Front Office Football Central

Front Office Football Central (https://forums.operationsports.com/fofc//index.php)
-   Dynasty Reports (https://forums.operationsports.com/fofc//forumdisplay.php?f=8)
-   -   The D&D Dynasty: The Path of Alzar the Mighty (https://forums.operationsports.com/fofc//showthread.php?t=77570)

Abe Sargent 06-02-2012 04:05 PM

Alzar stored Domination, Vampiric Touch, Slumber into Rings.

He kept the same spells from yesterday.

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

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

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


15 Fire Giantesses from level 1 left

Level 2 slain -

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

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

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

Two hours later, an invisible Alzar returns so the front door. Two people are inside and keeping watch. He sends in the summoned Vrock with a Mirror Image and in teleports in and slays both fodder Giantesses before being taken out. It’s a minor victory, but they count. He wants to keep them on their toes.

Abe Sargent 06-02-2012 04:38 PM

Alzar has a new plan. He saw stairs earlier in his searching. He knows there is a bottom level. What if he dug down and penetrated the next level down? He orders the giant skeletons over to dig down to the left of the room he ambushed them in. It was at the end, so east of it should find something, he hopes.

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

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

He arrives at a large corridor with four giants in various stations on duty. It’s time. Alzar backs up and uses the Stone and Censer to summon a 72 hp and 58 hp elemtnals. His hit squad arrives and in two rounds and his demons have slain everyone. 1 Fire Giant, 2 Giantesses and a Stone Giant. The noise brings more. Alzar has the Fire Giant from the barracks follow when the demons left it, and arrives. The Elementals are ordered forward. Battle begins.

Abe Sargent 06-02-2012 05:07 PM

Nearby are a Frost Giant, two trolls, and two kids. They sound the alarm and come in, many more can be heard. Alzar’s group pounds a troll dead and he grabs a flask of oil and sets it on fire so it won’t come back. A child is pounded to death. More can be heard from beyond and bodies show up in both corridors south and west.

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

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

They win init. Three ranged weapons hit Alzar but don’t. The glabby takes 21 more damage, and the Chimera blasts two images on a Vrock. A Power Word on the Fire Giant stuns it for 5 rounds. The Vrocks doles out 23 damage to the Chimera. Alzar drops Dire Charm on a Fire Giant in the background and is fails. His ally giant slays a Frost Giant.

Abe Sargent 06-02-2012 06:00 PM

Alzar’s group wins init. The Chimera is slain by three demons. The Elementals are ordered down one passageway and Alzar and his Giant take another. They attack and deal 30 to the Air Elemental and hit Alzar for 15 with boulders.

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

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

33/33 Troll

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


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

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

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

Level 1 –

8 Fire Giantesses Left

Level 2 –

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

Abe Sargent 06-02-2012 06:29 PM

Other things…



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



Animated Giantess Skeleton 48/48 hp

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

Animated Fire Giant Skeleton #5 – 57/57

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

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

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



Updated Hp check:



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



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

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

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


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

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


End of Day Three

Abe Sargent 06-02-2012 06:31 PM

Here’s a picture of three demons by the way:



They are, from left to right, Babau, Hezrou and Dretch

Abe Sargent 06-02-2012 07:11 PM

Dire Charm replaces Slumber in Ring. Everything else is back

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

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

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

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

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

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

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

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

That changes everything.

Abe Sargent 06-02-2012 07:24 PM

Alzar gathers 6 +1 Dřkkálfar Daggers that were not exposed to sunlight. He has the fighters carry four torches, and drops the undead skeletons to this area and tells them to stay here. He wants to use them as a backup.



Level 1 –

8 Fire Giantesses Left

Level 2 –

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

Level 3 –

5 Trolls slain

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

Vrock – 61 hp
Dretch – 9

Abe Sargent 06-02-2012 07:44 PM

Alzar has the Vrock fly down the corridor, with the gargoyles behind it, and then himself and the Dretch follow down the hallway in their wake. Four giantesses are here are a fork in the path. The ballistae have been placed on a swivel so they can aim in any direction. While charging down the Vrock lost two Images. There are two ballistae, and boulders for throwing. The Vrock arrives and battle begins.

Round 1 –

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

Vrock – 42/61

Round 2 –

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

Abe Sargent 06-02-2012 08:01 PM

Round 3 –

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


Round 4 –

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

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

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

Abe Sargent 06-02-2012 08:37 PM

Round 5 -

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


Round 6 –

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

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

Abe Sargent 06-02-2012 09:15 PM

Round 7 –

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

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

Round #8 –

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

Abe Sargent 06-02-2012 10:33 PM

Round #9 –

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


Round #10 –

We win init this time

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

The trolls carve into the gargoyles and deal nothing. Three sneak through the line and are blocked by Aleigha. They can’t hurt her either. The Headsman and Fire Giant free themselves for a tentacle each.

Abe Sargent 06-02-2012 10:57 PM

Round #11 –

We keep init

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

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

Round #12 –

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

Whew!

After battle, Alzar animates the two Cloud Giants as skeletons


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


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


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


Level 1 –

3 Fire Giantesses Left

Level 2 –

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

Level 3 –

20 Trolls slain

Abe Sargent 06-02-2012 11:38 PM

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

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

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


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

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

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

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

Cell #6 – Empty

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

Cell #8 – Empty

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

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

Cell #11 – human skeletons, unanimated

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

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

Cell #14 – This cell has two things of note. One, the Gem of Seeing finds a secret door, behind which is a small chamber that the wererats used. The second is the prisoner, a drugged titan. Alzar uses his knowledge of poisons to discover that that Titan is just a bit ou of it. It would take a human about 12 hours t flush this toxin out of his system, and if an equal amount was given in proportion to the Titan’s size, it should be gone in 12 hours as well. Alzar decides to leave the Titan here and may come back for it later

Abe Sargent 06-03-2012 12:35 AM

They head down to level 3. There is a winding tunnel down. Alzar orders Megala to fly down here and guard this exit. He wants to know immediately if anyone comes up. At the end of the rough tunnel is a badly hewn door. Alzar’s Gem shows it to be an illusion and he walks through it, invisible. He enters a room with a red dragon sleeping on a pile of treasure. It’s a giant chamber with a large number of exits. The Gem shows that both the dragon and the treasure are illusions, it’s actually a Gorgon




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

This tunnel reemerges into the Gorgon chamber and there is a back tunnel Alzar takes. He finds himself in a room with 12 Piercers on the roof, and they detect him even though he is invisible, and fall to attack him. They miss due to his cloak and he moves about the room, getting them all to fall down, and slays them all.

Abe Sargent 06-03-2012 01:01 AM

This tunnel continues until Alzar emerges into a giant pair of three caverns where trolls lair. He counts 36 trolls back here. None detect him through invisibility. He noticed some lava on the tunnel in the way in and returns. He pulls out the Orb and summons a Fire Elemental, which arrives as a level 12 Elemental due to lava.

Fire Elemental – 81 hp

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

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

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

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

Init.

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


3 Fire Lizard Eggs

The rest of this cavern has nothing, and Alzar returns.

Abe Sargent 06-03-2012 01:25 AM

Alzar returns and takes another tunnel. It opens into a room and continues and 4 Hell Hounds are here and begin to paw nervously, as if they sense something amiss. He returns to the Gorgon cave. There’s no tunnels left from the Gorgon Room, but there is a huge boulder covering something to the north of the Gorgon Room. Alzar can’t move it right now, without disturbing the Gorgon.

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

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

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

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

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

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

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

Abe Sargent 06-03-2012 02:17 AM

Here is what comes

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

And then his allies and himself

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

Glabrezu

Zadaxx is brought out as well.

He tries to gate in and gets 15 Dretches

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

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

Alzar breaks in muscle comes in in the form of very fast Elementals that reach their defenses before they can fire back. The skeletons are in firing places, the Dretches are behind the first line, the fighters behind them and the Glabby is really to tp in with the Gargoyles as clean up.

Abe Sargent 06-03-2012 02:41 AM

Round 1 –

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

Round 2 –

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

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

Round 3 –

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

He grabs the Orb and uses Earthquake on the roof, bringing it down. Eight of the level 3 warriors die. Many takes serious damage. No one else is in range. All of the Dřkkálfar are trapped.

Abe Sargent 06-03-2012 02:56 AM

Round 4 –

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

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

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

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

24 Dřkkálfar face them. Who will win init?

Abe Sargent 06-03-2012 11:51 AM

They do!

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

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

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

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

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

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

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

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

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

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

He returns.

Abe Sargent 06-03-2012 12:04 PM

They’ve been to all of the rooms on this floor,so he orders the party to that great boulder. Two Giant Skeletons push it aside.

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

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

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

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


A double check verifies that there is nothing else left here.

Abe Sargent 06-03-2012 12:46 PM

Slain – 41 Fire Giant, 6 Ettin, Snurre, Queen, 17 Hell hounds, 33 Fire Giantesses, 24 Fire Giant child, 5 Hill Giant, 10 Headed Pyrohydra, 4 Stone Giant, 86 Troll, 2 Frost Giant, 1 Chimera, 78 Gnolls, 10 wererats, 2 spotted lion, 2 Cloud Giant, Curate #2, Curate #1, Jarl, Jarl’s Woman, King’s Torturer, Royal Headsman, Boldo, 2 Grey Ooze, 12 Piercers, 2 Green Slime, 13 Fire Beetles, 2 Fire Lizards, Dřkkálfar 6th level warrior, Gorgon, 12 Dřkkálfar level 2 warriors, Fire Giant Smith, 9 Dřkkálfar level 4 warrior, 18 Dřkkálfar level 3 warriors, 1 Dřkkálfar level 5 warrior, Dřkkálfar level 9 fighter, Nedylene, 3 Mind Flayer, 2 flame salamanders, 1 Red Dragon


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


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

Alzar - 566,116 (Level 12 is at 750k) – 58 hp
Estaish – 389,615 (Level 9) –69 HP
Carum – 369,805 (Level9) - Now has 81 HP.
Wassilon – 148,207 fighter (level 8, level 9 at 250k)/ 148,207 thief (Level 9, lvl 10 at 160k) 56 hp total
Hrothgr – 378,615 (Level 9) – 78 hp
Aleigha – 458,000 – 72 hp
Maerie – 205,000 =- Level 10 Thief – 61 hp

Tellistto 06-03-2012 12:47 PM

That was the very interesting campaign. All sorts of baddies to kill off there.

Tell

Abe Sargent 06-03-2012 12:56 PM

After three days of searching, magic piles, Gem of Seeing, and more, here is what Alzar found:

207944 gp in coin

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

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

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

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

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

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

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


Dřkkálfar Items:

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

Lesser Tentacle Rodx2

Abe Sargent 06-03-2012 12:56 PM

Quote:

Originally Posted by Tellistto (Post 2664580)
That was the very interesting campaign. All sorts of baddies to kill off there.

Tell


Yup yup!

ozias 06-03-2012 01:21 PM

Holy crap, what is Alzar going to do with all his new found wealth?:D

Abe Sargent 06-03-2012 01:25 PM

He finds many scrolls from Eclavdra in regards to attacking others and such.

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

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


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

Wand – shoots globs of goo that stick things together

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

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

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

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


He also quaffs the Longevity Potion. He loses 9 years of his life. Physically.

Abe Sargent 06-03-2012 01:25 PM

Quote:

Originally Posted by ozias (Post 2664598)
Holy crap, what is Alzar going to do with all his new found wealth?:D


Go on a vacation maybe?

Abe Sargent 06-03-2012 01:53 PM

Alzar has been using the month to teleport back and forth and use his lab. He’ll tp back a undead and study, the tp back and animate some, and explore using the Gem and whatnot.

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

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

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

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

Here are some he considers

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

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

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

4). Instantly gaining a powerful magic item.

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

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

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


So

Alzar uses a Wish carefully worded. Has has gained:

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

We haven’t had a full char sheet for Alzar since just before the Temple of Elemental Evil, so here is Alzar is all of his full glory, as of today.

Abe Sargent 06-03-2012 01:56 PM

7th level Fighter (Myrmidon), 11th level Path Mage (Fivefold Mage)

Lawful Evil
Human

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

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

Race Abilities:

None Taken

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

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


Non-Weapon Proficiencies:

Myrmidon Bonus:

Tactical History 14
Fire-Building 16

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

As a Necromancer/Fivefold Mage

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

Languages – Typic, Sis’sharr


Traits:

Empathy
Fast Healer
Precise Memory


Weapon Proficiencies:

Bonus Kit Specialization:

Battle Axe

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

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


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


Class Ability:

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


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

Immune to starvation

Can cast ESP once/week

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

Abe Sargent 06-03-2012 02:00 PM

Alzar’s Stuff:

Gold: 1,307,029

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



Jewelry and Gems and Objet d’arts


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


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

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


197965 in jewelry

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

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

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


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

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


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

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


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

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


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

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

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

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


Books:


1000 gold worth of texts from Tower in Rahasia
2000 gold worth of Castanamir’s own personal journals.
3 books on golems and repair – 500 gold.
5000 gold in books on summoning and conjuring.
10 alchemy texts, 100 coins heavy, 1000 gold value to a library.
15,000 specialized summoning and conjuring texts
2500 gold Gingwatzim information, and the five books and two manuscripts that show it.
1000 gold, 12 books, info on making portals
3000 necromatic tomes for research
Ye Secret of Ye Philosopher’s Stone – 500 gold
Concerning Mesmerism and Lists of Effects – 50 gold
The Magical Properties of Gemstones - 150
The Magical Properties of Herbs and Flowers - 150
The Metaphysics of Mathematics – 150
Principles of Navigation and Legal Distinction in Letters of Marque – 10 gold each
Manual of Summoning Familiars – When read in its entirety just before casting Find Familiar or a similar spell, three possible familiars will arrive and spellcasters can choose which one they want.
Cenozoic Glacial Geology, - 50 gold
The Art of Coarse Angling – 75 gp
History of The Gauntlet and The Sentinel – 250 gold
200 tomes, 12000 gp – value of books in generic mage research for spells and other mage stuff.
1500 gp worth of alchemical books
Tome – 500 gp value to evil spellcaster detailing sacrifice of humans to earth elementals for various effects.
The Anatomy of the Harginn (The Fire Elemental Grue) worth 500 gp and tell how to summon, and what they do, etc.
Four texts on Elemental Water, Evil – 250 gp each
Seven Tomes on Secret Rituals of Water Evil of various sorts.
Treatise on the nature of a flesh golem (not its construction)
5 books on anatomy of various monsters
Two Books of Magic
25 volumes on Battle tactics and strategies in various wars and sieges
Vacuous Grimoire – Cursed Book, kept in Library as Trap
Tome of Vile Darkness – Magic Book for Priests

Abe Sargent 06-03-2012 02:02 PM

Artifacts:

Orb of Golden Death with all four element stones


Magic Items:

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

Weapons and Armor -

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

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


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

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

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

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

Wands, Staves, Rods -

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

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


Scrolls –

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

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

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


Items Worn

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

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

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

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

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

Abe Sargent 06-03-2012 02:06 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, Pocket Dragon, Gold, Redx2, Whitex3 and Green Dragon Skin and Scales and Teeth and Blood; Three sabre-tooth skulls, and 6 teeth; 2 Wyvern tails, stingers, poison sacs, blood, 1 wyvern skin; Dragon Turtle shell in several pieces, teeth, skin and scales, blood; Spirit Naga teeth, eyes, blood; Displacer hide, eyes, teeth, blood, tentacles; Ape teeth, basilisk scales, cockatrice feathers, elephant hide, fox dung, gorgon tongue, hydra blood; White Dragon Hide; Large Polar Bear Skin; Wyvern Skin; Su-Monster Hide; Teeth and Claws of Umber Hulk; Giant Scorpion Claws; Horn of Wooly Rhino; Pair of Mammoth Tusks; Pair of Mastodon Tusks; Shedu Head;


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

Ochre jelly in a glass jug and another in ceramic jar

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

Large Potion Case with 29 potions – can be checked afterwards

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


Unusual Items:


Intelligent Items:

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

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

Unique Weapons-

The Sword of the Rock

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

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

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

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

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

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

The Gauntlet gems -

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


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

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

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

Small case with vials of 5 different poisons


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

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

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

Dřkkálfar Armor and Weapons:

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


The Water Queen, galley, comfortable.

Abe Sargent 06-03-2012 02:06 PM

Spellbooks:


Damaged Castanamir:

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


Castanamir’s Evil Books:

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

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

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

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

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

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

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

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

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



Castanamir’s Enchantment Books:

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

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


Alchemist Spellbook:

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


Lavinia’s Spell Book.

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


Villa Spellbook:


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


Transcendental Impenetrabilities:

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


Life of Nature: Its Secrets

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


Kalnaka’s spellbook:

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


Markessa’s high level spellbook – Lightning Bolt

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


Kwarino’s Spellbook:

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


Lamonsten’s Spell Book:

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

Geldered’s Spell Book

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


Horan’s Spellbook

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


Snarla’s Spellbook

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


Morak’s spellbook:

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

5 spellbooks of Falrinth:

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

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

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

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

Level 5 – Contact Other Plane, Wall of Force


Senshock’s Spellbook:

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

Abe Sargent 06-03-2012 02:08 PM

Alzar’s Spell Books:

5/5/5/4/4


First Level:

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



Second Level:

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



Third Level:

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


Fourth Level:

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



Fifth Level:


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



Sixth Level:

Alzar’s Golem Heal
Alzar’s Spellbookmend
Curse of Lycanthropy
Enchant an Item
Ensnarement
Geas
Invisible Stalker
Legend Lore
Seizure
Spell Mirror
Stone to Flesh
Transmute Bone to Steel

Abe Sargent 06-03-2012 02:09 PM

Undead and Servants:

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


Tribe of the Bleached Skull –

Orc Tribe more than 300 orcs


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

Bokus, Flesh Golem

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

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

Coils – Iron Cobra

Fangs – Necrophidus


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

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

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

Level 2 – Forget
Level 5 – Domination



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

Into the new OtherSpace goes his traveling lab and workshop from the wagon. He also places all of the spellbooks, his and those he has found, and a small library. He also places a bed, a few spares weapons, extra potions he doesn’t immediately need (such as extra Water Breathing ones how many would you really needed in a crisis?) and more.

Abe Sargent 06-03-2012 03:19 PM

D1. Descent into the Depths of the Earth


Abe Sargent 06-03-2012 03:38 PM

Alzar is getting ready to pursue the Dřkkálfar down the dark tunnel. Research shows that it goes to the labyrinth, and now he is prepared. He can use the space freed in the Bags of Holding for supplies such as water and food. His giants won’t be expected to fit down there for long.

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

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

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


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


By clearing out lots of space, Alzar is trying to ensure that he has space to bring back many of the findings without leaving important things behind and without the ability to teleport stuff back.

Abe Sargent 06-03-2012 07:14 PM

As a reminder, here is how Alzar summons and makes friends:

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

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

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

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

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

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

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


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

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


Expect him to normally wear the Mud Ring and Ring of Free Action, instead of the Ring of Sustenance.

Abe Sargent 06-03-2012 07:26 PM

Alzar has cleared out the tunnel and his party has moved down. He actually brings 20 Giant Skeletons down with him. About half a mile down the tunnel, he leaves them behind in a large cavern as a rear guard in case he or his have to return in a hurry. Due to his extradimensional spaces, none of his party need to carry anything, such as a backpack or anything else. Everything from bedrolls to flint and steel are stored away.

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

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

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

They make camp at roughly the six mile mark. They set watch for the evening, but nothing untowards occurs. The following morning they break camp and continue.

Abe Sargent 06-03-2012 07:36 PM

Two miles later, Dryshik notices something around a bend, and Alzar goes invisible and wears Elven Boots to investigate. There is a Dřkkálfar checkpoint here. It has at least 15 people, and probably closer to 20. On the left are 2 male fighters keeping watch, with a cave in the back that is large and open and barracks for many more males. On the right are two female fighters keeping watch.

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

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

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

Due to surprise, Alzar’s group goes first

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

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


Slain -1 3rd Dřkkálfar fighter, 1 2nd level Dřkkálfar fighter,

Abe Sargent 06-03-2012 08:01 PM

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


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

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

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

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

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

They investigate the check point and find:

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

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

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


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


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


Used – Dispel Magic, Shield-Maidens, Tentacles, Continual Light

Abe Sargent 06-03-2012 08:36 PM

Alzar gives his belt to Estaish to use to regenerate. It will then be given to Aleigha.

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

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


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





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

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

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


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


Purple Worm Tail Poison and Stomach Acid
1000 GP worth of unsmelted ore – weighs 1600 coin

Abe Sargent 06-03-2012 08:57 PM

They are looking but are unable to figure out which of the tunnels is the right direction. There are six major tunnels that come through this nexus, including the one Alzar entered from. The chamber is about 800 yards deep and half that across. Which one gets him to the Dřkkálfar land?

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

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

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

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


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

They awaken, have breakfast, and move on. Four miles into the journey and they encounter nothing unusual. Then a large swarm of fire beetles comes out of a side passage. Alzar lets them pass without attacking them, and they are more interested in something else. The huge swarm of 30 or 40 beetles moves on and so do they. The “night” passes without hiccup.

Abe Sargent 06-03-2012 09:54 PM

As they move out, they encounter a space that goes down to three and a half feet. Alzar’s undead cannot squeeze through. He uses Passwall and Transmute Rock to Mud, but the passage is small for too long for his spells to get the undead through. He takes the gargoyle cloaks and hell hound one and leaves them in a side cave. Hopefully the 27 skeletons will be there on his return.

Two more miles pass.


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

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

44/78 hp – Aleigha

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

Round 2 –

They win init. They Dominate Estaish and fail, and Dominate Carum, and succeed. Aleigha turns and attacks the Glabrezu and the rats follow and they take it down. Alzar has to prioritize the Mind Flayers back behind the melee line. Tentacles are cast on the Flayers and 14 tentacles grab the Mind Flayers. Exactly seven are destroyed by the saves, and two grab one and five the other. The one has taken 18 damage and the other 31.

Abe Sargent 06-03-2012 10:25 PM

R 3 –

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

R 4 –

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

25/78 - Aleigha
38/69 – Estaish


R5 –

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


Slain - Dřkkálfar 10 3rd fighter, 2 4th level fighters, 8 2nd level fighter, 1 6th level cleric, 9th level cleric, 1 7th level mage; Purple Worm, 12 wererat, 2 Mind Flayers,

Abe Sargent 06-03-2012 11:34 PM

Behind here are the treasures of the Mind Flayers, and Wererats:

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

12x Dřkkálfar +1 short swords

Green Enameled Lozenge Brooch

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

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

They rest and in the morning, move out. They day goes 5 miles, and they see nothing. A chasm on the left forced them around it, but it wasn’t that long of a diversion. They camp and again have no issues.

Abe Sargent 06-03-2012 11:46 PM

The morning sees the group move out, and two miles later they arrive at a large cavernous network caves. The merchant tells them that this is called The Warrens of the Troglodytes, but there are other foes here. There is a large central cavern with many caves and spurs in various directions. The Dřkkálfar have a checkpoint here in the middle and a small set of caves just off the central cavern that they use as a base. The merchant is returned, Alzar casts Tongues and talks with them directly. He mentions that he wants to head to their city. They give him directions, and a Black Medallion, because he took out the Illithid outpost. This is a pass to get him through checkpoints and into the city.

Black Medallion - Dřkkálfar

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

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

Abe Sargent 06-03-2012 11:54 PM

The haste spell wears off before they arrive at the next room. 32 trogs hear the alarm and move out. They arrive from the other corridor, and 10 die, before they flee. Alzar drops a Wall of Ice behind them and they are slain, because the space behind them was too big for the four gargoyles to hold. A side cave of 14 trolls are slain. The Water Elemental is taken out through.

They move through a large fungi farm to the other side of the trog caverns and there is no exit, and they are prepared, by the forces of the elementals and demons smash through. A few falling rock traps and such don’t do much beyond damaging the elementals and stripping all of the Mirror Images off a Vrock. 44 trogs are slain. They skip a tribe of roughly 150 bugbears as they are allied with the Dřkkálfar.

They come across a giant slug that the Dřkkálfar were going to take care of, and take it out. The wounded Earth is out and the glabby took 23. The next set of caves have ghouls and ghasts serving the drow and about to leave once the path with the giant slug is clear. He controls them and commands them to give him information. One gives him its treasure ad then he realizes them and leaves.

Using his Cloak of Displacement, Alzar clears out 14 piercers from a room. His elementals and demons take out a trapper, but the glabby has just 18 hp left.

Abe Sargent 06-04-2012 12:06 AM

Alzar arrives at a small cavern with nothing in it. This is the final one. Like the others, he grabs his Gem of Seeing to investigate, and then his party is attacked.

By a lich!




A lich is a high level wizard who sought immortality by becoming an undead that retains the mind and powers of the wizard. The Lich casts Mirror Image first. Alzar tries to control it, and has a 16 or more on a d20 to do so. He rolls a10 and misses.

Battle begins.

It wins init and casts Lightning Bolt on Alzar – he makes his save and takes 21 hp. Three images are taken away by the summoned creatures and the fighters last two with range attacks. The Hell Hound hits for 3 damage. Alzar casts… Ray of Ondovir. It fails the save and will do the same thing next turn.

It wins init and casts Lightning Bolt, but it does not have a second one. Alzar’s group sweeps up six images and the fighters hit twice for 11 damage (they have double attacks this round). Alzar use Ray of Ondovir from his ring. This second level spell has a -3 penalty to the save, and Alzar gives a -1 to the save from his class. That’s a -4 penaalty to the save. The Lich succeed on a 7 or higher, but with the save at -4, he needs an 11 or higher on a d20. Here is the roll….it makes it.

It wins init and casts Globe of Invulnerability. Spells of level1-4 cannot target or effect the Lich. Alzar orders the fighters and demons to retreat, and leaves some skeletons attacking it. He casts Dispel Magic at the Lich, brings down both protections and flees. The Lich does not chase him.

Abe Sargent 06-04-2012 12:28 AM

Alzar arrives back at the Dřkkálfar and his party stay the night. They did not know there was a Lich hidden behind illusions in that cave. Alzar is going to handle it. He grabs both Crystal Balls and spends the next few hours spying on it. After an hour, it Dimension Doors away, and Alzar follows it. After hours of spying, it arrives at a wall and walks through another illusion. Behind this illusion are some traps and a number of items. It opens a door and reveals what Alzar is seeking.

Alzar summons a Bebau and equips the Ring of Spell Turning instead of the Mud Ring. They both Teleport in (him with his stored spells and arrives in the Lich’s chamber. He is healed, but the Lich has not. With surprise, the Bebau attacks the Lich and Alzar’s axe is out. They attack three times and hit twice for 21 damage. The Lich is reeling and turns and casts Time Stop. He gets two free rounds to do anything he wants. He casts Magic Missile on Alzar but a roll of 7 reflects 70% of the damage back on himself. He takes 22 and Alzar takes 10. Knowing the ring might reflect other spells, he turns and casts Flesh to Stone on the Bebau. It fails the save and petrifies

Next round - Alzar luckily wins init. Due to the Time Stop, I gave him a d20 and the Lich a d12 to see who was lowest, but Alzar rolled a 3. His axe attacks twice. One misses, and the other adds another 15 damage to the undead creature. It responds by casting teleport and is gone.

Alzar uses the Gem to search the area, and finds what he saw before. There are two books in a safe that was unlocked, and both are spellbooks. There is nothing else here save for a single scroll and two potions, and Alzar returns, through several traps and illusions. He gathers the items from the various rooms that things were slain in

Abe Sargent 06-04-2012 12:56 AM

Gained:

Gold Skull – 230 gp
Bronze Statute Idol of Shark God – Ivory, Coral and Gold – 9500 gp
1300 gp
Jewelry – 24,800 gp total
10x 500 gp gems
Garnet – 2000 x2
10000 gp gem

Potion – Longevity, Flying, Plant Controlx4
Jug of Alchemy
+3 javelin

Pair of Crystal Lenses

Two Lich spellbooks

Seven times a day, the Jug can pour out 8 gallons of fresh water or4 gallons of beer/ale or 16 gallons of salt water, 2 gallons of vinegar, 1 gallon of wine, 1 quart of ammonia, 1 pint of oil, and small amounts of aqua regia, alcohol, chlorine or cyanide. You can mix and match. In combination with the Mead Pitcher that makes any amount of mead, this will water a party indefinitely.


Slain - Dřkkálfar 10 3rd fighter, 2 4th level fighters, 8 2nd level fighter, 1 6th level cleric, 9th level cleric, 1 7th level mage; Purple Worm, 12 wererat, 2 Mind Flayers, 52 trolls, 90 trogs, 1 trog chief, Giant Slug, 14 Piercer, Trapper,


D1 is complete!

Alzar quaffs the Pot of Longevity and loses another 6 years

XP total from the adventure is 195,423. We’ll divvy it up later.

Abe Sargent 06-04-2012 12:57 AM

D2. Shrine of the Kuo-Toa



Abe Sargent 06-04-2012 11:17 AM

The Dřkkálfar give directions for Alzar the rest of the way to their city. It’s about 35 miles away, which is roughly 7 days.

Alzar’s party moves out the next day. They explore, and after two miles, they come across a patch of green slime, with three of them across the road. Alzar slays them, and they continue. Four more miles slide by as they have the smoothest traveling day of the journey so far. They camp for the night, and all remains quiet.

In the morning, after a mile they begin to hear the sound of a mighty river. This is the largest body of water in the area called by the residents the Underdeep or Underdark. The Svarjet River comes into view. It is about a third of a mile wide, fairly smooth, and unknown how deep. The tunnel stops at this end and begins on the other. A very large fishman with a giant raft paddles towards Alzar’s shore. He’s never seen or heard of this race before, and Wassilon just knows that there are rumors of a fish race called the Kuo-Toa among his group of people, and he reminds Alzar that he comes from far away from here. The person arrives and begins to speak. Alzar casts Tongues.

He is demanding 1 pp for each person to travel across. Alzar has no wish to insult the locals, so he gives him 5 gp per person, undead, but not for Megala and Dryshik. The Kuo-Toa accepts and they board the giant raft. He is able to push it across just by himself, and after a half hour they are at the other side.

After disembarking, they leave and continue on.

Abe Sargent 06-04-2012 11:50 AM

An hour later, as they continue to travel, one of the fighters steps on something sticky, and is immediately reeled in. They have been entrapped by a Cave fisher!



Alzar orders the Gargoyles, Megala, and Dryshik to fly and attack it before Maerie is brought in. They do so and the Fisher takes 21 damage. It claws at a gargoyle but can’t hit it. Maerie is in but it’s worried about the flyers. It attacks and misses, and they slay it. The rest of the day is quiet, and at night, they hear a screeching noise but nothing more.

Abe Sargent 06-04-2012 12:03 PM

Day three after the caverns begins like the others. Two miles and they begin to hear the rat-tat-tat sound of mining. They arrive at a medium sized cavern with a bunch of smaller openings. Alzar’s Gem of Seeing is out, inspecting, just as it always is. As they inspect, out comes a Svartalfar captain. He waves at Alzar’s party and approaches, with two others that emerge from the tunnels. They great Wassillon warmly.

They have been mining this area, but it is mostly mined out, and they are ready to move back home with their bounty. Their blue skin twinkles in the light of the phosphorescent lichen in the cave. They tell of a large temple the Kuo-Toa have about a mile off the main tunnel. They agree to check it out and then say good bye to the Svartalfar, who in a day or two will be done and head back.


The next two miles are smooth, but then a large set of sinkholes in the tunnel forces them to slow down. One is particularly is right in the middle of the cave and most of the tunnel leads down to it. They aren’t able to move very far, but they do get past these numbers of sinkholes before breaking for the evening. Camp is quiet and nice, and the evening passes without event.

Abe Sargent 06-04-2012 12:21 PM

As they finish breakfast and move out, two major side passages appear just a few hundred yards past their camp. They continue on, and the ceiling begins to get closer to the ground. Soon it’s only five feet high, but even the undead are able to get through. Then, the tunnel gets tighter. The ceiling opens to seven feet, but the passage is now only four feet wide. This continues for a half hour of travel, and it’s a bit unnerving.

The tunnel forks, and the directions they’ve gotten say you can go both ways, they meet up again about a mile down tunnel. They take the more traveled left fork. Things open back up again and people start to relax and normal travel resumes. Then a shaking can be heard, and a side tunnel arrives on the left. Flying out of the tunnel are a large flock of giant bats. Then from the ground bursts a large fiery worm. It’s smaller than the Purple Worm they encountered a few days ago, but its so hot it melts the ground around it. This is a Thoqqua



It’s about twenty-five feet long and five feet across. Since it melts the rock around it and travels, it is very hot and powerful. It also is causing a collapse in the nearby rock face, as melting rock gives way, and other rock follows without support. Parts of the tunnel collapse entirely. In a flash, Alzar is caught in the tunnel’s collapse. He falls down the side passage, and the rock avalanches down it and he is carried with it. Minutes pass as the passageway is gorged with rock and widens. He is carried down and pushed about from rocks to rocks. He cannot get the time to concentrate and cast a spell. Then, suddenly, the passageway breaks under the weight of the extra rock through a large sinkhole and tons of rock and Alzar are pitched down. He activates a charge on the Belt of Flying, and takes some damage from falling rocks, but manages to get out of the way of most of them. More rocks have wedged themselves into the sinkhole above him, and shut it off. He is inside the large sinkhole, and cannot go up.

He flies down to inspect the ground, and there is a huge cavern here. He drops to the ground and gathers his wits. Alzar managed to control the slide and commanded his flyers to follow, so Megala and Dryshik are both with him. Nobody else or anything else is. No people, no undead, nothing. A quick check shows that all of his possessions are still with him, and he took 29 points of damage in the falls.

He inspects what is around him, but sees and finds nothing. Instead of searching more, he rests, and then memorizes Teleport. He grabs his Crystal ball and checks where the collapse happened, but nothing can be seen save for rubble. He moves to the fork, and it looks the same as always. He casts teleport to return him to the fork, but it won’t work. He must be more than a mile away.

The Ebony Fly Statuette is called and Zadaxx grows from it. Alzar rides it up to the top of the sinkhole, and then uses Passwall on the rock, and tries Transmute, but it is too thick. There are tons of rock above him, and even if he managed to get up there, who knows how much more rock would be in front of him. It could take him months to have enough Passwall spells to return.


Alzar is on his own.


Slain – 4 Green Slime, 1 Cave Fisher

Abe Sargent 06-04-2012 12:41 PM

He returns to the cavern below and begins a more thorough search. There are two ways out – one is by a smaller tunnel that does not look used. The other is by a tunnel that also does not look used, but it twice the size. Alzar takes the larger of the options. He slips back on the Ring of Spell Turning now that he is by himself for the Mud Ring.

After two miles, Alzar has found nothing. He camps and memorizes a slightly different spell list to reflect being by himself:

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

Now that he is by himself, Alzar travels invisible, with the two flyers placed in his OtherSpace. By keeping them in there, there is no chance of separation or them being noticed by another. Alzar is solo in the tunnels. He has also switched to the Elven Boots to remove any trace of passage and to drop his noise level.

During the day, Alzar passes by a series of Carrion Crawlers without challenging them. He also finds and moves past a column of large ants, each the size of a hand.

At night, after traveling five miles, he stops and rests. Is this really night above? Does it really matter?

Two more days of traveling pass, and eleven miles of underground tunnels have fallen behind him. He sticks to the large tunnels, hoping to find a way out. He spends a few hours reloading the teleport spell as a temp spell, replacing it.

Abe Sargent 06-04-2012 12:55 PM

Then on the next day, Alzar senses them. Three invisible forces move towards him, as if they knew where he was. A quick Gem of Seeing shows a trio of invisible stalkers about 50 yards away and closing. (Alzar senses 1st and 2nd level illusions with his Int of 20 – invisibility is a level 2 spell and illusion).

Alzar’s Axe is out and he approaches them. With his intelligence and Blind-Fighting, he can hit them as if he can see them. They don’t expect it, and he wins init, with his Axe cutting into one for 14 damage. They attack – two hit, one misses – Cloak causes all to hit. He attacks twice, and hits once more for 18 damage. The Stalker is dead. One misses, the other hits for 10 damage. Alzar slashes one for 15 damage. He takes 12. He double attacks and hits twice, taking it out. The last one attacks and misses. Alzar hits, takes 9, and slays it.

Alzar breathes and concentrates. He grabs the Orb and summons a Glabrezu, and the Demon Staff and a Vrock. There. The Gem flashes up, and he sees the invisible Lich just finishing casting a spell at him. It has a bunch of Invisible Mirror Images that are revealed when it completes its casting. It casts Lightning Bolt at him, and his Ring sends 50% back. They both take 19, save for half, and both make it. Out fly Megala and Dryshik from his OtherSpace.

Abe Sargent 06-04-2012 01:09 PM

Alzar casts Ray of Ondovir at it and it fails its save. It casts Lightning Bolt, but it has it. The Lich has clearly learned from the first encounter, and casts Bolt at Alzar. The Ring rolls a 4 and only reflects back 40%. The Lich takes 15 with a failed save and Alzar takes 23 save for half to 12. The Demons arrive and blow off three images.

Alzar drinks a potion of Extra Healing and gains back 28 life. The demons take out two more Images. The Lich casts Time Stop. It Flesh to Stone’s a Glabrezu, bit it makes the save. Then it casts Globe of Invulnerability, and it gets one more free round this time. It casts Reverse Gravity, and Alzar flies up into the ceiling and takes 15 damage.

It wins init after and casts Monster Summoning VI. It opens a gate and out come a pack of four Wraiths to attack Alzar and his group. Mistake. Alzar controls them and they immediately go under his command. The Demons slash off two more images and the Lich is hit for 17 damage.

Alzar wins init. He orders the Wraiths to attack. Two destroy two images. The demons attack, and four attacks come in. One misses the AC of -3. The next hits and takes out an Image. The third blasts an image, and the fourth hits and deals 19 damage to it. With a damaged Lich, Alzar has one shot. It’s immune to most spells and Wands and such he has. However, the Wand of Frost, on his bandolier, can spend two charges for a Cone of Cold. Undead take half damage from cold. Then on top of that, it can make its save, and reduce the damage further. But it’s a 5th level spell and will penetrate the defenses.

The Cold of Cold begins. Alzar rolls 6d6, and treats any 1 as if it were a two. He rolls two 5s, and then a 1 and a 4, and finally a 1 and a 3. Total damage dealt to the Lich (and the Wraiths and Demons too btw) – 20 damage. This is halved, up to 10 damage to the Lich.

The Lich began with 65 hp, fully healed. When a Mirror Image spell is cast, there is a 1 in X chance you will hit the caster with any blow that connects, so you occasionally get hit. It took 10 damage from a Lightning Bolt, 15 damage from a Bolt, 17 from a demon hit and now 19 from one. It has taken 61 damage. Even if it makes the save and takes just five damage it dies. The Wraiths go away once he who summoned them died.

Alzar has slain the Lich. The only thing on it was a

Ring of Protection +3

Solo – 3 Invisible Stalkers, Lich

Abe Sargent 06-04-2012 01:17 PM

The lich is still alive of course, flying back to its phylactery – the container that holds its soul. It could be miles and miles away. Alzar doubts it will come after him a third time. The one thing a Lich values more than anything else is survival. Now it’s already lost against Alzar twice. Should Alzar learn of the location of its phylactery, he could destroy it. They are not big on revenge, and this was not the sort of lich that had massive resources, treasures, undead servants, unusual spells or many magic items. Doubtless it was a wandering Lich of some sort, which will return no more to haunt him. Alzar grabs a leg of the Lich, some of its bones and dust, and packs it away. Some powerful necromantic spells are rumored to require lich bones as components.

Tellistto 06-04-2012 01:30 PM

Was thinking earlier that that lich would be back eventually. Didn't take him long to find Alzar and die because of it.

Tell

Abe Sargent 06-04-2012 02:08 PM

I2. Tomb of the Lizard King


Abe Sargent 06-04-2012 02:08 PM

Quote:

Originally Posted by Tellistto (Post 2665256)
Was thinking earlier that that lich would be back eventually. Didn't take him long to find Alzar and die because of it.

Tell


Yeah, bad play by it!

Abe Sargent 06-05-2012 12:08 AM

The next day Alzar reloads Dispel Magic as a temporary spell and continues. Another day of travel is quiet and undisturbed. Then Alzar begins to hear a sound of civilization in front of him. The cavern opens up, and here Alzar discovers a rare thing.

A long time ago, while getting lost in a desert, Alzar explored the ruined civilization and discovered a remnant sub-race of humanity that lived there. Today Alzar is looking at another remnant of those people. Hundreds of miles away, and under miles of rock, here is another band of those humans – the Cynidiceans.

More than a hundred are here, under the earth. They have made their home in a giant cavern, which has mushrooms and lichens they farm, as well as these cave berries they grow that he is unfamiliar with. The flesh of large worms and insects are cooked and eaten and three wells give them water. The long time underground has bleached their skin, and reduced their hair to thin little grey wisps. Their bodies are not emaciated, as one might expect, but thick and muscular. Their heavy labor and hunting forces them to adapt.

The people speak Typic, and Alzar and them have long conversations. They were a trade caravan sent from their city generations ago. An earthquake happened and the desert swallowed them up and they fell into the deep under their own city. Most had survived, and they wandered for two years until they found this home and made it their own. It has everything they need, and their culture has lived on, hardy and strong.

In fact, this cavern used to be at the edge of the Empire if Iggwilv, an evil Dřkkálfar conjurer who carved an underground empire down here. Her power was waning as she had ruled for more than a century, but something happened to cause her power to ebb. This cavern was held by a population of Sis’Sharr in it that has gotten lost from the same desert, and the tunnels led here. Their leader was a nasty female named Sakatha. The Cynidiceans, hardened by their trek, ousted the Sis’Sharr and slew their leader. Without support from Iggwilv, the rest fled and never returned.

Abe Sargent 06-05-2012 12:34 AM

They welcome him and he joins them. They don’t trade because civilization out here is few and far between. In fact, in the last year, a band of humanoids has been raiding the great tunnel that leads away, and that prevents the small remaining merchants from coming in. They have retreated when chased by the Cynidiceans. Alzar agrees to track them down, in hopes that they will know how to return to where he was.

In morning, Alzar sets out to find the bandits. He hits the main tunnel, and it’s twice as big as the one his party used for days. He has a backpack and carries a staff and nothing else, in order to look like a target. Two miles away, he hears the sound of rocks, and suddenly, twenty bugbears appear on both sides of the roads, with arrows aimed at him. One yells at him to drop his things. Alzar smiles and grabs the skull from his belt. He casts Skulltrap and flings it to the left. Ten bugbears are in range and die. Ten arrows from the other side fly at him and miss (Cloak).

Alzar wins init and uses the other Skull to Skulltrap eight of the remaining ten (From his Ring). They die. The other two begin running. They stop when a Hezrou that he summoned earlier jumps in front. It grabs both roughly and bring them over. Alzar grabs the Orb to Detect Lie. He has the one who spoke and the other. He asks the small one a question, and it refuses. Alzar orders the Hezrou to slay it, and it does. The leader is much more cooperative. Alzar agrees to free it and it tells him that their god has returned to them after being away so long. Now it leads them again. It came back a year ago or so, and it tells Alzar where the base is. Alzar nods to the Hezrou, and the bugbear runs away. It’s smart enough not to return to its people, and Alzar skips it

It appears that there is a tomb off the cavern that was built more than two centuries ago by Sakatha. The people avoid it, and someone finds that to be a suitable base. Alzar moves in.

Abe Sargent 06-05-2012 11:51 AM

The cavern has fetid water on the far side, which the people don’t drink from, because it is contaminated. With little fuel for fire, burning their own dung for fuel, they save their flame for cooking food rather than use it to purify water – thus the three wells. Alzar goes to the water and switches a few items. Out comes Zadaxx, and Alzar mounts him. Alzar flies over the lake, and arrives at the ruins of an old, beaten temple.

He waits until the hour is up from the first summon, and then brings a Glabrezu into existence from the Orb. With the Glabrezu, his flyers, and himself he senses four water weirds in the various fountains. He commands them to not attack with his ability to command other creatures, and they don’t make a sound.

Then he moves in and…

Wait…

Alzar sneaks up and verifies that what he sees is actually there. There is a Black Dragon of moderate age counting her treasure. How did a dragon live this close to this settlement of humans without getting hungry, or being found out?

His Gem shows it to be a real Dragon. Instead of stealth, Alzar reveals himself and moves to parley with it. He announces his presence. It tells him that he must leave this place, or else she will slay him. He asks how long she has been here, and he tells him that it felt good to come home after all of these years, but won’t tell him more. Alzar offers a bribe to allow him through, but she won’t have it. This is unusual behavior for the normally chaotic black dragon, but not every member of a species is the same as the tendency for it. Werebears are good, but Aleigha is neutral.

Alzar leaves and summons the Vrock via the Demon Staff. He also conjures an Earth Elemental, Air and Water Elemental with his daily devices. The Water is a 12 HD due to the lake. 71 hp. The Earth has 63 hp. The Air has 48. The Vrock casts Mirror Image. Alzar’s plan is simple. He wants the Vrock to teleport towards the front of the dragon, it will turn and the Glabrezu teleports in and tries Power Word, Stun, It probably won’t work, but it’s worth a try. Then the elementals and Alzar move in to finish it.

In goes the Vrock and she turns and breathes. It takes full damage from Acid and fails the save and dies. The Glabby comes in and cast Power word Stun and it works. She is stunned for two turns. Alzar group closes for the first one, and the demon this for 31 damage. They slay it next turn.

Abe Sargent 06-05-2012 12:12 PM

Treasure Gathered:

2900 pp
13000 cp
25000 sp
10x gp gems, 20x 50 gp gems, 30x 100 gp gems, 35 x 500 gp gems, 10x 1000 gp gems
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;

Potion – Polymorph Self, Green Dragon Control, Fire Resistance
+1 Flail, +1 platemail
+1 Sword, +4 Defender
Scroll – Protection – Undead,

The dragon was keeping everything neat. A quick Gem of Seeing pops everything into a Bag for late. He just has the elementals and Demons scoop everything into bags, and he’ll drop the CP and SP later.

Abe Sargent 06-05-2012 02:42 PM

There are stairs down which Alzar takes. The door is opened and inside three Sis’Sharr attack but are instantly slain. This doesn’t make a lot of sense. Sis’sharr now? It’s time for some heavy artillery, and Alzar uses the Mud Ring and Water ring for two more elementals. They are 65 and 59 hp respectively. He now has Five Elementals and a Glabrezu.

He moves into the next room, and this is a large central room, with the alarm going off. There are twenty-ish bugbears, 3 trolls, six human clerics but not of the sub-race outside, and ten orcs. There are three sets of double doors back. Alzar casts Haste on his group and they run in.

Fists of elementals crash into the line of the bugbears as they throw spears and draw swords. Minor damage is sustained. Several humanoids are slain. Alzar drops a Tentacles by the clerics, and it entangles two of them, but the others make saves. He is hit by two Silence spells, and fails one save. One casts Cause Blindness on Alzar but it makes his save, the other casts Sticks to Snakes and turns five sticks into snakes. The final two are squeezed by tentacles.

They win init. They hammer a Water Elemental and one frees himself from his last tentacle. Hold Persons hit and roll off Alzar’s Spell Turning ring and one paralyzes himself. The elementals slay six humanoids, and Alzar swings with an axe to drop a troll. The glabby tps back by the strongest looking cleric.

Alzar takes back init. The tentacle cleric dies. Alzar double swings to take out two orcs. The bugbears are smashed by elementals and the demon drops a cleric. The humanoids are badly damaged, and the clerics order a withdrawal, but with their enemies hasted, they can’t get away, so they swing and hit the Water a few more times. It has 17 hp left.

Alzar keeps init. The demon drops a third cleric. Most of the humanoids are swept away and Alzar break through the snakes to hit a cleric for 13 damage. They miss and do little, and next turn Alzar cleans up.

Abe Sargent 06-05-2012 04:08 PM

On this level, they find a Vrock, recently summoned, and take it down after Alzar fails a control roll. Alzar has all items tossed into a bag by the Glabrezu as he takes the hasted elementals deeper into the level.

Near the stairs down to the next floor, there is another concentrated group of resistance. Alzar drops Wall of Ice behind him, and his hasted group slays them in three rounds. They head down with nothing else here, and the demon tps in and gives Alzar back the Bag.


Scroll of Protection – Lycanthropes, Magic
Staff of Striking – 48 charges
+2 warhammer, +1 mace, +1 plate, +2 mace
Ring of Warmth, Bard’s Ring (+2 AC, +4 saves, -2 charm saves for foes)

They move downstairs, and the Haste spells wears off.

Abe Sargent 06-05-2012 07:22 PM

The stairs up into a T. As Alzar looks around behind his elementals, Suddenly in flies a Flame Arrow spell and hits a modestly wounded Earth for 25 damage. Alzar turns and there is a line of 20 Sis’sharr to each side, and they pepper his group with arrows. They focus on the damaged Earth and bring it down.

Alzar casts Sleep and five Sis’Sharr drop. The Demon teleports in next to the mage and by the captain of the force. The Elementals move in behind, and Alzar spins to the five behind that are still awake.

Init is rolled. They win. The archers hit Alzar no times (cloak). The captain slashes into a Water Elemental with his Frostbrand sword and doles damage. The Mage, Darr’ess, follows with Continual Light at Alzar’s eyes. The Spell Turning Ring reflects 30% f it back. Alzar makes a save at +3 and the Mage at +7. They both make their rolls. The demon stabs the mage and hits for 16 damage. The Elementals destroy many fighters. Alzar casts Sleep and all five behind him drop.

They win init again. The mage casts Blink and blinks back 120 feet. The Elementals finish the guards, and the Water Elemental is finished by the captain. The demon follows the mage. Alzar grabs a dagger and throws it at the mage and misses. (extreme range negative, plus, not able to use daggers).

Alzar wins init. The demon finishes Darr’ess, and the captain dies at the hands of many elementals that manage to hit his AC0.

+2 Platmail, +1 longsword
+3 Longsword Frostbrand
Cloak of Protection +2
Ring of Swimming
Wand of Fear: 5 charges
Scroll – Protection - Magic


Solo – 48 Bugbears, Black Dragon, 5 trolls, 6 human clerics – levels 3, 4, 4, 5, 5, 6; 23 Sis’Sharr, 19 orcs, 1 Vrock, 1 Sis’Sharr fighter 7 ; 1 Sis’Sharr mage, level 8;

Abe Sargent 06-05-2012 07:57 PM

Alzar has an Earth, Water, Air left. He casts Animate Dead twice on soldiers and raises 24 skeletons as cannon fodder, and they’ll move into rooms, open doors, and so forth. They move to the left and find a locked door. Alzar tries the Gloves of Manual Dexterity, and he manages to pick it. This is the bedroom of the mage. The Gem of seeing reveals two hidden doors. One opens to his study and workroom and the other to a treasury.


Three Books on Spell Research into Commanding Undead
Vial of Diamond Dust – 350 gp
Gold Candlesticks, 200 gpx2
Tapestry – 1300 gp
500 gp
500 pp


Darr’ess’s Spell Book


They raid several barracks and the captain’s quarters. The only thing found is the tapestry mentioned above.

Alzar decides to return, and make a 12 HD Water Elemental from the orb, followed by a Stone and Air one. They have 65, 66, and 50 hp. Now he has six again. The glabby left. Back to exploring after he summons another glabby.

Abe Sargent 06-05-2012 08:16 PM

A skeleton trips an alarm as they move in, and suddenly noises are heard. Out of the area pour 9 clerics of various levels. Alzar orders in the party, holding back the skeletons. 12 skeletons are controlled by the evil clerics. He orders the glabby to tp next to someone.

Alzar’s team wins init. The demon carves into a 4th level cleric for death. Alzar casts Domination on the cleric with expensive clothes. He makes the save. Elementals slay three clerics. Alzar is Silenced. The patriarch orders a retreat and they move back. The skeletons try to attack Alzar but do little. The demon slays a cleric as they are retreating, and others die. Only the Patriarch makes it out. Alzar chases him down with his Boots of move faster than you do. The cleric turns and his staff turns into a snake. He casts poison on Alzar but Alzar, with his Periapt, makes it. Alzar attacks and hits him with an axe for 14. The demon pops up behind it. The priest dies the next turn. On the rest of the level, there is nothing but two mimics, slain by the elementals, after killing a skeleton each.


Staff of the Serpent, adder
+1 Plate Mail
800 gp Carpet
5000 gp
2000 pp
Cursed Scroll
Scroll of Protection – Demons

Abe Sargent 06-05-2012 09:30 PM

They head down stars. As the skeletons go down, the stairs turn into a chute and two skeletons drop into a large lake of fire. Alzar flies down riding Zadazz, finds some things like logs and such to post against the stairs and everybody else can drop. Alzar uses the giant fire to summon a 12 hd Fire Elemental from the Orb.

There is a giant green space here with a river and a raft and more The Gem detects it all an sn illusion covering ten acid pits. Alzar guides them around

They reach twelve barrows of dead servants, and out fly twelve wights and Alzar controls them all after two turns. They yield their treasure and join his group. He sends them in to slay a group of Sis’Sharr encamped here.

The main feature is a tomb with a three sided pyramid structure. There are two beautiful giant doors that are huge works of art and would be worth 35k gpo each if he could get them out. There are no locks, so he steps to the side and uses Passwall to breach the tomb.

Skeletons step into the hallway beyond and drop into pits and blades. Four are lost to four traps, but two have not reset and the others are avoidable.

Abe Sargent 06-05-2012 11:36 PM

There are three doors ,and Alzar takes the one on the right. In here is a hallway with a giant painting of a hunt and nothing else. The Gem shows nothing. He returns and heads to the left door, and it’s a hallway with an giant painting of a war and nothing.

The middle door opens into a giant dining room and stairs down, which are not trapped.

Double doors open into a large temple, with an altar at the center. There are three priests and 12 sis’sharr here ready to meet Alzar. Battle begins.

Seven wights are pulled away from his force by two sub-priests and the main one casts Flame Strike on Alzar and takes 15 himself – Alzar takes it too. 50% rolled with Ring. Elementals and demon are in and undead behind.

Alzar wins init. His elementals slay both of the subpriests. He regains control of his wights. Alzar drops a Domination spell on the head cleric, and he makes his save. He casts Hold Person on Alzar and both make their saves after the reflection.

They win init. The Priest tries again and fails. 7 sis’sharr are slain. Alzar toss a dagger and hits for 12 damage. Alzar wins init and the demon stabs the Priest for 23 damage and Alzar throws twice, hitting one for 10 and slaying him, The elementals finish the sis-sharr.

Abe Sargent 06-05-2012 11:54 PM

There are no doors here, but the Gem reveals two hidden ones that won’t open. It reveals levers by the alter than open them both. One opens into hallway that leads to a room that holds five coffins. Instead each are eh five brides of Sakatha. Alzar senses one female is undead, and tries to control her – she is a vampire. Her eyes flash open and she resists. He orders weapons to slay her before she emerges, and Holy Water purifies the coffin.
They move on. Alzar frees three Cynidiceans, who must have been captured and used for food by vampires without the people knowing. They return.

Alzar has run through the Tomb without letting anyone get a warning down to Sakatha, so he enters and finds a lizard vampire resting. Alzar orders the other rooms searched. They find a backup coffin ad holy water is used to destroy it.

Instead of slaying Sakatha in one turn, Alzar opens it, and wakens him. He can’t control him for some reason.

Sakatha looks up and around. Staring at him are a Glabrezu, 12 wights, 15ish skeletons, 6 elementals, and one evil mage. He doesn’t decide to attack. A conversation begins with the Orb detecting lies. Sakatha claims that 242 years ago when he was fighting the people who attacked him and his dominion, as he lay dying, he used a Ring of Wishes to allow him to live and drink the blood of his enemies. He despaired at the lack of support from his ruler, the Empress Iggwilv. 241 years later he woke up as a Vampire, but not a real one. He’s not undead technically, as others are. But he’s like an undead in every other way. He found the remnants of his people his own friend the dragon, and others. He used the people as unwilling guards for most things that would invade his lair and as food for himself and his bride. He offers Alzar position, power and wealth to join him, or to leave him. Alzar is tempted. But this is a Chaotic person, and both Alzar and Sakatha know that as soon as he left, Sakatha could chase him down, raise an army, and so forth. Sakatha sees the answer forthcoming and prepares a spell as the attacks begin.


Sakatha –


Abe Sargent 06-06-2012 12:16 AM

Sakatha wins init. He casts Fireball. It slays the minor undead, and wounds some Elementals. Alzar takes 18 after a save. His Axe carves into the vampire-sis’sharr for15 damage. The Elemtnals can’t get in a punch. It turns to gaseous form to move out and reforms, casting Lightning Bolt on Alzar. Alzar rolls a 8 and reflects back 22 to him and takes 7. He makes his save for half, and Alzar doesn’t. A double axe swings in, one hits for 15 damage. The Elementals punch and hit once for 18. The vampire phases out and back in, smashing Alzar for a Magic Missile from above, and Alzar reflects 40% back. He takes 12 and Alzar takes 16. Alzar’s dagger flies but misses. No one can reach him save the Air Elemental, who attacks and deals 13 damage, slaying him. The Coffin is purified.

A deep search finds:

14000 gp
3000 pp
4000 ep
100 gp gemx4
15800 gp in various jewelry
Platinum Crown 10000 gp
5 books on summoning and binding of demons
8 books on Magical Lore
A book on the Soul Gem
Book of Vile Darkness
+2 warhammer, +3 chain, +2 mace,
Arrow of Slaying (Thieves)
Javelin of Lightning; Javelin of Piercing,
Crystal Ball
Potion - Extra Healing
Scroll – Cursed
Cleric Scroll – Find the Path, Resist Cold, Raise Dead, Cure Critical Wounds
23x Dust of Disappearance
Ring of Wishes - One Wish



Sakatha;s Spellbook

Abe Sargent 06-06-2012 02:33 AM

C2. The Ghost Tower of Inverness


Abe Sargent 06-06-2012 02:39 AM

Alzar spends a few days at the people’s camp, reviewing his findings. This book on the Soul Gem is particularly interesting. Alzar begins reading it and finishes it.

A thousand years before the book was written, a Keep of a Powerful Oneiromancer (Dream Mage) was attacked by otherplanar creatures after creating the powerful Soul Gem. The Gem was deemed too powerful for humans, and servants of the gods attacked and destroyed the keep, and banished it to the darkness below. Rumors and myths of a “Sunken Keep” began .but ultimately ebbed as the Keep was out of sight of the surface world.

With few to none above the world knowing of the existence of the Soul Gem or the Keep, it began to pass into obscurity, until a seer in the Underdeep began having strange dreams inspired by the Soul Gem a thousand years later. That Seer wrote his book.

The Soul Gem has a personality and is of a devastating level of power. It can suck souls into it instantly, and acts as a Rod of Cancellation against magic items. That double dose of power is intoxicating if one can bring it under control.

The seer investigated, and found the Sunken Keep was in a certain place in the Underdeep and went exploring but could not find a way through the raps and defenses of that place. So he wrote this tome and moved on to other topics.

Others have read this book and looked for it. Our good vampire wrote in the margin of the map and showed that it was very close to his Tomb. Alzar believes she was trying to find it 250 years ago when she was swept aside, and was trying to rebuild to take it again with new life. Since that was what he was focusing on, she didn’t need the distraction of attacking the humans, or sallying out. That’s why she probably kept his dragon on a leash, figuratively, and so forth. She was gathering power for a big assault. Alzar can’t tell from the book if Iggwilv knew that the Sunken Keep held such riches or not, but its possible.

Alzar prepares and heads out the next day.

Abe Sargent 06-06-2012 12:21 PM

In eleven miles of side tunnels and three days, Alzar has arrived at the Sunken Keep.

After more than a thousand years, and however long ago it was since the seer wrote (at least 250 years) the Keep has not worn its welcome to the Underdeep very well. The Keep is largely in runs, with one large tower from it running up the length of the cavern. The ruins should be quick to explore, with Alzar moving to the rest easily enough. He has 21 skeletons he animated from the Tomb and hid in the lake.

The doors are crumbling and Alzar pushes his people through. The large courtyard is weak and full of holes. A skeleton falls and dies after springing a pitfall near the edge of a collapsed section of the courtyard.

The path to the Tower that rises above still in the back is completely blocked. The other two towers are shredded, but the door to one is yawning open, old with time. Recent footprints demonstrate that others are here. Alzar heads downstairs to the lower level.

Abe Sargent 06-06-2012 12:49 PM

They enter a room with five large flagstones across and four deep. Alzar is at a door in the middle, and there is a door on the other side. The Gem shows the room is magical. A skeleton moves onto the firs flagstone, and suddenly, Rust monster appears. The Skeletons easily take it out, but as they move to it, they trigger two more flagstone and force out a Hell Hound and Giant Spider. Alzar’s knives slay and they are killed after taking out one skeleton.

They move in and don’t trigger anything, but on the final flagstone before leaving, they trigger a Giant Lizard, which is slain.

A couple of broken and destroyed rooms pass by and then Alzar arrives at an odd room. This is a 90x90 room with a 20’ high ceiling There are 16 bugbears here, standing still, but they aren’t statues. There is a sarcophagus at the rear of the room and a way out on the left. Alzar orders a Skeleton in, and four Bugbears animate and move to attack. Alzar just decides to walk in and four more animate. The rest come in and he’s facing 16 Bugbears. Sleep drops 3 and then 3 more. The skeletons and him take care of the rest and five skeletons died. He Animates 12 skeletons from them to replenish his supply. He needs 10 skeletons to push aside the lid on the stone sarcophagus.

Gem 1500 value

Odd piece of metal

Abe Sargent 06-06-2012 01:12 PM

Alzar continues and arrive at T and a big door. This corridor has several others branching off it, and an oddly shaped keyhole. Alzar checks out another hallway.

In some rubble, a Manticore has landed and started a nest. It attacks Alzar’s skeletons and takes it Alzar. Alzar Charms it successfully and it joins him

Manticore – AC4, hp 46, 1d3x2, 1d8 or 1d6x4 with tail spikes – can do that 4x week

Behind the Manticore is the slain remains of several others that is quite old.

+1 Chain
Potion of Flying, Water Breathing,
Wizard Scroll of Rope Trick

Odd Piece of metal, identical to last

An illusionary trap triggers, and doesn’t effect the undead, and Alzar detects it with his 20 Intelligence. It ends and he returns and takes another path

Abe Sargent 06-06-2012 01:32 PM

After a few destroyed rooms, they find one with a 3’ tall crystal pedestal with a 8’ diameter crystal ball on top of it. There are engravings on the pedestal. A sealed door on the other end prevents further exploration. The engravings are in Typic, but are unknown words. They are Ixam, Myrg, Pentuk o and Alrastil. Maybe they are names or places from long ago. Alzar says Ixam and a Carnivorous Ape appears and attacks. He is easily slain. Alzar intones the other three and they destroy an Owl Bear, Taurian, and Ice Toad. The Ball shrinks to he size of a enchanted one and the door opens

Crystal Ball

In here was a normal room, but an Umber Hulk dug into it from below and is here now. Alzar accidentally meets its gazed and is Confused. The others attack. Alzar stands confused on turn one, and it attacks him and misses – Cloak. It takes 20 damage from the undead and Manticore. Alzar stands around again and the Hulk dies after moving to slay a skeleton that blocked it from its tunnel.

7000 gp
4000 sp

Another odd piece of metal

Abe Sargent 06-06-2012 02:14 PM

Alzar moves on, but the dungeon stops. The Umber Hulk tunnel moves out of the keep and deep away, but that’s no where Alzar is bound. He returns and takes the final hallway out.

In front of the party is a giant curtain of beads blocking the hallway and what is beyond can’t be seen. Alzar tries to send a skeleton through, but it can’t force sits way in. Alzar tries to push his hand through, but just can’t make it. He orders a skeleton to run at it, and it just makes it though, takes some damage, and is surprised and slain by the monsters on the other side. All Alzar knows is that it was slain.

Alzar hacks at it, but nothing. He orders four skeletons to run at it, and one is slain and three live. Knowing that some live, he has everyone run through it, and on the other side are just a few monsters. Alzar uses Sleep from a Ring to drop 4 bugbears, and two more are slain.

The corridor ends in a wall with five cubicles, each with a human shaped indentation and and carvings abound. The Gem of Seeing finds something mechanical in nature concealed. A skeleton moves to one and metal tubes reach out, grab it , and pull the skjeleton away somewhere and another cubicle slides up to replace it. The skeleton is not dead, and Alzar orders it to hold position. All five cubicles do it, and Alzar takes the middle one.

He is taken to a large chessboard. The square glows with a cold white light that Alzar is on. The others are gray, blue, green and yellow. At the back is a passageway, and a statue straddling two squares with a crown and a sword. The skeletons are in various positions on Alzar’s side of the board. Alzar orders the skeleton in the corner to move forward, and it does and is fine. The green square does nothing. It moves one again and again and again, all the way to the end. Alzar then orders is to move left towards the statute, and it works, and then forward and forward until it reaches the statue. At that point, the skeleton touches the statue and is glows a bit. The skeleton moves into the hallway. That was easy. Alzar order the skeleton is his square to step forward one at a time until it reaches the statue, and it works. He follows, and when he touches the statue, he glows a bit and a secret panel opens with the fourth weird object. He orders the other three skeletons forward, and each die from damage from the floor, so he lost 3 skeletons. This hallway hits a slide which dumps in the long corridor and Alzar and the two skeletons meet the other party.

Abe Sargent 06-06-2012 03:17 PM

The four metal objects fit into place in the odd shaped keyhole, and the door opens. Alzar is at the base of the Tower which is still standing. The room has a thick circular look to them and eight comfortable chair/beds are in here. The skeletons enter and nothing untowards happens, and then the door shuts close. Alzar opens it again with the keys and grabs them and everyone heads in.

A disorientating sensation occurs, and at the end of it, a small hole about 10 foot across opens in the top of the room. The Manticore can’t fit, so Alzar leaves it on guard. The Skeletons are easily able to climb up after Alzar makes a ramp from the beds. Bronze rungs are on the chute for 20’.

This is a big giant circular room. The air is full of a warm, thick atmosphere. The ground is a bit uneven and broken. The Air in here is powerful, and Alzar summons two Air Elementals, one from the Censor and one from the Orb at 12 hd – 59 and 62. Then they move out.

They explore, and run into a Sphinx, the Air Elementals are very powerful against creatures in the air, and they deal 31 combined damage to it. It moves to flee, and they follow it and stop it. Alzar summons a Vrock and it uses Mirror Image. The Vrock joins the battle and they slay it.

Later, three Pteranodons fly in. They are easily taken out by Alzar’s flyers after they miss a swooping Alzar attack. Eventually they find a staircase up to the next floor and they head there.

Abe Sargent 06-06-2012 03:44 PM

This floor is a large, well lit are with dense earth, rocks, and scraggy trees and plants. Three Su-Monster protest Alzar’s presence and are smashed by the Air Elementals, Demon, and Undead. They move through a maze of rocks and brush, until they run into a Medusa. Alzar averts his gaze in plenty of time, and the Elementals and undead are immune, but two skeletons fall. There is a smattering of treasure here

Potion of Sweet Water
Zircon 50gpx8; Emerald – 700 gp; Black Pearl 500 gp; Star Ruby – 5000 gp; Diamond – 10000 gp
Bracers of Defense AC4
Ring of Feather Falling

They find another staircase up and ascend to a hot sea of fire. Is each level really a simulation of an Elemental Plane? How prosaic. A pair of 12 HD Fire Elemental s are summoned from the Brazier and Orb and join the party. There is a sea of fire with walkways twisting around. A swarm of 24 Fire Fundamentals fly in and Alzar controls them and orders them at a Fire Giant 150 yards away. They fly in but get swept up in a permanent reverse gravity area and barely manage to make it out, then they reach him and peck him. Alzar’s party moves in, and finishes off the distracted Fire Giant.

Abe Sargent 06-06-2012 05:09 PM

A stairwell arrives inside of a sea of water. Alzar leaves behind the fire creatures, and the Airs, and the undead for now, but takes the Vrock is fine. With his necklace he can breathe fine underwater and his Bracelet allows fast swimming. Out comes a 12 HD Water Elemental from the Orb- 61 hp.

Alzar’s group encounters a giant fish, but he swims forward and takes it out easily. Then they move and encounter a ten set of Ixitxachitl. The Water Elemental, in its element, is ordered to create a a whirlwind to catch them. It destroys them all. The Vrock is still fine. There is an island here in the middle of the water area, and they arrive at it. On the big sandy island is a staircase leading up, and Alzar slips ahead, and spies the Soul Gem. His plan is simple. He summons an Earth Elemental from the Stone and another from the Orb – both are 8 HD ones, based on the sand around him. Rings summon two Waters at 12 HD each and the Demon Staff brings out a Vrock. The Five Elementals will tear up the stairs an the Vrocks will teleport into the room. They will surround the Soul Gem and destroy the defenses it rallies. Then one will capture it and bring it to Alzar.

The five Elementals pound up the stairs and the double Vrocks teleport in. The Soul Gem fires a cone that surrounds one quarter of the room, and kilsl aVrock, sucking its soul into the gem. The Elementals ana Vrock spread out. It attacks and blasts two Elementals, and one fails the save and one makes it. Fists pound into the barrier and it breaks and shatters onto the floor. The Gem blasts another Elemental, and Alzar orders the Vrock to grab it and bring it to him.

The Soul Gem stops firing its Ray, and Alzar is given the gem by his demon minion. As he saw, it can absorb the souls of many people at once in a 90 degree arc. Even if the tales of it destroying magic items are myth, that alone is very powerful. Alzar places the Soul Gem inside of a appropriate container, and will study it later at length.

Abe Sargent 06-06-2012 05:54 PM

Solo – Rust Monster, Giant Spider, Hellhound, Giant Lizard. 22 Bugbears, Ice Toad, Taurian, Owl Bear, Carnivorous Ape, Umber Hulk, 1 Sphinx, 3x Pteranodon, 3 Su-Monster, Medusa, Fire Giant, 10 Ixitxachitl

Used Sleepx2, Charm Monster


XP Gained – 25,680


Afterwards, Alzar has 20 skeletons and charmed Manticore

He returns back to the village for some more rest. After travelling back and resting a few days, Alzar is ready to hit the road

Abe Sargent 06-06-2012 05:56 PM

S4. The Lost Caverns of Tsojcanth




Ranked the #22 module of all time in the list they did. We’ve done many from the list, and we are doing more! This module was initially used in 1976 by a tournament in Detroit and then updated for 1980 publication. One of the things that makes it so interesting is the 32 page booklet that accompanies it with new monsters, magic items, and spells. It’s like a new Unearthed Arcana of awesome. Like many other of these high ranking early modules that introduced creatures, ,many of the ones found here had a huge influence on the game ,such as Draz’zt, Pech, Dao, Marid, and more. Now that Alzar is separated from the party and powered down a bit, I can do some underground modules with him

Abe Sargent 06-07-2012 11:42 AM

After leaving their town, Alzar and his minions encounter a group of Dire Bats, which are easily slain and he takes no damage. He orders their corpses carried by his skeletons, and that night, he memorizes Animate Dead Animals and adds 8 bat skeletons to his group.

The people didn’t know how to get back to the route he was on, so he is simply taking the main thoroughfare out. It bends back ninety degrees on the direction he took and rises a bit, so he hopes that eventually, he will find his way back. After two days of traveling, the bend occurs, and the tunnel begins to turn up. A mile afterwards, he encounters a Gelatinous Cube, and he moves in front and slays it. He takes the 500 gp gem it has and moves on.

Just another mile later some heavy sinkholes occur, and as Alzar’s party avoids them, out of three fly a group of 23 Stirges. Alzar orders his group back and a simple Blastbones slays 8 and the rest fly back down the sinkholes. Alzar grabs Zadaxx and flies after them to see what is down there, but it’s just a small cavern the Stirges uses as a home and ambush spot. He leaves them and returns.

Abe Sargent 06-07-2012 12:16 PM

After another few miles, they stop for the night, and everything is quiet. Three more days pass, and small minor battles occur. Nothing serious happens. Then Alzar comes across a small mining outpost of nine Svartalfar, who greet him. A Tongues spell begins communication and this is a newly established mining outpost. He learns that their main village is about ten days away, and they are from the same village as the ones they meet a few weeks ago. Alzar and their leader begin a conversation, and he finds out that he is near the home of Iggwilv’s empire. She gained her power much like Alzar and others – she explored and adventured. She found the caverns of an old warlord called Tsojcanth, and raided it. Finding valuable treasures and powerful magic, she turned them into establishing herself as the power of the region. Then, roughly 260 years ago, something happened and her power dropped. Her minions took her things, and she retreated to the caverns to regain her strength. No one ever heard from her again.

Alzar spends the night with the Svartalfar, and then in the morning, he moves for Iggwilv’s palace. It’s been raided many times, and he doesn’t expect to find anything major. He cleans out a tribe of 28 goblins. In here is nothing, but he does see a map of her Empire, made hundreds of years ago. On it, the Caverns of Tsojcanth are marked. Alzar traces the map onto a scroll with charcoal, and then begins to make his way toward the last spot known to house Iggwilv.

It’s about four days journey from her palace, and on the way, Alzar encounters a group of 4 trolls and slays them permanently. Nothing else of significance stands in his way, and he arrives at the entrance to the Caverns. It’s high on a ledge and there are two ramps that head up to it. The entrance is barely able to be squeezed into by the Manticore and they are in.

For this exploration, Alzar has swapped Tongues with Dispel Magic on the 3rd level, but makes no other changes

Abe Sargent 06-07-2012 02:16 PM

The entrance descends into a large chamber, all natural, about 70’ wide ad 50’ long. Six faces have been carved in bas-relief into the walls of the cavern. There are seven exits, none of which include the one just descended. Each has a carving between it. As a skeleton approaches one, it speaks aloud “Turn Back…This is not the way!”. The skeleton moves to each of the others, and they all speak the same intonation.

The Gem of Seeing shows that there is nothing here and the Mouths are as they appear to be. Alzar takes the cave on the farthest left and moves up it. Inside is a small cave and it ends. There are 20 Stirges in here. Alzar’s creatures slay them easily, and he summons a Vrock from the Orb and it flies up and finishes them off. It then casts Mirror Image.

They return and take the next one going clockwise. It leads into a long twisting tunnel that splits into three directions – one dead-ends, the other two end in small caves. The first is a squarish cave in an area of slate and shale. There are several weapons and armor strewn about, and suddenly, Alzar hears the sound of magic and in comes a hasted Clay Golem.

Alzar cannot control it (some golems have an elemental spirit animating them). It moves at double speed and gets two attacks. Alzar orders the Vrock to take point and builds around it. The golem wins init and hits once and takes out an Image. The Vrock attacks twice back, again hits once for 9 damage. Alzar hews a 14 hp chunk of clay, and the skeletons all miss – it can only be hit by magical weapons. It tears off another Image from the Vrock and they slay it. A Gem check finds a magical dagger which Alzar procures

+2 dagger, Longtooth

The other cave contains 8 Mobats, and Alzar’s group slays them, although he loses two bat skeletons. There is nothing in the room, so he returns to the chamber of faces and takes the next tunnel clockwise. This one ends after twenty feet ,and the Gem shows nothing, so the fourth exit is taken.

Abe Sargent 06-07-2012 03:54 PM

This ends in a decent sized grotto. The walls of carved and chiseled, and several veins of ore are exposed. There are tool marks around the area. Sounds of digging can be heard, and Alzar moves to the back of the grotto, where seven small humanoids Alzar is not familiar with are digging. They shout at him in several languages to turn out the light, and one is Typic, which he understands. He has the lantern shuttered, and they thank him. There seven small humanoids here, and they name themselves Pech. They are digging the ore here and building a staircase up to a mine shaft they have above this grotto. They will make this grotto part of their mine, and then keep expanding. Alzar introduces himself. They know these used to be the Caverns of Tsojcanth long ago, but never heard of Iggwilv. Alzar leaves them to their work and moves on.

The next tunnel from the bad-relief room goes straight ahead, and ends in a small cave with bones scattered throughout. A skeleton enters and a Lurker Above strikes and slays it. Alzar’s group takes it out. The Gem shows nothing in here, and they return and take the next exit.

This tunnel winds and has two dead end branches before arriving in a large cavern with two exits on eh other end. This place is filled with a large amount of fungi growth. Several large white bodies can be seen moving about. Dryshik flies above and Alzar sees through its eyes five giant cave crickets. A blastbones clears them out. There is nothing else here, and they move to another fungi cavern behind this first one. In here is a body wedged into the back, appeared like a mummified creature. Alzar tries to control it, but it’s not moving, and not undead. A search finds five grey oozes, which Alzar handles. The corpse was of a Dřkkálfar that died here, and water dripping onto the corpse began to crystallize his body. A Gem of Seeing identifies the bracers as magical, and Alzar cuts into the mineral and takes them.

Bracers of Defense, AC4

The last tunnel form the first fungi cavern ends in a cave with four trolls. They eat the giant crickets that feed on the fungus, and Alzar moves in and slays them. He loses three skeletons. In their items here he finds:

13x 50 gp gems
Gold Necklace – 600 gp
Potion of Healing, Vitality
4x Arrow +1

He has 16 skeletons left, and 5 flying ones left

Abe Sargent 06-07-2012 05:16 PM

There is nothing more back here, so Alzar takes the final exit from the first room and enters a long twisting tunnel that goes on for a while. There are many fungus type here and eventually the tunnel has a side passage. Alzar continues down the main tunnel and widens significantly. IT becomes more than 40’ across and high. There are some giants lizards here that eat the fungus and are herbivores, so they don’t attack, but scurry from the light. The light also scares some large nightcrawlers about two feet long and four or five inches round.

Alzar’s group moves and the passage continues to widen. Soon he passes into a large cavern, with two formorian giants. They roar as they see his light and move out. They haven’t had large meet in a while and are hungry for his flesh. Alzar orders the Vrock and himself in first, with undead backup. The Vrock takes 20 damage from a club and the other can’t get a club on target for Alzar. They attack the same one and Alzar misses but the Vrock hits twice for 17 damage. The giants attack and take out an Image and hit Alzar but miss – cloak. They finish the damaged giant and the other begins to backpedal, but there is no retreat back here. They finish the second giant after Alzar takes 17.

In the Formorian Lair is:

Cloak of Poisonousness
Boots of Dancing, Levitation
1357 gp
Copper and Lapis Lazuli Bowl – 750 gp

Abe Sargent 06-07-2012 06:49 PM

This area ends so Alzar backtracks to the side tunnel. It opens into a large underground river and a small lake. There are several tunnels that open up from it. It has a swiftly flowing current, so Alzar heads out to inspect. 6 piercers drop onto him as he moves about and splash into the water below. He doesn’t bother with them.

There are large fish in the lake which is roughly 100 feet across and 150 feet long. Alzar, riding Zadaxx, flies above it to scout. There are four paths the water takes and three tunnels. He follows the left most waterway and it reaches the ends of the cavern. The Vrock is gone due to its one hour of time here. The second waterway leads to a tunnel north and then leaves the complex. Alzar returns. The third waterway arrives at a small pond with an island in the middle. Alzar lands on the Island and suddenly six lacedons (undead ghouls) burst from the pond to attack him. He command them and gains them. He forces them to give him their treasure.

1000 ep
2000 gp
6x 100 gp gems
2 Potions of Water Breathing
+2 Battle Axe, +4 vs Undead and Negative Plane

With six lacedons in his charge he returns. In the lake is a giant snapping turtle, who protests the presence of ghouls in his lake. It finishes a Lacedon and Alzar dives from Zadazz under the waves to assist. The Turtle takes a minor amount of damage, and then Alzar cleaves it for 14 and it attacks and slays a second ghoul. Alzar undead deal a lot of damage, and he cleaves it twice and slays it.

Abe Sargent 06-07-2012 09:43 PM

Alzar arrives in the fourth waterway into another small pond area. There is no way out, and Alzar is flying above with lacedon scouts below. Alzar senses something in the water, and comes down. He orders the ghouls away, and he finds an elemental presence in the water but there is an area that he cannot reach, because some force is pushing him away. He casts Dispel Magic at it and it disappears. A Marid is now free.




The Marid is modestly grateful that Alzar freed him from Iggwilv’s prison after a few hundred years. They are the most powerful of genie-kind and Alzar has not delusions that he can control this one. He doesn’t even try. He casts Water Walk and Water Breathing on Alzar for a day as a thanks, and then leaves this plane to return home.

Alzar returns and moves to the first tunnel off the lake on the left. It enters a beehive of tunnels that have n o large cave or anything, just endless tunnels. The only thing in here near the end is a pair of Cockatrices.

Alzar summons a Glabrezu who teleports in and attacks. Alzar looks through the eyes of Dryshik and Megala and closes his. The two of them finish it off. The glabby took 15 and Alzar was not hit. (Glabbys are immune to petrification).

Abe Sargent 06-07-2012 10:10 PM

Back here is a Lens of Detection and a Scroll of three spells. The Lens allows Alzar to track like a Ranger, and inspect items close up for flaws, cracks, and to see the magic in them. He returns and takes another tunnel that ends in a cave striated with veins of crystalline minerals to reflect light and beauty. The crystals are beautiful and apparently also tasty. Three Xorn are here eating some of the deserts. They demand 100 coins for each of them or they will attack Alzar’s party for food. He gives them each 100 electrum and they leave to munch happily. Why disturb the natives and lose some skeletons for nothing?

The last tunnel hits a Y and Alzar takes the right cavern since he thinks he hears something from that direction. He arrives at a cave with carpets strewn on the floor, rugs hanging, plump cushions, and many other objects of opulence.

From behind a silk screen steps a small man in orange pantaloons who welcomes Alzar to the Antechamber of the Garden of One Thousand Earthly Delights. He pulls a screen out of the way to reveal two attractive, scantily clad ladies behind it. Another eunuch stands behind them.

Alzar returns their greetings and pulls the Gem of Seeing from his belt. “Allow me to pay for your services!’ he says, and as the midget says no payment is needed, Alzar sees through the gem that the place is an illusion, and all four are a race of genies called Dao. Daos are a weaker race of geniekind. But they are still too powerful for Alzar to likely control. Alzar silently grabs the Orb from its Holster and the Dao sense that the jig is up. The midget advances and casts Wall of Stone behind him. Cutting Alzar and a few skeletons off. The rest dispel the illusion and move in. The glabrezu teleports in and Alzar summons a powerful Earth Elemental.

Battle begins.

One Dao turns the ground to mud to slow down Alzar and his group. The other three use Invisibility, but Alzar senses where they are. The demon Power Word Stuns the Dao still visible after using Transmute Rock to Mud and it will be out for 6 rounds. Alzar cleaves the air around him and smashes into an invisible Dao for 17 damage. It has 31 hp left. Alzar orders the skeletons to move in and hack the stunned genie while the Elemental, himself and the Demon focus on the others.

They win init. The Elemental it attacked twice and takes 24 damage and has 40 hp left. It punches a Dao and misses Alzar hits twice and the Demon finishes off a Dao. They win init again and jump into the rock around the cave. The Earth Elemental pounds the cave and breaks open the rock and Alzar and the demon damage one for 26 damage total. The next round, Alzar wins and the Elemental punches a Dao for 21 damage while Alzar and the demon finish the wounded one and the stunned one is fished by the skeletons. The damaged Dao casts Invisibility and make sfor the floor, attempting to dive in and leave. Alzar cleaves him for 18 damage and knocks him off his course and the others finish him.


The items were all illusions.

Abe Sargent 06-07-2012 11:01 PM

They return and take the other branch off the Y. They run into a Chimera lair, and Alzar orders two skeletons forward, who die in the breath attack. Then he has the demon teleport in from behind and the Elemental charge from the front. The chimera faces the front and breathes on the elemental, dropping its hp to 22. Battle begins. The demon slashes it once for 1 damage and the Elemental misses The Chimera attacks many times and finishes off he Elemental. The demon attacks back and stabs it for 35 damage. Alzar throws in a dagger and hits and finishes it off.


Back here is a Bag of Holding in a small bit of treasure with Scroll – Pro Cold, Pot of Green Dragon Control, 9000 gp, and Horn of Fog.

The Horn makes a bunch of Fog when blown, as per the Fog Cloud spell.

A skeleton dies in the back after being crushed by a boulder trap, but the trap reveals a pathway down to a lower level of the cavern.

Alzar has 4 lacedons, 15 skeletons, 5 animal skeletons, a manticore, a glabrezu, Zadazz, Megala ,and Dryshik



Solo – Gelatinous Cube, 8 Dire Bats, 28 Stirges, 28 goblins, 8 trolls, Clay Golem, 8 Mobats, Lurker, 5 Grey Ooze, 2 Formorian Giant, Giant Snapping Turtle, 2 Cockatrice, 4 Dao (5k each), Chimera,


Used – Blastbones, Dispel Magic


All times are GMT -5. The time now is 05:59 AM.

Powered by vBulletin Version 3.6.0
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.