 bars of Adamantite – 3500 gp each;
11 ivory tusks worth 1000 gp each; 11 Ivory Tusks – 800 gp each; 12 ivory husks work 1500 gp each;
3 Cubic Feet of Silk, 3000 gp per foot; Four bolts of silk worth 100 gp each; 5000 gp in exotic silks; 2 bolts of fine cloth worth 60 each; Uncut stones currently worth 10x2, 15, 20, 25 and 40, and values increased by ten times if properly cut; Uncut 8 Sapphires worth 250, Ruby worth 500 – value can be 4 by gem cutter; Rock-Sized Lump of Gold – 2500; Hardened Lump of Gold, 600 gold, 900 gold; Bars of Platinum, 1000 gpx5;

Containers of Stuff - Small bottle of yellow sulfur – 40 gp; Tin Box of saffron – 500 gp; Tube of quicksilver – 100 gp; Vial of Ground Tourmaline – 500 gp; Flask of Lion’s Blood – 10 gp; Alabaster Flask – 25 gp with rare perfume worth 1400 gp; Stoppered Vial of Ruby Dust – 1000 gp; Small Pottery Flask – 1000 gp of quicksilver; Beaker of powered diamonds worth 500 gp; Vial of Diamond Dust – 350 gp; Tub of Emerald Gem Dust – 3000 gp worth;

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

Religious Icons - Basin and Ewer of Jasper – 6000 gp for set; Gold Cup, Ewer, Box – 675 as set; Crystal Ewer and Cup – 250 gp each; 3500 gp worth of religious artifacts like candlesticks and small figurines and idols; Gold Enchased Incense Burner – 900 gp; Gold Holy Symbol Encrusted with Gems – 780; unholy symbols of fine metals and gems – 1000 gpx4; Gold Fire Altar Decoration – 500 gp; 2 Inlaid Stands, 2000 gp each; Jeweled Platinum Temple Service Set, Ewer, Chalice, Dish – 60,000 gp set;

Lighting - 2 Candelabra of Rose Gold 2250 gp each; Ancient Electrum Candle Holder – 1500 gp; Silver Lamp – 120 gp; Candelabra – 5000 gp; 2 giant crystal braziers each worth 10,000 gp; Gold Candlesticks, 200 gpx2; Silver Tripod and Brazier – 750 gp; Onyx and Gold Candlesticks – 300 gpx4;

Misc - 9 wooden eggs in a set, each bigger, - 900 gp for the set; 4 small Ivory carvings worth 3150 gp total; 50,000 gp Gold Throne; 8 pieces of rare wood, lined with mother of pearl – 1000 gp each;
Screen of Ebony – 1500 gp; Two scroll paintings - each worth 4000 gp; 10 sheets of parchment – 40 gp;
2 amber rods – 25 gp each; 10000 gold worth of Amber from 2 Golems; 12,000 crown jewels; Scroll of Drawings by a famous artist – 900 gp; Spell Book Cover with Gems - 800 gold; Deed to Mining Rights outside of Chonae worth roughly 1200; Exquisite Gold Hourglass with Crushed Diamonds instead of sand – 2650; 6 Folding Screens, 1000 gp each; 2 small carved ivory tusks, 1000 gp each; 50,000 gp worth of delicate furniture, statues, and other things from Lolth’s Lair;

Abe Sargent 06-20-2012 12:33 PM

Books:


1000 gold worth of texts from Tower in Rahasia
2000 gold worth of Castanamir’s own personal journals.
3 books on golems and repair – 500 gold.
5000 gold in books on summoning and conjuring.
10 alchemy texts, 1000 gp value.
15,000 gp specialized summoning and conjuring texts
2500 gold Gingwatzim information, and the five books and two manuscripts that show it.
1000 gold, 12 books, info on making portals
3000 necromatic tomes for research
Ye Secret of Ye Philosopher’s Stone – 500 gold
Concerning Mesmerism and Lists of Effects – 50 gold
The Magical Properties of Gemstones - 150
The Magical Properties of Herbs and Flowers - 150
The Metaphysics of Mathematics – 150
Principles of Navigation and Legal Distinction in Letters of Marque – 10 gold
Manual of Summoning Familiars – When read in its entirety just before casting Find Familiar or a similar spell, three possible familiars will arrive and spellcasters can choose which one they want.
Cenozoic Glacial Geology, - 50 gold
The Art of Coarse Angling – 75 gp
History of The Gauntlet and The Sentinel – 250 gold
200 tomes, 12000 gp – value of books in generic mage research for spells and other mage stuff.
1500 gp worth of alchemical books
Tome – 500 gp Detailing sacrifice of humans to earth elementals for various effects.
The Anatomy of the Harginn (The Fire Elemental Grue) worth 500 gp and tell how to summon, and what they do, etc.
Four texts on Elemental Water, Evil – 250 gp each
Seven Tomes on Secret Rituals of Water Evil of various sorts.
Treatise on the nature of a flesh golem (not its construction)
5 books on anatomy of various monsters
Two Books of Magic
Three Books on Spell Research into Commanding Undead
5 books on summoning and binding of demons
8 books on Magical Lore
25 volumes on Battle tactics and strategies in various wars and sieges
Vacuous Grimoire – Cursed Book, kept in Library as Trap
Tome of Vile Darknessx2 – Magic Book for Priests
Book on the Soul Gem
Manual of Bodily Health; Manual of Gainful Exercise; Manual of Quickness of Action; Tome of Clear Thoughtx2; Tome of Leadership and Influence; Tome of Understanding; Grim Grimoire; Libram of Gainful Conjuration;
Lament for Lost Tharizdun – 33,000 gp
Book of the Gate -
100 magic research tomes
1786 texts - Shrine of Kuo-Toa, on religion, water, history, and various UnderDeep cultures. 150,000 gp
18 high quality religious texts on Sea Mother, 2500 gp total
358 Titles on Alien Theory, Gates, Teleporting, Magical and Normal Creatures, Various Theories
25000 gp on Books on herbalism, poisons, and magic item construction.

Abe Sargent 06-20-2012 12:33 PM

Artifacts:

Orb of Golden Death with all four element stones

Soul Gem

Daoud’s Wondrous Lanthorn with four crystal lenses, Ruby, Topaz, Emerald, Diamond lenses and Amethyst, Jacinth and Sapphire as well.

Abe Sargent 06-20-2012 12:33 PM

Magic Items:

Potions - of Sweet Waterx4, Diminutionx9, Gaseous Formx3, Poisonx11, Telekinesis, Extra-Healingx11, Healingx37, Levitationx4, Spider Climbingsx3, ESPx3 Animal Control – Horses, Clairvoyancex3, Fire Resistancex11, Philter of Lovex5, Control Plantsx2, Neutralize Poisonx2, Speedx8, Cure Disease, Water Breathingx16, Invisibilityx6; Invulnerabilityx7, Undead Controlx2, Heroismx2, Flyingx7, White, Silverx2, Red, Black, Greenx2 Dragon Control; Oil of Etherealnessx4, Strength, Treasure Findingx4, Human Controx3, Growthx2, Animal Control, Philter of Persuasivenessx2, Super-Heroismx2, Polymorph Selfx6, Titan Strength, Agility, Seeing, Fire Giant Controlx3, Freedom, Mammal Control, Fire Breathx3, Delusionx6, Storm Giant Strengthx2, Oil of Slipperiness; Hill Giant Strengthx2; Plant Controlx5; Vitality; Tongues; Pursuit, Nutritionx3, Fish Control, Levitation, Super-Heroism; Cold Resistancex2; Lycanthrope Control;, Infravision, Fire Giant Strength, Devil Control,

Weapons and Armor -

+1 Scimitarx2, Short Swordx6, Daggerx11, Macex5, Battle Axex5, Longswordx4, Two-handed sword, Arrows x63, Broadswordx2, Short Composite Bow, Warhammer, Morning Starx6; Spearx2, Longbowx2, Horseman’s Pick;
+2 Longswordx4, Throwing Dagger, Bastard Sword, Daggerx5, Arrowsx29, Mace, Bastard Swordx2, Footman’s Macex5, Cutlass, +2 Battle Axe (Can only be used by STR 16+), short sword, baton (1d6); Speax2r, Warhammerx5, Javelin, Boltsx11, Flail; Hand Axe; Battle Axe; Two Handed Sword,
+3 arrowsx15, Short Sword, +3 Spear, +3 Battle Axex2, Warhammer, +3 Sling Stone, permanent, Bolt, Javelin,
+4 great mace – 1d8/1d12 instead of normal attacks;
+1 Plate Armorx3, Plate Mailx6, Chain Mailx7, Shieldx8, Leather Armorx4, Banded , Ring Mail
+2 Chainmailx6, Leather Armorx2, Shieldx6, Plate Armor, Plate Mailx2, Dvergr-sized Plate Mail; Scale Mail;
+3 Chainmailx3, +3 Plate Armor; +3 Shieldx2,
+4 Studded Leather;

+1 Short Sword of Speed, +2 Crossbow of Speed, +2 Heavy Crossbow of Speed, +1 Flaming Swordx2, +3 Frostbrand Swordx2, Sword of Giant Slaying, +2, +3 vs giants and double damage, Dragon Slaying Sword, +2, +3 vs dragons and double damage, +1 Sword, +4 Defender; +2 Dagger, Longtooth; Death Lance – 6 chargesx4, 3 chargesx2; Cold Sword;

+1 Studded Leather, Protection from Normal Missiles (-1 per die from magical ones too); +1 Shield, +4 vs Missiles;
-1 Dagger; Armor of Vulnerability; Plate Mail of Vulnerability;
-2 Short Sword, -2 long sword, -2 Shield of Missile Attraction, -2 Spear Cursed Backbiter; Trident of Yearning
Female Elven Chainmail, Giant Sized Black Dragon Hide Armor, Elven Chainmailx2, +2 Elven Plate Mail; +3 Chain mail, acts as Feather Fall 3x daily;

Arrow of Giant Slaying; Arrow of Thief Slaying; Dagger of Venomx2, Hammer of Thunderbolts, 13 Javelins of Lightning, Javelin of Piercing; Giant Sized Two-Handed Sword +4 to hit, +6 damage; Giant Sized Two handed Sword +4; +2 Giant Sized Two Handed Axe – 10d4+2, natural 20 severs arm 1-2, leg – 3, head – 4-6;

Longsword +1, +2 vs Undead; Short Sword +1, +2 vs Scaly Things; Dagger , +1, +2 vs Magic Users and Enchanted Creatures; +1 Broadsword, +3 vs regenerators; Two Handed Sword, +1, +4 vs Gas Spore; . +1 Dagger vs Lycanthropes; +1 Longsword, +4 vs Reptiles; Bastard Sword,+1, +3 vs Undead; +1 short sword +3 vs lycanthropes and shapechangers; +2 Battle Axe, +4 vs Undead and Negative Plane; +2 dagger, +4 vs trolls; +2 Broadsword, +3 vs goblinoids, orcs and regenerators; +1 Broad Sword, +2 vs Magic Users and Enchanted Monsters;

Rings - Ring of Water Walkingx3, Ring of Depetrification – 12 charges; Ring of Protection +1x13; +2x3, +3x4; Ring of Warmthx4; Ring of the Grasshopper; Flying – 4 charges; Ring of Quick Action; Ring of Invisibilityx4; Ring of Seeing; Ring of Delusion; Ring of Human Control; Ring of Fire Resistancex3; Ring of Telekinesis, 50 lbs; Ring of Infravision; Ring of Swimming, Bard’s Ring, Ring of Feather Falling, Ring of Anti-Venom -20 chargesx2; Ring of Free Actionx5 *; Ring of Sustenancex2 *
Ring of Water Command; Ring of Shooting Starsx2; Mud Ring; Ring of Three Wishesx3 (1 charge, 2 charges, 3 ch)
Ring of Djinni Summoning – Can only open a gate to a random Prime Material Plane once/month, and nothing else.
Ring of Contrarinessx2, Ring of Delusion, Ring of Feather Fallingx2
Ring of Spell Turning
Ring of Spell Storing – Detect Magic, Sleep, Ray of Ondovir (1,1,2); Ring of Spell Storing - (5, 3, 3, 3, 1) Conjure Earth Elemental, Searing Serpent, Skulltrap, Dispel Magic, Sleep; Ring of Spell Storing (8, 2, 4, 5) – 8 is empty, Knock, Polymorph Self, Animate Dead; Ring of… 1, 2, 3 and 3 Spell Storing – Charm Person, Locate Object, Fly, Fireball;
Ring of Command – 9 charges (Command 1 charge, Charm Person and Suggestion 2)

Wands, Staves, Rods -

Wand of Paralyzation 2 charges; 1 charge; 17 charges, 38 charges;
Wand of Magic Missiles – 10 charges, 12 charges, 20 charges; 100 charges; 2 charges;
Wand of Wonder – 45 charges; Wonder, 13 charges ; Wand of Fog (8 charges)
Wand of Force – 90 charges; Wand of Negation – 5 charges; 32 charges; Wand of Light – 27 charges; 23 charges; Wand of Opening – 10 charges;
Wand of Treasure Location – 5 charges; Wand of Trap Detection – 17 charges
Wand of Frost – 15 charges; Frost – 14 charges; Frost – 8 charges; Wand of Cold – 16 charges; Wand of Ice Storms – 42 charges;
Wand of Lightning Bolts – 14 charges; Lightning – 23 charges
Wand of Viscid Globs – 79 charges; 48 charges; 19 charges;
Wand of Metal Command – 19 charges; Polymorph, 1 charges;
Wand of Fire – 68 charges; Spider Wand – 64 charges;
Wand of Fear – 22 charges; Fear, 52 charges; 5 charges; Wand of Illumination – 44 charges

Rod of Terror – 8 charges; Rod of Electrification – 17 charges. ; Rod of Smiting – 41 charges; Smiting – 14 charges, Smiting – 19 charges;
Rod of Cancellationx2
Staff of Power (3 charges), Staff of Striking 18 charges; Staff of Striking, 22 charges; Staff of Striking – 13 charges; Staff of Striking – 48 charges; Staff of Striking – 12 charges; Staff of the Serpent, adder



Scrolls –

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

Cleric scroll – Sanctuary, Resist Firex2, Cure Light x11;Healx6, Cure Diseasex4, Dispel Magic, Cure Seriousx6, Purify Food and Drink, Feign Death, Resurrectionx2, Atonement, Wind Walk, Neutralize Poisonx8, Dispel Evilx3, Commune, Striking, Stone Tell, Remove Cursex3, Protection from Evil, Shillelagh, Word of Recall, Unholy Word, Restorationx2 , Sanctuary; Dispel Magic, Silence, Slay Living, Cure Critical Woundsx6, Animate Deadx2, Raise Deadx3, Flame Strikex2, Dispel Magic, Tonguesx3, Resist Cold, True Seeing, Purify Food and Drinkz2, Part Water, Control Weather; Find Traps, Stone Tell, Conjure Animals, Find the Path, Regenerationx2, Atonement,

Protection from Acidx2, Cold, Demonsx5, Undeadx8, Magicx5, Elementalsx4, Lycanthropesx4, Felines, Traps, Devils, Possessionx2,
Cursed Scrollx5

Items Worn

Gauntlets of Ogre Powerx3; Gauntlets of Dexterity; Gauntlets of Proficiency; Gauntlets of Swimming and Climbing; Gauntlets of Striking – deal 1d6 damage each time melee damage is dealt;
Robe of the Archmagi, Evil: Robe of Useful Items
Necklace of Missiles –5; Necklace of Adaptation
Bracelet of Swimming;
Bracers of Defense AC7x2, AC6x2 and AC4x5, AC3; Bracers of Protection vs Normal Missiles; Bracers of Cleaning
Periapt of Proof Against Poison +2x2, +3; Periapt of Health
Amulet of the Planes x2; Amulet of Protection vs Crystal Ball and ESPx2; Amulet of Protection from Good, 3x daily; Amulet of Protection - +3 – also protects the wearer from wolfsbane; Amulet of Finding (other half illusionist has);
Talisman of the Golem; Medallion of ESP 30’; Scarab of Death
Belt of Flying, 39 charges; Girdle of Frost Giant Strength
Boots of Speed: Elven Bootsx3, Boots of Levitationx2; One Left Boot, Elven; Boots of Striding and Springing; Dancing; Slippers of Spider Climbing;
Cloak of Displacementx3; Cloak of the Manta Ray; Cloak of Protection +2x4, +1x3; Cloak of Poisonousnessx4; 4x Gargoyle Cloaks, Hell Hound Cloak; Cloak of Magical Portal Accessx3, Kalnaka’s Black Cloak; Elven Cloakx3; White Dragon Skin Cloak - +3 save vs cold, 50% less damage from cold sources; Lurker Cloakx2;
Set – 1 Black Cloak, Black Boots -75% to move silently/be invisible in dungeons.
Helm of Alignment Changing; Mask of Disguise
Ioun Stone - Incandescent Blue Sphere (+1 spell level), +1 AC and Save
Eyes of Humanoid and Monster Charming

Bag of Holding, 10,000 coinsx4, Bag of Holding, 5000 coins, Bag of Holding 2000 coins Portable Hole, Flatbox
Crystal Ball with Clairaudience, Crystal Ballx2
Jar of Preservingx3; Mead Pitcher; Jug of Alchemy; Decanter of Endless Water;
Monocle of Read Magic, Gem of Seeing, Lens of Detection
Rope of Climbingx2; Rope of Entanglementx2
Dust of Appearance x13; Dust of Disappearancex60
Paperweight, Rary’s Mnemonic Enhancer – 2 charges
Ear Ring
Broom of Flyingx2; Whistle of Flight; Wings of Flyingx3;
Stone of Diminution, when held acts as potion until dropped.
Quaal’s Feather Token, Finger, Arrow; 3 Beads of Force;
Five Pellets in a small box (Flash Pellets)
Incense of Mediation x10; Candle of Invocation – LG; Candle of Invocation – CE – 3 hours remaining; Candle of Invocation – CG; Everburning Incense;
Luckstone; Chime of Opening;
Horn of Blasting, Iron Horn of Valhalla; Pipes of the Sewers; Horn of Demon Dismissal – 2 charges; Horn of Fog
7 Jars of Nolzur’s Marvelous Pigments; 3 jars of Keoghtom’s Ointment,
Undersea Boat
Mirror of Mental Prowess; Huge Silver Mirror – Reflects Invisible/Magical Critters as they are; Mirror of Opposition;
Ebony Fly, Serpentine Owl Figurine
Prison of Zazig
Daern’s Instant Fortress, Cube of Force
Brazier of Controlling Fire Elementals; Stone of Controlling Earth Elementalsx2; Censer of Controlling Air Elementals

Demon Staffx3 – Once/day – Cause Fear touches no save, 4d6 damage by touch, summon a Vrock, turn user into a Type III demon for 5 rounds.

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

Cleric Only - Phylactery of Action, Pearl of Wisdomx2, Snake Staff, Staff of Healing – 15 charges

Abe Sargent 06-20-2012 12:34 PM

Misc:

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

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

Creature Parts –

Alicornx3; 3 Fire Lizard Eggs; Tyrannosaurus, Dracolisk, Pocket Dragon, Gold, Redx3, Whitex4, Blackx2, and Green Dragon Skin and Scales and Teeth and Blood; Three sabre-tooth skulls, and 6 teeth; 2 Wyvern tails, stingers, poison sacs, blood, 1 wyvern skin; Dragon Turtle shell in several pieces, teeth, skin and scales, blood; Spirit Naga teeth, eyes, blood; Displacer hide, eyes, teeth, blood, tentacles; Ape teeth, basilisk scales, cockatrice feathers, elephant hide, fox dung, gorgon tongue, hydra blood; White Dragon Hide; Large Polar Bear Skin; Wyvern Skin; Su-Monster Hide; Teeth and Claws of Umber Hulk; Giant Scorpion Claws; Horn of Wooly Rhino; Pair of Mammoth Tusks; Pair of Mastodon Tusks; Shedu Head; Purple Worm Tail Poison and Stomach Acid; Lich bones;


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

Ochre jelly in a glass jug and another in ceramic jar

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

Large Potion Case with 29 potions – can be checked afterwards
5x very old potions of Longevity, may not work.

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

UnderDeep Compass

Abe Sargent 06-20-2012 12:34 PM

Unusual Items:


Intelligent Items:

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

The Book of Years, Windscribe, 4 teleport jars,
Gem that flashes Continual Light and Continual Darkness constantly
2x Double Speed writing quills
Glowing, Floating statuette
Scepter of Nahual – 507 gp, residual magical energies, but all used up
7 strange hooded, magic robes; 6 strange magical iron thuribles with iron chains; 6 magic iron holders; 50 pieces of block cones and balls of incense for them, Horn of Tharizdun; 3 magical small iron boxes


Unique Weapons-

The Sword of the Rock

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

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

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

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

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

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

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

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

The Gauntlet gems -

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

Memory Sphere of ancient times in Firestorm Peak

The Ring of Arista will drain one hp permanently when worn, and then allow the user to turn a person to onyx but there is a chance is will backfire and turn the user to onyx instead.

Inversion Engine - manufactured of iron, nephelium, and crystal cables about 2’ in diameter, and making a roughly caged-shape ellipsoid item. The tubes glow dimly.

Dragon, unrecognizable, statuette with crystal – thumbprint on back. Placing thumb there casts burning hands for one charge. It must be placed in sunlight for one full hour to get a charge, and it can hold five before exploding. It currently is charge less.

Lolth Statuette – 200,000 gp – Immediately tells Alzar that he can use it to fire a Web, 40’ away; immune to webs; walk on them as giant spider; cause Fear in spiders all size as per the spell

The Whistle, “Nightcaller” – Blow once/week at night to raise Zombie from grave to follow you

5000 gold on a workshop/laboratory
Alchemical and lab equipment worth 2000 gp
5000 gp worth of alchemical equipment
3000 gp in value of lab equipment
(There is a 1 in 12 chance from here on out that if Alzar needs a component for a spell or such, it is in these that take up half a Bag of Holding at 10000 coins heavy).
30000 Spell Research lab, 35% rare spell component is there
6000 gp of valuable spell components
20,000 gp worth of spell components and rare items
2000 gp of Alchemical supplies

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

Small case with vials of 5 different poisons; 20 Darkscape Mushrooms

10 Crystal Jars of Lotus Dust, Rare Mushroom Power and other drugs

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.

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

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

Dřkkálfar Armor and Weapons:

+2 macex3, +2 chainx34, +1 shieldx79, +1 daggerx24, +2 short swordx5, +1 chainx109, +1 short swordx114, 12 poisoned javelins, +2 shieldx4, +2 chainmail x37, 5x +1 longsword, +3 daggerx3, +3 shieldx4, 16x +2 dagger, +3 macex4, 2x +2 long sword,76x +3 buckler, +4 short swordx2, +1 mace, +4 chainmailx2, +4 mace, +5 Mace,14x +3 chainmail; 74 mini crossbows , 300 darts, 30 cases of various venoms, 10 small casks of poison; 20x atlatl, 40x javelins, 18x +1 broad sword, 18x +2 broad sword, 16x +2 longsword, 8x +3 broad sword, 6x +3 long sword; +5 long sword, +5 chainmailx2, +4 buckler, 4x +2 shield,
Lesser Tentacle Rodx2; Great tentacle Rod
7 glowing cloaks
5 pairs of Crystal Tinted Lens; 5 black medallions; Black Metal Medallion with Spider and Female Drow, one says Aleval and the other Despana.

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 Queen, galley, comfortable.

Abe Sargent 06-20-2012 12:34 PM

Spellbooks:


Restored Castanamir:

1st level – Shield, Spook
2nd level Darkness, 15’; Magic Mouth; Breath of Bewilderment; Bladeleap; Levitate; Flash
3rd level Icelance; Nystul’s Expeditious Fire Extinguisher; Item
4th Level – Beltyn’s Burning Blood, Mask of Death, Polymorph Other, Shout
5th Level – Chaos, Fabricate, Prying Eyes, Water Bomb
6th Level – Antimagic Shell, Flameproof, Metal to Rust
7th Level – Acid Storm


Castanamir’s Evil Books:

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

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

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

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

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

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

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

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

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



Castanamir’s Enchantment Books:

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

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


Alchemist Spellbook:

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


Lavinia’s Spell Book.

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


Villa Spellbook:


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


Transcendental Impenetrabilities:

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


Life of Nature: Its Secrets

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


Kalnaka’s spellbook:

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


Markessa’s high level spellbook – Lightning Bolt

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


Kwarino’s Spellbook:

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


Lamonsten’s Spell Book:

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

Geldered’s Spell Book

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


Horan’s Spellbook

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


Snarla’s Spellbook

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


Morak’s spellbook:

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

5 spellbooks of Falrinth:

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

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

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

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

Level 5 – Contact Other Plane, Wall of Force


Senshock’s Spellbook:

1st - Read Magic, Detect magic, Charm Person, Feather Fall, Magic Missile, Unseen Servant, Sharpen
2nd – Web, Detect Invisibility, Tenser’s Hunting Hawk, Knock, Magic Mouth, Blastbones
3rd - Haste, Lighting Bolt, Fireball, Fly, Tongues, Dispel Magic
4th – Fire Trap, Polymorph Self, Thunderlance, Charm Monster
5th – Wall of Stone, Conjure Earth Elemental, Teleport


Lich Spellbook #1:

1st - Burning Hands, Charm Person, Magic Missile, Ventriloquism
2nd – Invisibility, Mirror Image, Ray of Enfeeblement, Web
3rd – Dispel Magic, Fireball, Fly, Lightning Bolt, Phantasmal Force
4th – Confusion, Charm Monster, Dimension Door, Fumble, Polymorph Other
5th – Cloudkill, Cone of Cold, Hold Monster, Teleport, Wall of Force
6th – Globe of Invulnerability, Invisible Stalker, Repulsion, Flesh to Stone
7th – Limited Wish, Mordenkainen’s Sword, Reverse Gravity
8th – Bigby’s Clenched Fist, Otto’s Irresistible Dance, Monster Summoning VI
9th – Time Stop, Power Word, Kill

Lich Spellbook #2

1st – Chill Touch, Corpselight, Detect Magic, Identify, Wizard Mark, Write
2nd – Darkness, 15’ Radius, Knock, Pillar of Sand, Wizard Lock
3rd – Protection from Normal Missiles, Suggestion,
4th – Detect Scrying, Remove Curse, Wizard Eye
5th – Passwall, Read Object
6th – Legend Lore
7th - Forcecage
8th – Permanency


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

Darr’ess Spellbook


1st - Read Magic, Detect Magic, Erase, Identify, Spider Climb, Dancing Lights, Mending, Jump, Burning Hands
2nd – Continual Light, Levitate, Magic Mouth, Detect Invisibility, Leomund’s Trap, Invisibility, Shatter, Stinking Cloud, Wizard Lock
3rd – Blink, Flame Arrow, Monster Summoning I, Fly, Explosive Runes, Protection from Evil 10’
4th – Fire Trap, Charm Monster, Polymorph Other, Fire Shield, Confusion, Enchanted Weapon, Fire Charm
5th - Presper’s Moonbow


Sakatha’s Spellbook:

1st – Affect Normal Fires, Burning Hands, Comprehend Languages, Detect magic, Erase, Feather Fall, Hold Portal, Identify, Jump, Light, Magic Missile, Enlarge, Read Magic, Spider Climb, Shocking Grasp, Nystul’s Magic Aura, Talon’s Waterproof
2nd – Darkness 15’, Detect Invisibility, Forget, Invisibility, Knock, Magic Mouth, Mirror Image, Ray of Enfeeblement, Rope Trick, ESP, Leomund’s Trap, Wizard Lock, Web, Stinking Cloud, Scare, Ruonil’s Tracks
3rd – Blink, Clairaudience, Clairvoyance, Dispel Magic, Explosive Runes, Fireball, Haste, Hold Person, Invisibility 10’, Lightning Bolt, Leomund’s Tiny Hut, Protection from Evil 10’, Protection from Norm Missiles, Tongues, Water Breathing, Cloak of Warding
4th – Charm Monster, Dig, Confusion, Dimension Door, Extension I, Fear, Ice Storm, Polymorph Other, Rary’s Mnemonic Enhancer, Plant Growth, Remove Curse, Wall of Fire, Wall of Ice, Wizard Eye, Hallucinatory Terrain, Rastor’s Magic Spy
5th – Bigby’s Interposing Hand, Cloudkill, Magic Jar, Feeblemind, Teleport, Metal Skin

Demonomicon of Iggwilv:

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

Abe Sargent 06-20-2012 12:35 PM

Alzar’s Spell Books:

5/5/5/5/5/2


First Level:

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



Second Level:

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



Third Level:

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


Fourth Level:

Alzar’s Quest
Alzar’s Scrollmend
Alzar’s Undead Expertise
Backlash
Bestow Curse
Charm Monster *
Contagion
Detect Scrying
Dimension Door
Disfigure
Enchanted Weapon
Evard’s Black Tentacles * *
Fire Trap
Greater Malison
Magic Mirror
Merald’s Meld (Volo)
Minor Globe of Invulnerability
Mordenkainen’s Faithful Phantom Shield-Maidens *
Obar’s Lesser Purification (Volo)
Otto’s Tin Soldiers
Putrefaction
Ray of Oblivion
Rary’s Mnemonic Enhancer *
Remove Curse
Special Effects
Vorthala’s Undead Turning Immunity



Fifth Level:


Alzar’s Far Summons
Animate Dead * *
Chaos
Conjure Earth Elemental *
Contact Other Plane
Deathmaster’s Vial
Dismissal
Dolor
Domination * *
Eternal Flame (Volo)
Feeblemind
Magic Jar
Presper’s Moonbow
Prying Eyes
Teleport
Transmute Rock to Mud
Veladar’s Vambrace (Volo)
Vile Venom
Xult’s Magical Doom



Sixth Level:

Alzar’s Backtrace Teleport
Alzar’s Golem Heal
Alzar’s Spellbookmend
Anti-Magic Shell
Crown Meld (Volo)
Curse of Lycanthropy
Dřkkálfar Teleport
Enchant an Item
Ensnarement
Flameproof
Geas
Invisible Stalker * *
Legend Lore
Recharge
Seizure
Spell Mirror
Spiritwrack
Stone to Flesh
Summon Least Yugoloth
Transmute Bone to Steel
Wondrous Web (Volo)


Seventh Level:

Amorphous Blob
Awakening (Volo)
Banishment
Blood Link
Cacofiend
Consume Knowledge
Create Crypt Thing
Finger of Death
Steal Enchantment (Volo)
Torment


Eighth Level:

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

Abe Sargent 06-20-2012 12:35 PM

Undead and Servants:

1 Giant Skeleton
Taurian Mummy
15 topi
2 agarat
Countless skeletons, zombies, animal skeletons
More than 50 giant skeletons


Tribe of the Bleached Skull –

Orc Tribe more than 300 orcs


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

Bokus, Flesh Golem

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

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

Coils – Iron Cobra

Fangs – Necrophidus

Iron Men
22, 24, 25 hp
AC 3
Movement 12’
Can only be hit by +3 weapon or better
1d10 damage per attack
THAC0 – 15


Animated by Tim Gingwatzim, costs one third as much money and just one month to build. Fire attacks repair it, electrical does have damage, immune to cold. Emits poisonous cloud once/seven rounds for 1d6 poison damage with no save. Due to Alzar’s 21 INT and ability to control other-planar creatures., they have no breakaway chance.

Abe Sargent 06-20-2012 12:35 PM

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

Level 1 - Spoil Holy Water
Level 2 – Vocalize
Level 3 – Vampiric Touch
Level 4 - Minor Globe of Invulnerability
Level 5 – Teleport
Level 6 – Dřkkálfar Teleport

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

Level 2 – Forget
Level 5 – Domination
Level 6 – Flesh to Stone

Abe Sargent 06-20-2012 12:36 PM

The Giant-Drow campaign, with several stops in other modules, has finished

Abe Sargent 06-20-2012 12:36 PM

S1. The Tomb of Horrors




It’s time! The #3 module of all time, the epic player killer, the most notorious module of all time has arrived. Can Alzar conquer it? Find out next!!!!!

Abe Sargent 06-20-2012 11:26 PM

After reviewing the Book of Planes, Alzar’s research often took him into other planar matters. While doing so, he came across a mention of an ancient lich who had learned the secret of extra planar travel. This neutral lich, unlike most evil ones, was named Acererak.

After seeing this interesting clue, Alzar’s research followed up by trying to find out more about Acererak. Another eleven days of research passed before Alzar had the bio. Acererak was a conjurer who had lived thousands of years ago. Like many, he had feared death, and used Lichdom to extend his life. Accounts of him hundreds of years later show that he had significant influence on the people around him, and still lived at that time. About 130 years after that, he ordered his servants and minions to built a large tomb, and then lock him inside. He slew those who knew the secrets of it, and retried, never to be seen again.

Alzar wonders if Acererak could have had his secrets of extraplanar travel with him in that tomb. While he doubts the lich is still alive after all this time, he could be, so Alzar wants to be prepared. He uses magic divination to find the ancient tomb, in a long-weathered hill on an island off the coast of the Khoury.

hoopsguy 06-20-2012 11:33 PM

I have to admit, I'm at least hoping that one of Alzar's followers will bite the dust in the Tomb. Alzar's forces have been an absolute wrecking ball across some pretty challenging modules.

Abe Sargent 06-21-2012 01:17 AM

Quote:

Originally Posted by hoopsguy (Post 2675521)
I have to admit, I'm at least hoping that one of Alzar's followers will bite the dust in the Tomb. Alzar's forces have been an absolute wrecking ball across some pretty challenging modules.


He's soloing it, and I expect it should be rather easy, actually.

Abe Sargent 06-21-2012 10:11 AM

Wassilon wants to stay home, he’s not really much of an adventurer anymore. This is really the sort of adventure that needs a thief to find traps, so Alzar instead decides to animate 50 skeletons to run into traps and such. He discovers a small tribe of peaceful lizard folk fishing on the water of the island and slays them to animate their corpses to explore the tomb.

The hillside appears to have three entrances to the Tomb. Two are false entrances and two of Alzar’s skeletons are slain by traps to capture the unwary.

48 skeletons left.

The middle tunnel is a bright brilliant tunnel with colors flashing everywhere and pigments undimmed by time. Alzar summons a Bebau.


britrock88 06-21-2012 11:58 AM

Your ten thousandth view comes from my curiosity after you accidentally posted in the WW thread. Good work; keep it up!

Abe Sargent 06-21-2012 03:45 PM

Thanks!

Abe Sargent 06-21-2012 03:46 PM

The floor is a mosaic of stone and a winding path of red tiles about 2 feet wide, with the line snaking its way south. Alzar’s Gem of Seeing comes out and there are many concealed areas, that will be revealed as traps. Some are on the red path, and others not. Alzar moves up to the fresco on the wall with the jackals and chest.


Abe Sargent 06-21-2012 06:20 PM

The jackals appear to be holding an actual bronze chest. It appears to open down and a simple catch is pressed to open it up. Alzar steps far away and has a skeleton pushes the button and is hit by a poison dart trap which does no damage, and nothing is inside. Alzar detects invisibility there and the Gem shows an invisible lever. The skeleton pulls it and opens a pit trap underneath which it falls unto and dies. Concealed often hides from a Gem of Seeing or Truesight spell, and Alzar did not detect that pit.

The door on the wall is by a design of a torture chamber, and this, on the design, is where a nasty creature is pushing out of a gate. Another skeleton touches it and scrapes off a bit of mosaic, which is unusually pulling off quickly. Behind the fake mosaic door is a real door. A short corridor opens and there are no traps. A normal door is on the other end. A skeleton moves to it and opens it.

Inside is a small room, 20x30. It has several doors off of it, and a giant, four armed gargoyle in it and moving towards Alzar.


Abe Sargent 06-21-2012 07:02 PM

Alzar moves forward with the demon. He wants to take it out himself, rather than have his skeletons die to it. He grabs his +3 axe and moves in. The gargoyle approaches and attacks first, and misses – the cloak. Alzar hews into it for 24 damage and the demon hits once for 15. It attacks and hits for 9 damage once. Alzar hits twice for 41 damage and slays it.

Alzar- 59/66

Gem-Studded Collar – 1500 gp


The first door leads to nowhere, and the second leads to a series of small rooms that each fire arrows from the walls as Alzar finds one secret door after another. Five skeletons dies until he gets to the other side, and then he casts Passwall once at the right place to bring all of the others over.

42 skeletons left

This is an odd large narrow chamber with long hallway and glyphs in various places. There are a variety of statues holding spheres of various colors.


Abe Sargent 06-21-2012 08:11 PM

The Gem shows that one in the back is in illusion and Alzar makes for it and moves past to a small dead end room with a three armed statue and a broken one on the floor.



A look shows that the three arms still on the statue have gem shaped depressions in their hands while the one on the ground does not. Alzar places a 100 gp gem into each one, and the hands animate and crush them into powder. Nothing happens, and Alzar was hoping some item would appear or a scroll or information, but nothing. He returns to the big room with the spheres.

Two skeletons die from two spear traps that trigger at two false doors. Two more statues are illusions covering crawlways, and Alzar takes the first with his undead escort.

40 skeletons left

Abe Sargent 06-21-2012 08:49 PM

This room has three chests in it and nothing else after opening a secret door in the wall to find it.



The chests are made of gold, silver and oak, in that order. The first chest is opened by a skeleton and out flow 12 large asps!



Alzar orders the undead back and cleans them out with a Blastbones spell. Dead snakes. Inside this chest is nothing. The skeleton opens the next chest. As he does, a bunch of missiles fly out and slay the skeleton. There is a Ring of Protection +1 and a Clear Crystal Box worth 1000 gp.

39 skeletons left

The final chest is opened by a skeleton and a skeleton of a giant teleports in!



Alzar controls it and it joins his team. There was nothing in this chest either, and they return to the globe room and take the other crawlspace (about 4 feet big, the skeletons can make it, the giant skeleton is given the Stone of Diminution during the journey).

Abe Sargent 06-21-2012 09:33 PM

A secret door later and they have arrived at chapel. Scenes of normal life are painted on the walls. There are various religious symbols of good here.



There is a mosaic path leading to the altar. The pews have coins in them and one has a gas trap that triggers and fills the whole place with gas – Alzar is immune, and no one else breathes. He gained 3500 gp. A human skeleton with badly rusted armor is on the ground, pointing toward an archway that is glowing orange.

Alzar detects an O in the side of a wall, and cannot find something to fit in it. He tries various coins, and they fit, but it does not go down. He tries a non-magical ring, and nothing, but it really is the perfect size for that. He even tries a non-magical pendant. Then he reaches a Ring of Delusion, which is a cursed Ring into it and it opens and the Ring is smashed by a giant perfectly weighted two ton block. The exit has been found.

Abe Sargent 06-21-2012 10:10 PM

The corridor bends and descends a flight of stairs. A series of three doors and three pits are found and triggered, but no skeletons die and they are easily avoided. A secret door is revealed by the Gem at the base of the third pit trap, and Alzar has the demon climb down and investigate. After being opened, a corridor beyond beckons. A secret door is skipped as the passage continues, and ends in a door. It is opened.

This chamber opens into a room with many magical Webs. Alzar uses Burning Hands from the axe to burn them free before anyone moves into them. There is a great golden mace that shimmers on the stairs, and a skeleton gets it for Alzar, and it flairs brightly. Then they move down the stairs and here is a rotting and decayed furnishings which were once very costly, and a solid gold couch upon which is a rising a gaunt skeletal figure with a huge and expensive crown. A booming voice says “Who dares to disturb the rest of Acererak? It is your death which you have found!”




Alzar’s troops move in as it begins to intone a spell, and the demon hits twice and slays the creature. That was too easy. As he dies, the place begins to shake! It looks like it’s falling! Alzar grabs the Gem and this is a very powerful illusion. He ignores it and grabs the items from the room:

Jeweled Crown – 25000 gp; Jade Coffer – 6000 gp; Golden Couch – 50,000 gp

He crams the couch into his OtherSpace, but there is little weight left, so if he needs too, he’ll have to take it out.

Wizard Scroll – Jump, Magic Missile, ESP, Floating Disk, Wizard Lock, Find Familiar, Spook

6 healing potions

They head back and open the secret door and continue into Acererak’s tomb.

Abe Sargent 06-21-2012 10:56 PM

This corridor ends at a door which opens into a laboratory and mummy preparation room and a doorway on the other side. This is a highly cluttered but fairly plain place. As a man who knows a good laboratory, this is not it. There are clay pots, herbs and more. The Gem of Seeing detects magic in two vats along the wall. The first has a greenish liquid and the second a grayish one. Alzar has a skeleton dip in a random giant spoon into the first, and it begins to dissolve – acid. A great crash by an axe from a giant skeleton smashes it open and the acid drains onto the floor and then into drains there and leaves in about five minutes. It left behind half of a gold key in the vat. The second one is poked and the surface does not break, it is gelatinous – a grey ooze. Alzar slays it and takes the other half of the key from it’s body and connects them together. Everything in here is out of date, too old to be of use, or never was anything much, so they move down the hallway.

The hallway leading out turns twice and then is bisected by a giant pit with 200 spikes. Alzar thinks that if he were building this, he would make an illusion of the path continuing at the end, so someone jumping to there lands right in the pit. He grabs his Gem. He’s right, and the pit is too big to jump. A skeleton moves down to it and across, and as it does, some spikes leap out and slay it and are replaced. The bebau has gone away so it’s just Alzar, his familiars, and his undead. He drops Daern’s Instant Fortress and brings it out, making a giant fortress that breaks the tunnel in the back and covers the spikes. The undead walk over it, and he brings it back and they continue on.

38 skeletons left.

They arrive at a small room disturbed by time


Abe Sargent 06-21-2012 11:36 PM

The sofas are rotting, the chairs and vase dented or chipped. Tapestries are rent. The room itself is on a balanced mechanisms, and as the skeletons move across, they throw it a bit off balance before they leave by a door behind a tapestry. None die, but it takes a while to move across.

The corridor winds and hits a +. The left one can be seen and there is nothing there but a spear trap and slays a skeleton. The Gem of Seeing sees a pit on the one in front, so they move there next. They pass it and turn one more before arriving at an unusual room.

This is a cavern of gold and silver mists, with streamers of gold in the mist. Vision extends to just six feet, and the Gem shows something is here. The skeleton is unharmed, and Alzar is protected by the Necklace so they are fine. At the center of the grotto is a Siren.


Abe Sargent 06-22-2012 12:57 AM

Alzar talks to her, but all of her answers are non-committal. How did you get here? How long have you been here? What do you know about the dungeon? All answers say nothing. She’s friendly enough, but completely evasive. Alzar asks many questions, and eventually one of them is if she wants to come with him. This breaks the curse, and she is now allowed to leave, and she tells Alzar that a long time ago, Acererak was smitten with her beauty, and cursed her to remain her until someone else asked her to leave, and she could not give any information. She was imprisoned without seeing any of the other rooms in the tomb.


Siren – AC5, HP20, Magic Resistance 20%, Can Insane by touch, Charm Person, suggestion, invisibility and polymorph self once per day.


They return and take the final direction from the intersection, and it ends at a false door that slays the skeleton. However, the blank door, according to the Gem, is hiding a secret door, which is opened and they go through. There is a secret door, not a trap in the floor and the corridor continues. It ends in a sleep gas trap that affects no one. There is nothing else here, so they return to the floor door, open it, and descend down a twisting staircase.

37 skeletons left

After a few turns, the secret tunnel ends at a strange door with three slots the size of a standard broad sword. Alzar tries other ways, and then inserts three swords from his dead skeletons and the door opens and they enter the next chamber.

This room is a large, pillared throne room


Abe Sargent 06-22-2012 10:27 AM

A skeleton brushes a pillar and is levitated to the ceiling, undamaged. There are three doors to the north and a throne to the south, with a gentle breeze in the air. In one corner of the throne room is a pulsating gem surrounded by corpses:



It detects as related to wish magic with the Gem of Seeing. Alzar collects it, and it tells him it can grant him a wish. He goes to pocket it, but it resists. It’s trying to mentally force Alzar to make a wish, but Alzar won’t be controlled, and he drops the gem.

Abe Sargent 06-22-2012 10:44 AM

He moves to inspect the ebony dais and silver throne.



The crown is of gold and the scepter of silver. Both radiate magic, and a skeleton hands them to Alzar. Alzar inspects them but can’t figure out what the dweomers on them are. He inspects the throne. In the right arm rest is a carved silver crown, identical to the golden one he has. He touches the crown to it and nothing happens, and the scepter to it and the throne descends and opens a passageway behind.

Gold Crown of Acerarak – 25000 gp; Silver Scepter of Acererak – 15000 gp;

Abe Sargent 06-22-2012 11:32 AM

There is a foyer here with great steps of onyx and walls of bronze.



On the floor is another key with an antipathy spell on it and Alzar makes his save to grab it. He arrives at a set of doors 14’ wide and 28’ tall. They are made of a solid metal, and sound very thick. They detect as magical. There are two metal valves that meet in an opening that the second key seems made for. Alzar has a skeleton put it in and it takes some electrical damage but is still standing. It switches to the first key and it takes even more damage and dies. The key is pulled out. The crown won’t fit, so Alzar tries the scepter and it works and opens.

Abe Sargent 06-22-2012 11:50 AM

They have arrived at Acererak’s treasure room.



This imposing chamber has a silvered ceiling, walls of ivory and a secret door in a wall. There are four statues in the corners and several urns and sarcophagi in the room, plus some bronze chests in the back. The room has anti-magic properties and no magic will work in here.

Alzar has skeletons open the various things and uses a Chime of Opening twice to pick locks. The granite sarcophagus has Acererak on it in big bold runes, and the undead push it open. Inside are broken bones, a broken Staff of the Magi, torn bits of cloth, and a shattered skull. There is nothing of value in here.

One of the chests appear to hold more than 10000 gp gems which are taken. In the other is 10000 platinum pieces, also taken.

Alzar moves to the bronze urn and it is opened, and out billows an Efreet. This is apparently a really large Efreeti Jar, and it’s secured to the floor, so Alzar can’t take it with him or use a spell to break it free. This efreet can only do Limited Wishes, not full blown ones. Alzar uses the first for knowledge and the efreet tells him that Acererak is still alive in a hidden door very close. The second is for luck in the battle, and the efreet guarantees that Alzar will hit his next enemy three times. The third is for protection from the lich’s spells in the next battle, and the Efreet guarantees that the next spell cast against Alzar will not work.

With nothing else in here, they take the secret door out.

Abe Sargent 06-22-2012 12:06 PM

Alzar finds two holes in the wall of the secret tunnel with a keyholes. The skeletons turn the first key found, which is the only one that fits, and it opens. Inside is a small room, with another keyhole, and the second key is used here and it swings open as well.


Behind the door is a 20x10 crypt that houses Acererak, or what is left of him




There are many gems at the middle of the room, as well as potions and scrolls, a ring, a rod, a staff, three swords, a spear, and three other magic items.

Abe Sargent 06-22-2012 12:54 PM

On top of the crypt is a large amount of dust and the jeweled skull of Acererak, with gems for eyes and teeth. Alzar summons a Glabrezu with the Orb. A skeleton moves forward and the dust coalesces and creates a human shaped creature that stands there. Alzar tries to control it but fails. Instead, the dust settles after a few minutes.

A skeleton moves forward to take the skull of Acererak and is shakes and rises from the ground as it is touched.



It scans a room and fires a ray at Alzar which hits, but fails due to the Limited Wish. Alzar orders it attacked, and it drops to the ground. Alzar felt himself bring drawn out of his body. Alzar orders the Siren to returns to the treasure room and he follows with his familiar and Megala. He scrys on them and orders the demon to touch the skull. The demon’s body is disintegrated, and the soul appears in one of the gems on the skull. Alzar orders a skeleton to do so and it rises, sees no souls in the room, and settles. He orders it touched again, and it rises, and is attacked by weapons but cannot be hit, and then falls. The giant skeleton comes back and Alzar gives it the +4, +6 giant two handed sword. If anything can hit it, that can. It returns, and Alzar orders the skull touched, and then attacked. It misses. Then it repeats, and the Skull takes 16 damage. It disintegrates the skeleton and just doesn’t suck in a soul. Well, that’s not going to work long term after all. Alzar summons three Vrocks with Demon Staves, and they all die to the skull and are absorbed into three more gems. Alzar spends the next four hours sending in demons from the Orb and they are absorbed as well.

With all of the gems used up, what will Acererak do now? Alzar waits another hour and sends in a demon. It is teleported away a few hundred miles away and just teleports back, no worse the wear. Alzar repeats, and all it can do is teleport away the demon again. Alzar grabs his axe and moves in. The demon touches it and Alzar smashes it for 20 damage as it rises since he automatically hits. It teleports him away and he uses Unifex to teleport back and repeat, dealing 25 damage and slaying Acererak.

Abe Sargent 06-22-2012 01:04 PM

For completing this adventure, the module recommend giving out 100000 to players, plus 1 XP for every 2 GP gained. We’ll just do the 100,000. The platinum coins from the false treasure room were enchanted copper and the 50 gp gems were 1 gp gems.

In this room was:

97 gems worth 10 gp each; 10,000 gp Peridot; 50000 gp Emerald; 100,000 Black Opal
+4 Long Sword, Defender; -2 Scimitar, -2 Long Sword; Spear of Backbiting
Crown of Leadership – 18 charisma when worn, 11 Darts of Wounding, Talisman of Memorization – wizard takes half as long to memorize spells each day
Staff of Spell Focusing – 23 charges, gives target of spell cast -4 save; Rod of Weaponry (+5 Rod, 1d6+5; splits into two +2 Rods or four +1 Rods if needed); Ring of Windwarding – protects from winds – air elemental attacks, sandstorms, gust of wind spell, etc

Potions – ESP, Heroism, Shielding, Plant Control, Extra-Healingx2, Titan Strength, Sweet Water, Tongues, Invisibility, Gaseous Form, Infravision

Wizard Scroll – Shape Change, Solid Fog, Guards and Wards, Mass Teleport, Water to Poison, Bands of Sirellyn

Abe Sargent 06-22-2012 01:07 PM

The siren leaves but is forever grateful to Alzar and will assist if needed.

Alzar learns Bands of Sirellyn, a Conjuration that summons a group of iron bands to capture a target at -4 save and an addition -1 due to class. The subject can also try to break free with a bend bars roll (highly unlikely save for very, very strong people). It lasts for more than 20 minutes. He also learns the 7th level Mass Teleport.

He didn’t find what he was looking for, or even a spellbook. It looks like this lich was beyond spellbooks. He takes the skull and dust and the gems back to his lab and researches them. It looks like what happened is that he magic that held the lich together began to fade after thousands of years. Meanwhile, the spirit was free to travel the planes unfettered by body, and then Alzar returned and slew him. The gems in the skull are worth 50000 gp each for the rubies in the eyes and 5000 gp each for the diamonds as the teeth. After research, they appear to be completely normal and are added to his gem collection.

Abe Sargent 06-22-2012 01:10 PM

Three months later, while visiting one of the mage contacts he has made, Alzar hears about a powerful alchemist in a decently sized town all the way down by the Between Sea, and he teleports there to visit her. She is the white alchemist, and Alzar has arrived to visit her.

WG8. Fate of Istus


Abe Sargent 06-22-2012 01:30 PM

It’s hard to find modules that Alzar can do. I’d love to do some higher level modules, and some ranked ones as well. The Tomb of Horrors was a bit boring because Gygax especially designed it to defeat heroes acting heroically, not fellow evil folks that are well equipped and have a bunch of skeletons to trigger traps and die. The ultra powerful Demi-Lich falls easily to Alzar who prepares himself with the efreet and if Alzar had been even more cautious, would never have exposed himself the first time.

In order to find some challenges for Alzar, I’ve been reviewing modules that are above his level – including the CM Series. We did most of the B series when Alzar was at a low level, and we did many Xs when he moved up – Isle of Dread, Castle Amber, Drums on Fire Mountain, War Rafts of Kron, Lathan’s Gold and Maze of the Minotaur. Now that Alzar is at a higher level and power spike, the Xs are a joke, so I looked at the CM. For example, many CM modules are for characters in the 15-20 range. I have a few, but the first one, while is looks excellent, doesn’t apply to Alzar – I hardly see him running a barony for a king. The next three follow that theme, and then there are some others that seem a bit out there. I’m still looking, and perhaps I’ll find a diamond in the rough to run, but right now, I don’t have a lot of hope for a series of CM modules for Alzar.

There’s not many modules left. So, what I’m doing is bringing Alzar into the campaign of Fate of Istus about 70% of the way into it, when the adventures get tougher. We will start with “Down with the Wizard” adventure, which is meant for four to six characters whose level total is between 31-45 and he will solo it. Let’s go!

Abe Sargent 06-23-2012 02:55 AM

Alzar arrives at the White Alchemist’s tower. There are several locals here shouting at the tower itself. They are demanding healing. No one responds. Alzar moves forward to knock on the door, and they tell him that no one will answer. However, about a minute passes and she does answer, and Narlonda ushers him inside as the six villagers throw rocks at the door.

She gestures for Alzar to sit. He explains that a mutual acquaintance of theirs mentioned her, and he wanted to see what she had for sale or trade, or spells available for such. She sits down and they begin the talk of magic. In addition to the normal shop discussion, Alzar learns of the situation in this village. A plague has hit it, and it avoids clerical magic. Therefore, the citizens turned to the alchemist, but no potion or spell worked on it.

She mentions that she has heard Alzar is a powerful necromancer, and this seems right up his ally, since there is a note of undeath in the samples she has analyzed of people who have contracted the disease. Alzar corrects her with a copy of his book, The Fivefold Path to Power. He agrees to investigate the disease while he is here.

She tells him that the best chance is the undertunnels. Long ago, a large castle was here, but it was torn down in war. The dungeon complex remained, and this village was built on top, because it was a good location. She suspects the disease is emanating from them, because the people who are the sickest, and have had the disease the longest, are living by the entrances to the ruins. 17 people have already dies, and more than 75 are sick. Just one had made it through the disease alive.

Abe Sargent 06-23-2012 10:35 AM

Alzar is escorted to the closest entry to the undertunnels. Not expecting adventure, he just has his normal allotment of spells and no undead with him, just Megala and Dryshik. Still, he has all of his spells and items, and he is confident that he can handle any issue he uncovers.

They are in a hovel, and Alzar pulls up on an old encrusted iron ring, revealing the tunnel below. A waft of putrid air comes up from the tunnel. Alzar has Megala fly down there to inspect, and doesn’t see anything immediately. He descends.

After descending forty feet with old handholds on the tunnel down, it arrives at a 20’ landing. There are several lanterns, fresh, on the walls, for whoever comes down here. Alzar pulls out a stone enchanted with Continual Light, and will use it to see by. This is a damp area, not a nice dry one. The footing is slick and there is mold in several places. Alzar would not be surprised to find this place a den of oozes and such. It’s easy to see how a disease would start hear, but one which is unnatural?

There is a tunnel to the south, and like always, Alzar uses the Gem of Seeing. He uses the Orb to summon a bebau, which is the smallest demon he can get and it will fit down here easily enough. It will take the lead.

There is a dank and musty corridor to the south and it widens into a room with a stench of undeath and the sense of undead. Alzar knows it and controls it. 10 ghouls come out of the darkness and serve his orders. They have no treasure, but they were waiting to ambush him by jumping off ledges from this castle dungeon’s old steps. Now the ghouls will be in the lead.

Abe Sargent 06-24-2012 04:43 PM

As they move forward, a ghoul triggers a Guards and Wards spell, and it covers the area they are in. They move to another room slowed by the G&W spell. They head left and run into a curled end to this corridor, and here are several creatures which fled from Alzar without him knowing. There are 18 zombies and 8 wraiths. They move to attack. Alzar controls 9 zombies. The wraiths tear into his ghouls and two fall, They can’t hurt the Wraiths, and Alzar slays 7 of them with a Skulltrap and finishes the rest with his axe. He slew some undead of his in the blast, and wound up with 5 zombies and 6 ghouls.

The Gem of Seeing displays a magical thing in the wall. Alzar inspects it and behind a rock is a Ring of Spell Storing with Augury, Spiritual Hammer, Negative Plane Protection and Heal. (2, 2, 3 and 6).

They return and take the other tunnel. It snakes around and they are now out of the Guards and Wards zone. He runs into a chamber of 30 zombies and brings most to his side, and a few die before they come, and he has 31 zombies now.

They arrive at a large complex or interlocking tunnels, once used for who knows what. He arrives in an old storage chamber that has a heap of bones extend as far as the light reaches. The pile is at least two feet deep. There is less odor of undeath here. The Gem of Seeing detects no magic and nothing interesting. It would take a half hour to wade through here with his undead, so he grabs the slippers of spider climbing and climbs over it. He has the undead wait, while he and his demon and familiars scout ahead.

Abe Sargent 06-24-2012 06:18 PM

Alzar’s cadre arrives at a smaller chamber with two pathways off of it, and inside is a bunch of black puddings. As he enters, a group of wights and specters attack from angles and the pudding moves in. He controls 5 wights and uses them to shield himself. The bebau teleports in to attack a pudding and hits it and it disappears. Mirror Image? Alzar uses the turn to grab the Gem and check, and this is a pudding that has cast a second level spell. That’s...unusual. The wights attack each other and the specters arrive.

Alzar pushes himself to the specters and controls the last of the wights, but one died. He orders them to the specters as they attack him and don’t hit – cloak. The bebau takes damage from a black pudding and misses this time.

Alzar uses the next turn to pull himself away from the specters, fearing their energy drain. The wights body block and take a few hits and return them. The pudding loses an image and then smashes the bebau.

Alzar needs aid for the bebau, so he casts Conjure Earth Elemental behind the line of the wights and specters and moves in. The wights and specters hammer into each other, and the bebau is hit and almost dead but cleans out two more images of the pudding.

The elemental smashes the pudding for 16 damage instead of an image, and another image is slain by the demon. The undead exchange more blows, and Alzar controls the last specter before it dies. The pudding finishes the demon. The undead still left are sent to clean out the pudding, and in a few moments, the pudding has died.

Alzar has 4 wights and one specter under his control. A specter is a powerful undead with a lot of backup. Alzar orders it to return to the zombies and ghouls, in the hope that he can leave with it. The pudding had a magic ring and a bag, and in the chamber are a barrel and coffer.

Ring of Mirror Images – 19 charges

Abe Sargent 06-24-2012 07:04 PM

The bag has ten flasks of a dark fluid inside. Both the barrel and coffin detect as magical. Alzar inspects them. There are seeds in the coffer, and he picks up one. It is colored with alternating ribbons of black and tan as if it were painted. The seed is magical. Alzar can’t telepathically speak with the undead he controls. He gets the wights to move the barrel and coffer to OtherSpace to take home and investigate later. (And when he finds out what they are, oh my goodness, will he be happy)

He orders the wights to bring him any treasure they have and they return with 13 +3 arrows from their chamber. He leaves by one exit and it hits the wight and specter chambers that that’s it. The other exit leads to an old guardroom. In here are several wooden chairs, one of which is magical, and an exit on the right. Again, he can’t determine the nature of the enchantment, so he takes the chair. There is nothing else here.

8 shadows are in the next few rooms, which are beginning some dungeon jail cells. Alzar controls them and they join his party. The leader of the shadows tries to communicate with Alzar, and he has been kept here for too long against their will. Since Alzar will likely take them out after its done, he lets Alzar know where the lich is. What lich? His name is Xaene, and he was the court mage for the castle that was here centuries and centuries ago. He stayed after the battle was lost and the keep raised, and became a lich to continue to protect it. He tells of the phase door spell Xaene uses as an emergency exit and which room is his.

Abe Sargent 06-24-2012 09:01 PM

With this cornucopia of various undead, Alzar expects to run into more, but the next chamber features a septet of displacer beasts. A Skulltrap from his ring clean out 4 and the others are badly wounded and easily slain. He takes their hides and other parts. They move down the corridor, just a short jaunt away. This has an odd item.


A tapestry on black cloth, outlined with red trim and gold thread is fastened to the outside wall of the along the corridor. In the scenes are white undead figures dancing, degradation, and then there is another tapestry after it with a similar style with more scenes, and so forth. Each Tapestry is about 10 feet by 10 feet on the wall. Alzar looks and there are seven sections in all, and it does detect as magic. The last two scenes show supplication before Arantia, the goddess of decay and disease. He is unable to figure it out and has no space left, so after doing some research he’ll decide if he wants to come back and collect it (he won’t).

The corridor opens into a large room that was once a barracks. It’s at least 100 feet wide and deep, with several openings. It has a mosaic on the floor and strange dancing lights near the ceiling. Alzar senses undead very close and tries to control it, but someone else is and he can’t break their hold on it. Out from the ceiling descends a vampire, who has summoned all of the nearby people under his control – 120 skeletons, 8 werewolves. Alzar orders his partial army up, but many of his army need someone magical to hit them. Only the vampire needs it on the other side.

Battle begins. Alzar’s team wins init and carves into the skeletons. He charges the vampire and hits for 19 damage. The elemental and others smash. They are smashed back and the vampire attacks and misses Alzar. He attacks back and hits for 44 damage and slays him. The vampire turns to gas and floats up and Alzar summons Zadaxx and follows, and finds the coffin in a ledge in the ceiling and purifies it.

The undead below are losing ground and the werewolves are moving in. Alzar uses Conjure again to bring out another ally. He focuses on the werewolves, because skeletons won’t run. Alzar can now summon a new demon, and out pops a Glabrezu which helps fight the lycanthropes. He then begins to control skeletons 5 or 8 a turn. At the end, he lost the first elemental summoned, very little, and now has 44 skeletons to his army.

Nerlax’s coffin has a drawer detected by the Gem and inside is a Ring of Telekinesis, 200 lbs. This giant chamber has little in it, so he moves to the first doorway clockwise and enters it. It ends in a room the werewolves came from. Another ends in a skeleton holding chamber, now empty. The last one moves south.

Abe Sargent 06-24-2012 10:10 PM

The corridor hits another group of cells, and there are eight cells here. Each one has two swordwraiths in it.

Swordwraith

Lawful Evil, Undead
HD – 7
THAC0 – 10
AC - 3
1d10 damage and STR Drain
+2 weapon or better to hit
XP - 1000

Spirits of warriors who die during battle. Look like shadowy warriors who are equipped with weapon. Still good warriors in death, and coordinate, ambush, etc. Each hit also drains 1 strength from target – 0 strength is death. They are turned or controlled as vampires. Active only at night or underground. Speak typic still, and communicate with each other.

Alzar manages to control 13 of them and is forced to slay the other three. He is impressed with them so much that he orders them back, much like the specter. At the end of this second old prison area, the path cont0inues south and expands from a collapsed wall that opened up the corridor into a natural cave beyond. The tunnel continues through it, and the cave has a large teardrop shaped pool of water on the ground which blocks the path. The water is magical, but a skeleton can move through it very easily. Alzar decides to go above with slippers of spider climb.

There are columns in the corridor beyond with symbols on them that are of fear. Alzar makes his save and no one else is eligible. The corridor T’s and Alzar knows form the shadow leader that the lich is to the right and the treasury to the left. He heads left and this chamber sees him slay a bunch of bats and then collect the items from it:

13000 sp
6000 gp
1300 pp
600 5 gp gems

The undead quickly load everything

Abe Sargent 06-24-2012 10:22 PM

Alzar wishes he could prepare by using Anti-Magic Shell, but he didn’t prepare his spells for a battle with a lich. He summons an Invisible Stalker, summons four earth elementals from Stonex2, Orb and Ring, and then brings out three Vrocks from the demon staff. He casts Haste on the 5 elementals and 4 demons and Stalker and three shadows.

This is a large room replete with paraphernalia common to one given to the pursuit of magic. Before anyone can advance, a man appears to materialize out of the middle of a tall set of shelves, and as he comes into view, he appears to be an undead mage with two heads, and not one. This is Xaene, the lich and former court wizard.

Alzar drops Dispel Magic on the phase door area and the troops move in with Haste backup.

The Lich wins init for this round. It casts Ice Storm on all of Alzar’s minions. None die save for some skeletons and shadows. The elementals and demons deal 57 damage total. Alzar casts Ray of Ondovir. It fails the save and uses Ice Storm again but doesn’t know another one. It is slain.

That was quick, but of course, the soul will flee to a phylactery, and Alzar doesn’t know where that is. It can reform its body later. Alzar finds several items on the body:

Xaene’s Spellbook

+5 scythe
Ring of Mammal Control
Zagyg’s Spell Component Case (with 12000 gp of components inside)
Heward’s Handy Haversack
Potion of Vampire, Ghoul, and Wraith Control


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