7TH ADVENTURE – HALF HOT/HALF COLD PT. 02
Happy and refreshed with the nice treatment provided by Elara's tavern, the Party almost forgot what their original mission was.
Even a work-out addict like Donovan was slow on the uptake and wouldn't start reading the Manual of Gainful Exercise until Megalomagna threatened to cast Weird on him.
"Honestly I would be more frightened if you said you were casting Megalomagna's Eternal Bickering", Donovan told the sword.
"Don't underestimate my illusions, blockhead. You're lucky I'm persistent or you wouldn't have had such a gain in strength", Megalomagna replied.
"Yeah yeah, want a cookie? Cause you're acting like a parrot right now. Parrot-Sword, Lord of all Chatterboxes".
"Too bad I can't die of laughter. Sometimes I wish I could", the sword retorted.
"Whatever. Let's meet the guys. It's time we resume our mission".
***
"Took you long enough", Bosco complained, getting up from his table at the Bard's Tavern to shake Donovan's hand.
"Sorry about that", Donovan said. "I had some preparations to make before leaving".
"Did you read the book?", Kharius said, appearing out of nowhere.
"Wow, don't scare me, buddy! Yes I read the book. Can't you see it by looking at me? I'm strong like an ogre!", Donovan said, flexing his muscles.
"Looking like one, too!", Bosco joked.
"At least I don't look like a brownie!", Donovan retorted, patting Bosco on the head.
"Brownies are nice", Korvac said, casually approaching the Party. "That's hardly an insult".
"Thanks, Korvac. No wonder you're the wisest of the bunch", Bosco said.
"The longer you take to depart, the bigger the chance someone will take over the red dragon's lair", Megalomagna admonished. "Sometimes I think you guys contract some amnesia of sorts and forget that you're adventurers".
"Our scars are good enough reminders", Donovan responded. "Now let's go".
***
With a Word of Recall spell already set – and hopefully not tampered with again – the Party rented a few hippogriffs to take them to the lair that once belonged to Ruin, the fallen Red Dragon.
The trip went smoothly as expected, although the air became increasingly heavy as they approached the volcano.
"Is that because of the heat?", Donovan asked.
"I'm not sure. We better be careful", Korvac said.
As the Party approached the entrance of the cave, they realize there was barely any vegetation around the cave, and those plants that were stubborn enough to not disappear looked withered and dry.
Worried and nervous, the Party entered the cave.
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PARTY STATS - QUEST START
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DONOVAN STRIDE (Warrior/Human) - LVL 24
* Strength: 17
* Dexterity: 13
* Constitution: 15
* Intelligence: 9
* Wisdom: 10
* Charisma: 10
* HP: 194
* TAC0: 1
* AC: -3 (Gold Dragon Scale Mail / Shield +2)
* Attack dmg: 1d8+4, +7 against spellcasters plus +3 Strength bonus – attacks twice per round
* XP: 1.674.350
ITEMS:
* Amulet versus Undead (8th level)
* Gold Dragon Scale Mail (AC -1)
* Shield +2
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KORVAC THE BLESSED (Cleric/Human) - LVL 23
* Strength: 12
* Dexterity: 10
* Constitution: 13
* Intelligence: 10
* Wisdom: 18
* Charisma: 14
* HP: 115
* TAC0: 5
* AC: 3 (Chain Mail +2)
* Attack dmg: 2d6+3 (flail +3)
* XP: 1.619.350
SPELLS:
* 1st circle: Cure Light Wounds (7x a day)
* 1st circle: Detect Evil (6x a day)
* 1st circle: Protection from Evil (4x a day)
* 2nd circle: Augury (5x a day)
* 2nd circle: Resist Fire/Resist Cold (5x a day)
* 3rd circle: Dispel Magic (4x a day)
* 3rd circle: Cure Disease (4x a day)
* 3rd circle: Remove Paralysis (4x a day)
* 4th circle: Cure Serious Wounds (5x a day)
* 4th circle: Neutralize Poison (4x a day)
* 4th circle: Divination (2x a day)
* 4th circle: Protection From Evil, 10' (2x a day)
* 5th circle: Cure Critical Wounds (4x a day)
* 5th circle: Raise Dead (3x a day)
* 5th circle: Flame Strike (3x a day)
* 5th circle: Dispel Evil (3x a day)
* 5th circle: True Seeing (2x a day)
* 5th circle: Atonement (1x a day)
* 5th circle: Plane Shift (1x a day)
* 6th circle: Heal (4x a day)
* 6th circle: Conjure Fire Elemental (2x a day)
* 6th circle: Forbiddance (1x a day)
* 6th circle: Blade Barrier (1x a day)
* 6th circle: Word of Recall (1x a day)
* 7th circle: Resurrection (1x a day)
* 7th circle: Restoration (1x a day)
* 7th circle: Holy Word (1x a day)
* 7th circle: Regenerate (1x a day)
* 7th circle: Gate (1x a day)
* 7th circle: Symbol (1x a day)
* 7th circle: Sunray (1x a day)
* 7th circle: Exaction (1x a day)
* 7th circle: Conjure Earth Elemental (1x a day)
* 7th circle: Succor (1x a day)
* 8th circle: Mass Heal (1x a week)
ITEMS:
* Pearl of Wisdom +2
* Ring of Fire Resistance
* Flail +3
* Chain Mail +2
* Incense of Meditation (Priest - 2 pieces)
* Girdle of Dwarvenkind
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BOSCO TUMBLEFOOT (Thief/Hobbit) - LVL 23
* Strength: 14
* Dexterity: 19
* Constitution: 16
* Intelligence: 12
* Wisdom: 14
* Charisma: 12
* HP: 135
* TAC0: 6
* AC: 2 (cloak of protection +2)
* Attack dmg: 1d12+2, +4 against evil beings
* XP: 1.624.450
ITEMS:
* Sunblade +2, +4 against evil beings
* Cloak of Protection +2
* Slippers of Spider Climbing
* Wand of Fire
* Wand of Frost
* Stone of Controlling Earth Elementals
* Necklace of Missiles
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KHARIUS BLOODMOON (Wizard/Half-Elf) - LVL 23
* Strength: 10
* Dexterity: 16
* Constitution: 12
* Intelligence: 17
* Wisdom: 13
* Charisma: 14
* HP: 63
* TAC0: 11
* AC: 1 (Elven Chainmail / Cloak of Displacement +2)
* Attack dmg: 1d8+4/+7 (Frost Brand); 1d6+1/+3 (short bow)
* XP: 1.718.450
ITEMS:
* Wand of Magic Missile
* Frost Brand +4, +7 against fire creatures
* Short Bow +1, +3 against evil creatures
* Elven Chainmail
* Cloak of Displacement +2
SPELLS:
* 1st Arcane Level: Magic Missile (6x a day)
* 1st Arcane Level: Detect Magic (5x a day)
* 1st Arcane Level: Burning Hands (4x a day)
* 1st Arcane Level: Cantrip (1x a day)
* 2nd Arcane Level: Levitate (5x a day)
* 2nd Arcane Level: Melf’s Acid Arrow (5x a day)
* 2nd Arcane Level: Knock (1x a day)
* 2nd Arcane Level: Continual Light (1x a day)
* 3rd Arcane Level: Fireball (4x a day)
* 3rd Arcane Level: Lightning Bolt (4x a day)
* 3rd Arcane Level: Haste (3x a day)
* 3rd Arcane Level: Gust of Wind (1x a day)
* 4th Arcane Level: Charm Monster (4x a day)
* 4th Arcane Level: Enchanted Weapon (3x a day)
* 4th Arcane Level: Ice Storm (4x a day)
* 4th Arcane Level: Remove Curse (1x a day)
* 5th Arcane Level: Conjure Elemental (4x a day)
* 5th Arcane Level: Feeblemind (3x a day)
* 5th Arcane Level: Cone of Cold (4x a day)
* 5th Arcane Level: Hold Monster (3x a day)
* 5th Arcane Level: Teleport (1x a day)
* 6th Arcane Level: Chain Lightning (4x a day)
* 6th Arcane Level: Stone to Flesh (2x a day)
* 6th Arcane Level: True Seeing (2x a day)
* 6th Arcane Level: Antimagic Shell (1x a day)
* 6th Arcane Level: Mislead (1x a day)
* 7th Arcane Level: Mordenkainen's Sword (2x a day)
* 7th Arcane Level: Limited Wish (2x a day)
* 7th Arcane Level: Prismatic Spray (2x a day)
* 7th Arcane Level: Phase Door (1x a day)
* 8th Arcane Level: Mind Blank (2x a day)
* 8th Arcane Level: Prismatic Wall (1x a day)
* 8th Arcane Level: Permanency (1x a day)
* 9th Arcane Level: Wish (1x a day)
* 9th Arcane Level: Shape Change (1x a day)
* 9th Arcane Level: Monster Summoning VII (1x a day)
* 9th Arcane Level: Power Word, Kill (1x a day)
* 9th Arcane Level: Imprisonment (1x a day)
* 10th Arcane Level: Monster Summoning VIII (1x a week)
***
"It's hot, but bearable", Bosco said.
"Tell that to our half-elf friend", Donovan said, pointing to their fair-skinned and already sweaty comrade.
"I can handle it", Kharius said. "Frost Brand will protect me from the excess heat".
"See that, Meggie?", Donovan joked. "Can you protect me from the heat?".
"The best I can do is protect you from yourself and your stupid ideas", Megalomagna retorted.
"Ouch! Someone's in a bad mood", Donovan said, laughing.
"We are out of time for mood swings", Korvac said. "We are surrounded by elementals".
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1d4+2 = 4 Fire Elementals appeared.
A Greater Fire Elemental appeared.
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Fire Elemental
* Alignment: Neutral
* AC 2
* 12 HD
* HP: 75
* THAC0 9
* Dmg: 3d8
* XP Value: 6.000
* +2 or better weapons to hit. Immune to fire. Takes +1 damage per hit die when hit with water or cold.
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Greater Fire Elemental
* Alignment: Neutral
* AC -1
* 24 HD
* HP: 150
* THAC0 3
* Dmg: 6d8
* XP Value: 30.000
* +2 or better weapons to hit. Immune to fire. Takes +1 damage per hit die when hit with water or cold.
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Initiative
* Party: 9
* Fire Elementals: 2
* Greater Fire Elemental: 1
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ROUND 1
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Bosco attacks Greater Fire Elemental. Rolled 5. Missed.
Donovan attacks Greater Fire Elemental. Rolled 11, 9. Two hits for 1d8+7 each: 15, 9.
Korvac attacks Greater Fire Elemental. Rolled 2. Missed.
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Kharius casts Chain Lightning.
* Greater Fire Elemental hit for 23d6: 82. Save throw vs. spell: (5): 11. Saved. Suffered 41 damage.
* Fire Elemental 1 hit for 22d6: 79. Save throw vs. spell (10): 6. Suffered full damage.
* Fire Elemental 2 hit for 21d6: 65. Save throw vs. spell (10): 14. Saved. Suffered 32 damage.
* Fire Elemental 3 hit for 20d6: 60. Save throw vs. spell: (10): 9. Failed. Suffered full damage.
* Fire Elemental 4 hit for 19d6: 61. Save throw vs. spell: (10): 16. Saved. Suffered 30 damage.
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Fire Elemental 1 couldn’t withstand the strong electrical discharge and exploded in a burst of flames.
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* Greater Fire Elemental HP: 109/150
* Fire Elemental 2: 43/75
* Fire Elemental 3: 15/75
* Fire Elemental 4: 45/75
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Greater Fire Elemental attacks Donovan. Rolled 13. Hit for 6d8: 23.
* Donovan HP 171/194
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Fire Elemental 2 attacks Donovan. Rolled 7. Missed.
Fire Elemental 3 attacks Korvac. Rolled 18. Hit for 3d8: 10.
* Korvac HP 105/115
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Fire Elemental 4 attacks Bosco. Rolled 14. Hit for 3d8: 17.
* Bosco HP 118/135
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ROUND 2
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Bosco attacks Greater Fire Elemental. Rolled 13. Hit for 1d12+2: 10.
Donovan attacks Greater Fire Elemental. Rolled 11, 9. Two hits for 1d8+7 each: 13, 9.
Korvac attacks Greater Fire Elemental. Rolled 13. Hit for 2d6+3: 9.
Kharius attacks Greater Fire Elemental. Rolled 5. Missed.
* Greater Fire Elemental HP: 68/150
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Greater Fire Elemental attacks Kharius. Rolled 15. Hit for 6d8: 18.
* Kharius HP 45/63
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Fire Elemental 2 attacks Donovan. Rolled 16. Hit for 3d8: 17.
* Donovan HP 154/194
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Fire Elemental 3 attacks Korvac. Rolled 6. Missed.
Fire Elemental 4 attacks Bosco. Rolled 17. Hit for 3d8: 17.
* Bosco HP 101/135
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“These creatures are remarkably strong!”, Kharius exclaimed.
“Especially the bigger one”, Donovan pointed. “Let’s finish it first”.
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ROUND 3
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Bosco attacks Greater Fire Elemental. Rolled 14. Hit for 1d12+2: 3.
Donovan attacks Greater Fire Elemental. Rolled 14, 15. Two hits for 1d8+7 each: 14, 8.
Korvac attacks Greater Fire Elemental. Rolled 2. Missed.
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Kharius casts Ice Storm. Deals 4d10: 16 to all enemies in the area.
* Greater Fire Elemental HP: 27/150
* Fire Elemental 2: 27/75
* Fire Elemental 3: -1/75
* Fire Elemental 4: 29/75
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Fire Elemental 3 has been destroyed.
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Greater Fire Elemental attacks Kharius. Rolled 12. Hit for 6d8: 10.
Fire Elemental 2 attacks Donovan. Rolled 10. Missed.
Fire Elemental 4 attacks Bosco. Rolled 18. Hit for 3d8: 17.
* Bosco HP 84/135
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ROUND 4
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Bosco attacks Greater Fire Elemental. Rolled 5. Missed.
Donovan attacks Greater Fire Elemental. Rolled 16, 15. Two hits for 1d8+7 each: 9, 8.
Korvac attacks Greater Fire Elemental. Rolled 20. Hit for 2d6+3: 12.
* Greater Fire Elemental HP: -2/150
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With a powerful explosion, the Greater Fire Elemental burst into flames, dealing 1d10: 4 damage to all Party members.
* Donovan HP 150/194
* Korvac HP 101/115
* Bosco HP 80/135
* Kharius HP 31/63
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Kharius attacks Fire Elemental 2. Rolled 16. Hit for 1d8+7: 10.
* Fire Elemental 2: 17/75
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Fire Elemental 2 attacks Donovan. Rolled 2. Missed.
Fire Elemental 4 attacks Bosco. Rolled 2. Missed.
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ROUND 5
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Bosco attacks Fire Elemental 2. Rolled 7. Hit for 1d12+2: 8
Donovan attacks Fire Elemental 2. Rolled 5. Hit for 1d8+7: 11.
* Fire Elemental 2: -1/75
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Fire Elemental 2 has been destroyed
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Donovan attacks Fire Elemental 4. Rolled 5. Hit for 1d8+7: 11.
Korvac attacks Fire Elemental 4. Rolled 7. Hit for 2d6+3: 12
Kharius attacks Fire Elemental 4. Rolled 9. Hit for 1d8+7: 14.
* Fire Elemental 4: -8/75
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Fire Elemental 2 has been destroyed
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The party has emerged victorious, defeating the Fire Elementals. Each member has earned a total of 54.000 XP for the defeated monsters in this encounter.
* Donovan Stride has accumulated 1.674.350 + 54.000 = 1.728.350 XP.
* Korvac the Blessed has accumulated 1.619.350 + 54.000 = 1.673.350 XP.
* Bosco Tumblefoot has accumulated 1.624.450 + 54.000 = 1.678.450 XP.
* Kharius Bloodmoon has accumulated 1.718.450 + 54.000 = 1.772.450 XP.
***
"Those elementals are a handful!", Donovan said, already exhausted.
"If this is how we were received in this cave, I don't want to see how they are gonna see us off", Bosco added, panting.
"I feel nothing", Megalomagna mocked. "Come on, this is just the beginning. This is Hell on Earth, we better be ready to beat the crap out of the Devil if necessary!".
"Let's heal and get moving", Korvac said, interrupting them.
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Korvac casts Cure Serious Wounds on Kharius for 2d8+1: 9.
Korvac casts Cure Serious Wounds on Kharius for 2d8+1: 13.
* Kharius HP 53/63
Korvac casts Cure Critical Wounds on Bosco for 3d8+3: 13.
Korvac casts Cure Critical Wounds on Bosco for 3d8+3: 20.
* Bosco HP 113/135
***
Moving on through the cave, the Party could witness unique rock formations, stalactites, and stalagmites. There was evidence of past volcanic activity, such as lava tubes and volcanic rocks. Ruin's influence caused metamorphic changes in the rocks, transforming them into fiery, crystalline structures, and even precious gems, such as rubies or fire opals, could eventually be seen embedded in the rocks.
"Too bad we don't have a pickaxe...we could make a fortune just mining those", Bosco said, dismayed.
"That's too boring. Adventuring is supposed to be fun!", Donovan replied.
"Are you having fun, Donovan?", Kharius asked humorously.
"I am, yes. Couple of blisters on my feet, but yes", Donovan said.
"Why are humans wandering around in my master's sanctuary?", a strong voice asked.
"Who's there?", Donovan asked, startled.
"Trespassers don't have the right to make such question", the voice replied, as a gaseous form approached the Party and began to solidify until it assumed a form the Party had seen before - a very tall, muscular, horned humanoid creature with bluish-purple skin, demonic features and a fearsome scimitar attached to its back. The old wizard had called one of those an efreeti, but this one was exceptionally strong and massive.
Before the Party could say anything, the efreeti summoned forth a wall of fire, blocking their path forward.
"Turn back and leave, and I will overlook your wrongdoing", the efreeti commanded.
"We are doing nothing wrong", Kharius said, thrusting his Frost Brand into the wall of fire, which extinguished the flames instantaneously.
"Then I presume you are prepared to fight to the death!", the efreeti said through gritted teeth as he lunged towards the Party.
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Efreeti (Malik)
* Alignment: Chaotic/Evil
* AC -3
* 30 HD
* HP: 200
* THAC0 3
* Dmg: 3d8/3d8
* XP Value: 50.000
* +2 or better weapons to hit. Immune to fire. Takes +1 damage per hit die when hit with water or cold.
* Can summon 2 hell hounds
* Can become invisible, assume gaseous form, detect magic, enlarge, polymorph self, create illusions with visual, olfactory, tactile, and audio components which will last until touched or magically dispelled, misdirect, create a wall of fire or summon a fireball (5d6).
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Initiative
* Party: 7
* Efreeti (Malik): 10
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ROUND 1
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Efreeti attacks Kharius. Rolled 3, 12. Two hits for 3d8 each: 17, 11.
* Kharius HP 25/63
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"What a powerful being", Kharius said, feeling the blow.
“I hate genies”, Megalomagna hissed. ”Let me handle this one”.
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Party Initiative:
* Donovan: 8
* Korvac: 1
* Bosco: 2+2
* Kharius: 9
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Kharius casts Cone of Cold for 23d4+23 = 80 damage.
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Donovan attacks. Rolled 5, 6. Two hits for 1d8+10 each: 15, 15.
Bosco attacks. Rolled 17. Hit for 1d12+4: 5.
* Efreeti (Malik) HP: 85/200
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Korvac casts Cure Critical Wounds on Kharius for 3d8+3: 16.
* Kharius HP 41/63
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The Efreeti is enraged at the amount of damage it has suffered.
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Efreeti (Malik) summons 2 Hell Hounds.
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Hell Hound
* Alignment: Chaotic/Evil
* AC 3
* 10 HD
* HP: 80
* THAC0 11
* Dmg: 1d10 (bite) or 10 dmg (breath – half if successful on a saving throw vs. breath weapon)
* XP Value: 4.000
* On a natural 20 on its attack roll, grabs a victim in its jaws and breathes fire on it simultaneously.
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ROUND 2
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Efreeti attacks Kharius. Rolled 6. Hit for 3d8: 10.
* Kharius HP 31/63
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“I need some cover here, Donovan”, Kharius said, worried. “This monster is too much for me on a hand-to-hand fight”.
“All right! Leave it to me”, Donovan said.
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Donovan attacks. Rolled 9, 2. One hit for 1d8+10: 12.
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Korvac casts Cure Serious Wounds on Kharius for 2d8+1: 4.
* Kharius HP 35/63
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Bosco attacks. Rolled 4. Missed.
Kharius holds Frost Brand up in the air.
An Ice Storm has been summoned. All affected enemies suffer 4d10 = 30 damage.
* Efreeti (Malik) HP: 55/200
* Hell Hound 1 HP: 50/80
* Hell Hound 2 HP: 50/80
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ROUND 3
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Efreeti attacks Donovan. Rolled 1, 12. One hit for 3d8: 8. Efreeti throws a fireball on Kharius for 5d6: 5 damage. Kharius saves vs. spell: 16. Saved. Damage reduced to 3.
* Donovan HP 142/194
* Kharius HP 32/63
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Hell Hound 1 attacks Korvac. Rolled 3. Missed.
Hell Hound 2 attacks Bosco. Rolled 9. Hit for 1d10: 5.
* Bosco HP 108/135
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Kharius attacks Hell Hound 1. Rolled 18. Hit for 1d8+7: 11.
* Hell Hound 1 HP: 39/80
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Donovan attacks Efreeti. Rolled 8, 6. Two hits for 1d8+10 each: 18, 14.
Bosco attacks Efreeti. Rolled 12. Hit for 1d12+4: 12.
Korvac attacks Efreeti. Rolled 11. Hit for 2d6+3: 10.
* Efreeti (Malik) HP: 1/200
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ROUND 4
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Efreeti casts Invisibility on itself. Party members must throw a saving roll vs. spell in order to try to spot the Efreeti.
* Donovan (6): rolled 10. Saved.
* Korvac: (7): rolled 17. Saved.
* Bosco: (5): rolled 4. Failed.
* Kharius: (4): rolled 4. Saved.
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“Don’t think you can escape, efreeti!”, Kharius shouted with his hand raised and ready to cast a spell.
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Kharius casts Magic Missile. Deals 12d4+24: 56.
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Bombarded by an array of magic missiles, the efreeti fell to its knees, its body gradually taking on a grayish hue until it finally collapsed, disintegrating into cinders.
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Donovan attacks Hell Hound 1. Rolled 20, 19. Two hits for 1d8+7 each: 13, 9.
Bosco attacks Hell Hound 2. Rolled 4. Hit for 1d12+4: 10.
Korvac attacks Hell Hound 1. Rolled 11. Hit for 2d6+3: 10.
* Hell Hound 1 HP: 7/80
* Hell Hound 2 HP: 40/80
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ROUND 5
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Hell Hound 1 attacks Donovan. Rolled 12. Missed.
Hell Hound 2 attacks Bosco. Rolled 7. Missed.
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“Hateful mutts!”, Donovan exclaimed. “I’m tired of your biting!”.
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Kharius attacks Hell Hound 2. Rolled 20. Hit for 1d8+7: 12.
Donovan attacks Hell Hound 2. Rolled 13, 18. Two hits for 1d8+7 each: 14, 13.
* Hell Hound 2 HP: 1/80
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Bosco attacks Hell Hound 2. Rolled 4. Missed.
Korvac attacks Hell Hound 1. Rolled 10. Hit for 2d6+3: 12.
* Hell Hound 1 HP: -5/80
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With a horrendous wail, Hell Hound 1 fell to the ground, dead. Even battered and outnumbered, Hell Hound 2 will fight to the death.
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Hell Hound 2 attacks Bosco. Rolled 1. Missed.
Kharius attacks Hell Hound 2. Rolled 12. Hit for 1d8+7: 6.
* Hell Hound 2 HP: -5/80
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Hell Hound 2 has been slain. The smell of smoke and sulfur fills the air.
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The party has emerged victorious, defeating the Efreeti (Malik) and its summoned Hell Hounds. Each member has earned a total of 58.000 XP for the defeated monsters in this encounter.
* Donovan Stride has accumulated 1.728.350 + 58.000 = 1.786.350 XP.
* Korvac the Blessed has accumulated 1.673.350 + 58.000 = 1.731.350 XP.
* Bosco Tumblefoot has accumulated 1.678.450 + 58.000 = 1.736.450 XP.
* Kharius Bloodmoon has accumulated 1.772.450 + 58.000 = 1.830.450 XP.
***
“I’m beat”, Bosco said, stretched out on the ground. “This is a bad idea. Let’s get out of here before those creatures make barbecue out of us”.
“I understand how you feel”, Donovan said. “But we came here from very far, and, as you said yourself, we deserve the treasure left by the dragon. I’m not willing to turn back until we’ve seen it with our own eyes”.
“Let’s be reasonable here”, Korvac interjected. “If this mission becomes too dangerous, I will transport everyone back home without a second thought. Our lives are more important than any treasure”.
“Agreed”, Kharius said.
“You guys thought you were so strong and well-prepared, and now look at you!”, Megalomagna exclaimed. “Perhaps you should have clad yourselves in baatezu scales and mantles of fire resistance before coming here, after all”.
“This place is not looking like the lair of a defeated dragon, Meggie”, Donovan said, ignoring the sword’s provocations. “Something’s off. Try to scan the surroundings for us, will ya?”.
“You have no shame, do you Bonovan?”, Megalomagna replied, then its blade glowed purple. “Great amounts of magic. Lots of it. Very intense. Maybe you should proceed with caution after all”.
“What about life forms?”, Bosco asked.
“Hard to say. Elementals are living beings in a way, but they’re also magical entities from another Plane. There’s this gray area where things get too hazy for me to discern. Got it? No? Am I wasting my time here?”.
“I get it”, Bosco retorted, annoyed. “I’m not dumb just because I’m not a half-elf wizard”.
“Quit with the bickering”, Kharius said. “This is a dangerous place, right? Let’s not give the monsters the advantage by idling around”.
***
Advancing through the cave, the Party came across a spring. As they approached it, the water seemed clear and refreshing, and the infernal heat made them feel an irresistible urge to drink it.
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Donovan drinks from the spring. Rolling 1d12: 3.
The water tastes great. It heals 2d6: 7 HP.
* Donovan HP 149/194
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Korvac drinks from the spring. Rolling 1d12: 8.
The water tastes horrible. Character loses 1d6: 5 HP.
* Korvac HP 96/115
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Bosco drinks from the spring. Rolling 1d12: 3.
The water tastes great. It heals 2d6: 2 HP.
* Bosco HP 110/135
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Kharius drinks from the spring. Rolling 1d12:
The water in this fountain is actually a Water Weird! It attacks when a character tries to drink from it.
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Water Weird
* Alignment: Chaotic/Evil
* AC 4
* 6 HD
* HP: 50
* THAC0 15
* XP Value: 1.000
* Those hit must save vs. paralyzation, or be pulled into the water. Each round spent in the water requires another saving throw; failure indicates damage by drowning that starts with 1d8, then 2d8 the next round and keeps increasing in this fashion until the victim throws a successful save or its HP reaches 0, when he will be considered dead by drowning. They take half damage from fire, none if they make a successful saving throw. Intense cold acts as a slow spell on water weirds.
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ROUND 1
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Water Weird attacks Kharius. Rolled 8. Missed.
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“This is unexpected. A water creature in this fiery Hell!”, Kharius exclaimed.
“Let’s destroy it!”, Donovan rallied.
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Kharius attacks. Rolled 18. Hit for 1d8+4: 9.
Donovan attacks. Rolled 14, 3. Two hits for 1d8+7 each: 11, 9.
Bosco attacks. Rolled 12. Hit for 1d12+4: 12.
Korvac attacks. Rolled 4. Hit for 2d6+3: 11.
* Water Weird HP -2/50
----------------------------------------
The Water Weird has been destroyed.
----------------------------------------
The party has emerged victorious, defeating the Water Weird. Each member has earned a total of 1.000 XP for the defeated monster in this encounter.
* Donovan Stride has accumulated 1.786.350 + 1.000 = 1.787.350 XP.
* Korvac the Blessed has accumulated 1.731.350 + 1.000 = 1.732.350 XP.
* Bosco Tumblefoot has accumulated 1.736.450 + 1.000 = 1.737.450 XP.
* Kharius Bloodmoon has accumulated 1.830.450 + 1.000 = 1.831.450 XP.
***
“Maybe I should just stay clear of any springs until we’re back home”, Kharius said, exasperated.
“At least you didn’t drink it!”, Korvac said. “The water tasted horrible!”.
“Really? I found it delicious”, Bosco said, to what Donovan agreed. "I can't believe there was a creature in there!".
“It’s magical, so I guess it will react differently according to the person interacting with it. Never mind – let’s get going”, Kharius said, taking charge.
***
Moving forward, the Party was interrupted by Megalomagna.
"Wait. I sense life clearly now", Megalomagna alerted. In the distance, two creatures with human-like features could be seen.
"Well, I guess you're not wrong", Donovan said. "But I think you took a little too long. I can already see the sources of life you mentioned. They're people, thankfully".
"Maybe you should look again", Megalomagna chuckled.
Getting closer to the creatures, Donovan quickly realized he was wrong. Despite having human-like head and torso, the creatures were copper-colored with glowing yellow eyes, flaming beards and moustaches. Their lower torso was that of large snakes, with orange coloring shading to dull red at the tail end. Their entire bodies were covered with wispy appendages that appeared to burn but were never consumed.
Both were carrying massive shiny metal spears, resembling highly polished steel, and had evil and malice in their eyes.
"Intruders!", one of them said, pointing its spear at the Party.
"Don't expect to leave this place alive, humanoids!", the other said as they charged.
----------------------------------------
Greater Salamander
* AC 2
* 15 HD
* HP: 120
* THAC0 11
* Dmg: 2d6 (spear) + 1d6 (heat) / 4d6 (tail constriction) + 1d6 (heat)
* XP Value: 6.000
* +1 or better weapons to hit. Immune to fire, sleep, charm, and hold spells. Takes +1 damage per hit die when hit with water or cold.
----------------------------------------
Initiative
* Party: 7
* Greater Salamanders: 10
----------------------------------------
ROUND 1
----------------------------------------
Greater Salamander 1 attacks Donovan with spear. Rolled 13. Missed. Then it attacks with its tail. Rolled 1. Missed.
Greater Salamander 2 attacks Korvac with spear. Rolled 15. Hit for 2d6: 3. Then it attacks with its tail. Rolled 14. Hit for 4d6: 13.
Korvac doesn't take heat damage due to wearing a ring of fire resistance.
* Korvac HP 80/115
----------------------------------------
Donovan attacks Greater Salamander 1. Rolled 8, 5. Two hits for 1d8+7 each: 14, 12.
Bosco attacks Greater Salamander 1. Rolled 7. Hit for 1d12+4: 8.
* Greater Salamander 1 HP: 86/120
----------------------------------------
Korvac attacks Greater Salamander 2. Rolled 18. Hit for 2d6+3: 7.
Kharius attacks Greater Salamander 2. Rolled 3. Missed.
* Greater Salamander 2 HP: 113/120
----------------------------------------
ROUND 2
----------------------------------------
Greater Salamander 1 attacks Donovan with spear. Rolled 16. Hit for 2d6 + 1d6: 10. Then it attacks with its tail. Rolled 7. Missed.
* Donovan HP 139/194
----------------------------------------
Greater Salamander 2 attacks Korvac with spear. Rolled 13. Hit for 2d6: 7. Then it attacks with its tail. Rolled 9. Hit for 4d6: 10.
* Korvac HP 53/115
----------------------------------------
Donovan attacks Greater Salamander 1. Rolled 19, 14. Two hits for 1d8+7 each: 8, 11.
Bosco attacks Greater Salamander 1. Rolled 4. Hit for 1d12+4: 13.
* Greater Salamander 1 HP: 54/120
----------------------------------------
Kharius casts Lightning Bolt on Greater Salamander 1 for 71 damage. Saving throw vs. spell: 14. Saved. Suffered 35 damage.
* Greater Salamander 1 HP: 19/120
----------------------------------------
Korvac casts Cure Serious Wounds on himself for 2d8+1: 7.
* Korvac HP 61/115
----------------------------------------
ROUND 3
----------------------------------------
Greater Salamander 1 attacks Donovan with spear. Rolled 13. Missed. Then it attacks with its tail. Rolled 10. Missed.
Greater Salamander 2 attacks Korvac with spear. Rolled 8. Hit for 2d6: 9. Then it attacks with its tail. Rolled 10. Hit for 4d6: 14.
* Korvac HP 40/115
----------------------------------------
Donovan attacks Greater Salamander 1. Rolled 19, 19. Two hits for 1d8+7 each: 11, 10.
* Greater Salamander 1 HP: -2/120
----------------------------------------
With a painful scream, the salamander dropped to the ground, dead.
----------------------------------------
Kharius casts Cone of Cold for 23d4+23: 84. Saving throw vs. spell: 10. Saved. Suffered 42 damage.
* Greater Salamander 2 HP: 71/120
----------------------------------------
Bosco attacks. Rolled 14. Hit for 1d12+4: 15.
Korvac attacks. Rolled 13. Hit for 2d6+3: 8.
* Greater Salamander 2 HP: 48/120
----------------------------------------
ROUND 4
----------------------------------------
Greater Salamander 2 attacks Donovan. Rolled 6, 8. Missed.
Kharius attacks. Rolled 16. Hit for 1d8+7: 11.
Donovan attacks. Rolled 5 ,18. Two hits for 1d8+7 each: 15, 14.
Bosco attacks. Rolled 17. Hit for 1d12+4: 13.
* Greater Salamander 2 HP: -5/120
----------------------------------------
With a horrendous roar, the Greater Salamander falls.
----------------------------------------
Before the Party can rest from the difficult battle, a fireball is thrown at them, exploding into fiery hell.
All Party members suffer 8d6 = 24 damage. A successful save vs. spell will reduce damage by half.
* Donovan rolled 20. Saved. Suffered 12 damage.
* Korvac rolled 8. Saved. Suffered 4 damage.
* Bosco rolled 13. Saved. Suffered 12 damage.
* Kharius rolled 18. Saved. Suffered 4 damage.
----------------------------------------
* Donovan HP 127/194
* Korvac HP 36/115
* Bosco HP 108/135
* Kharius HP 28/63
----------------------------------------
"What the hell was that?", Bosco asked, extinguishing the small fires that were trying to ignite on his clothes.
"Hahahahaha", a cadaveric laughter echoed through the cave.
"What a hideous laughter", Korvac said.
Loud footsteps could be heard as a 3-meters tall giant skeleton approached the Party. It carried a spear in one hand and a shield in the other, but what really astonished them was the unworldly fire that kept burning just above the skeleton's pelvis, reaching upward to lick at the collar bones.
"Did this thing throw that fireball on us?", Donovan asked.
"Probably", Kharius answered.
"We must destroy it regardless", Korvac said, reaching for his holy symbol.
----------------------------------------
Giant Skeleton
* AC 2
* 15 HD
* HP: 100
* THAC0 11
* Dmg: 1d12 (spear) or 8d6 (fireball)
* XP Value: 10.000
* Once per hour (6 turns), the skeleton may reach into its chest and draw forth a sphere of fire from the flames that burn within its rib cage. This flaming sphere can be hurled as if it were a fireball that delivers 8d6 points of damage. Because these creatures are immune to harm from both magical and normal fires, they will freely use this attack in close quarters.
* Giant skeletons are immune to sleep, charm, hold, or similar mind-affecting spells. Cold-based spells inflict half damage, lightning inflicts full damage, while fire cannot harm them.
----------------------------------------
Initiative:
* Party: 3
* Giant Skeleton: 6
----------------------------------------
ROUND 1
----------------------------------------
Giant Skeleton attacks Donovan. Rolled 5. Missed.
----------------------------------------
Korvac attempts to Turn Undead. Failed.
----------------------------------------
"What? I'm pretty sure I could turn an undead such as that", Korvac said.
"I guess you've been tampered with. Again", Megalomagna mocked. "There's an abnormally dense magic surrounding that giant pile of bones".
"No matter", Donovan said, confident". Let's deal with it my way. The bone-breaking way!".
----------------------------------------
Donovan attacks. Rolled 5 ,18. Two hits for 1d8+7 each: 10, 13.
Kharius attacks. Rolled 1. Missed
Bosco attacks. Rolled 10. Hit for 1d12+4: 15.
* Giant Skeleton HP: 62/100
----------------------------------------
ROUND 2
----------------------------------------
Giant Skeleton attacks Donovan. Rolled 13. Missed.
Donovan attacks. Rolled 9, 1. One hit for 1d8+7: 10.
Kharius attacks. Rolled 8. Hit for 1d8+7: 10.
Bosco attacks. Rolled 9. Hit for 1d12+4: 15.
Korvac attacks. Rolled 17. Hit for 2d6+3: 15.
* Giant Skeleton HP: 12/100
----------------------------------------
ROUND 3
----------------------------------------
Giant Skeleton attacks Korvac. Rolled 12. Hit for 1d12: 10.
* Korvac HP 26/115
----------------------------------------
Donovan attacks. Rolled 3, 7. Two hits for 1d8+7 each: 15, 8.
----------------------------------------
With a roar that seemed to have come straight from the depths of hell, the skeleton giant writhed as the flame in its belly extinguished and its bones quickly crumbled to dust.
----------------------------------------
The party has emerged victorious, defeating the Greater Salamanders and the Giant Skeleton. Each member has earned a total of 22.000 XP for the defeated monsters in this encounter.
* Donovan Stride has accumulated 1.787.350 + 22.000 = 1.809.350 XP.
* Korvac the Blessed has accumulated 1.732.350 + 22.000 = 1.754.350 XP.
* Korvac has advanced from level 23 to level 24.
* Korvac's max HP increased to 117.
* Korvac has learned the spells Bless (1st circle), Negative Plane Protection (3rd circle), Water Breathing (3rd circle) and Moonbeam (5th circle).
* Bosco Tumblefoot has accumulated 1.737.450 + 22.000 = 1.759.450 XP.
* Kharius Bloodmoon has accumulated 1.831.450 + 22.000 = 1.853.450 XP.
***
"Will we never be allowed a second to rest?", Bosco complained.
"This place just keeps getting creepier", Donovan vented.
"It's the influence of the undead. I'm fairly sure that this skeleton isn't the only one here", Korvac reasoned.
Moving forward, the Party came across a large double wooden door, adorned with skulls and other sinister motifs.
"Why is there a door here?", Donovan asked, puzzled.
"Someone has taken over the dragon's lair", Kharius said.
"I was reluctant to cast the spell Lord Boccob has taught me, but I believe the situation calls for it", Korvac said, reaching for his holy symbol.
----------------------------------------
Korvac casts Mass Heal. Party members HP fully restored.
----------------------------------------
"Is everyone ready?", Donovan asked. With everyone's consent, he pushed the heavy doors open.
***
The heavy wooden doors creaked open, sounding more like a witch's lament. Upon entering the chamber, the Party was engulfed by a feeling of oppression almost as powerful as that emanating from Mephistopheles himself. This time, however, the energy smelled of undeath. At the far end of the grand hall, the Party could behold the great treasure of the late Red Dragon Ruin, and amidst it all, a luxurious throne adorned with gold and precious gems, and a third element that horrified the adventurers: skulls that evidently once belonged to humans.
Sitting on the throne was a ghastly and ominous figure. Its skeletal frame was visible, adorned with tattered, dark robes that seemed to cling to its form. Its bones were etched with strange runes, glowing with an eerie light.
Instead of eyes, the creature had only eye sockets which emitted an intense, otherworldly blood red glow. Wisps of spectral energy trailed from its bony fingers, hinting at the natural usage of the necromantic arts.
The air around the undead creature was heavy with a palpable sense of dark magic, and its presence instilled an instinctive fear.
"A lich!", Kharius exclaimed.
"I've sensed that reek before", Megalomagna interjected. "A distinctive aura of hatred and malice".
"You have come, Megalomagna", a coarse voice came from inside the lich's skull.
"Baron of Blood? Have you really turned into a lich? Is Kharlos Bornfool actually a prophet?", Megalomagna asked.
"Talkative as always", the lich responded.
"Are you serious?", Donovan complained. "Have we just barged into your former master's new home?".
"That rotting corpse was anything but a master", Megalomagna remarked.
"And you were anything but a weapon", the lich answered, as the red dots in the creature's eye sockets glowed a bright red.
"You brought every ounce of your doom onto yourself, Baron of Blood. You not only have a stupid name, you also made stupid decisions", Megalomagna retorted.
"You are the one who drove my companions insane to the point of killing each other with your illusions and your endless jabbering!", the lich roared, getting up from its throne.
"Enough of this!", Korvac interjected. "I don't care who has died and why. A lich must be destroyed, and if you are a former priest of evil, then the more reasons for us to do so. I will turn you so you won't stain this world with your dark arts anymore".
"Turn me?", the lich blurted out a dreadful laughter and sat back on its throne.
"Go ahead. Try", the lich said, defiant.
Feeling insulted, Korvac grabbed his holy symbol.
----------------------------------------
Korvac attempts to Turn Undead. Failed.
----------------------------------------
"What is happening? Why isn't it working", Korvac asked, troubled.
"A mere mortal cannot hope to 'turn' me", the lich said. "I don't expect a simpleton like you to understand".
"Don't listen to that rotting mummy, Korvac", Donovan said. "Let's do it the old-fashioned way", he said, pointing Megalomagna at the lich.
"I see you are foolish enough to still want to fight me. Since you are that eager to die, I will put you on trial first", the lich said and waved his skeletal hand.
----------------------------------------
The Baron of Blood casts The Baron of Blood's Death Trials.
----------------------------------------
Darkness enveloped the Party. Slowly, an arena-like scenery started taking shape around them.
The lich, or the "Baron of Blood" as he called himself, remained seated on his throne, maintaining an air of grandiosity and channeling exaggerated mannerisms akin to an emperor from a long-forgotten empire. A seemingly insurmountable void kept him separated from the Party.
"Is he reachable from here?", Kharius asked, pulling an arrow from his quiver. Upon shooting it, the arrow fell into nothingness.
"Unwise of you to waste your resources, half-elf. Especially when you have other challenges to overcome first", the Baron of Blood said as a creature started forming on the other corner of the arena.
----------------------------------------
A Ghoul has appeared.
Ghoul
* Alignment: Chaotic/Evil
* AC 6
* 2 HD
* HP: 16
* THAC0 19
* Dmg: 1d3/1d3/1d6
* XP Value: 175
* Paralyze for 2+1d6 rounds or until negated by a priest.
----------------------------------------
"Will my turn undead ability work here?", Korvac mumbled.
"Why don't you try?", the Baron said, chuckling.
"Don't. There's too much of that skeleton guy's dark magic permeating this place. It's like an evil temple of evil, if you will", Megalomagna said.
"Leave it to me!", Donovan shouted, charging towards the monster presented as their first challenge.
----------------------------------------
Initiative:
* Party: 6
* Ghoul: 9
----------------------------------------
ROUND 1
----------------------------------------
Ghoul attacks Donovan. Rolled 11, 8, 12. Missed.
Donovan attacks. Rolled 3, 16. Two hits for 1d8+7 each: 12, 15.
* Ghoul HP: -11/16
----------------------------------------
Upon receiving Donovan’s powerful sword slashes, the ghoul vocalized an ugly wail and faded away.
----------------------------------------
The Party has earned 175 XP for the defeated monster in this encounter.
----------------------------------------
"How do you like that, lich?", Donovan shouted.
The lich ignored Donovan as another creature appeared in the arena.
This time, the creature resembled a giant, dark green eagle, except that its head was that of a blue-black stag, its fearsome horns glittered as obsidian, and its eyes glowed a dull red-orange. The malice in its gaze could make even the most seasoned adventurer shiver.
----------------------------------------
A Peryton has appeared.
Peryton
* Alignment: Chaotic/Evil
* AC 7
* 4 HD
* HP: 32
* THAC0 17
* Dmg: 4d4
* XP Value: 270
* +2 to attack rolls
----------------------------------------
Initiative:
* Party: 5
* Peryton: 6
----------------------------------------
ROUND 1
----------------------------------------
Peryton attacks Bosco. Rolled 15. Hit for 4d4: 10.
* Bosco HP 125/135
----------------------------------------
Bosco attacks. Rolled 7. Hit for 1d12+4: 12.
Donovan attacks. Rolled 1, 6. One hit for 1d8+7: 8.
Korvac attacks. Rolled 13. Hit for 2d6+3: 12.
* Peryton HP: 0/32
----------------------------------------
With a loud screech, the Peryton falls to the ground and fades away.
----------------------------------------
The Party has earned 270 XP for the defeated monster in this encounter.
----------------------------------------
Before anyone could say anything, another creature appeared.
It was a horrendous hybrid monster with a leonine torso and legs, batlike wings, a man's head, a tail tipped with iron spikes. It stood 3-meters tall at the shoulder and 5-meters in length. Each section of this abomination closely resembled the creature it imitated. The leonine torso had a tawny hide, the mane was a lion's brown-black color, and the batlike wings were dark brown with sparse hair. Its head resembled an ugly human male; the mane resembled a heavy beard and long hair.
“Is that what people call a chimera?”, Donovan asked, frowning,
“Not exactly. This is a manticore. Not as dangerous, but equally as ugly”, Kharius explained.
----------------------------------------
A Manticore has appeared.
Manticore
* Alignment: Chaotic/Evil
* AC 4
* 6 HD
* HP: 48
* THAC0 13
* Dmg: 1d3/1d3/1d8 (claw/claw/bite) or 1d6 tail spikes dealing 1d6 damage each (every three turns)
* XP Value: 975
----------------------------------------
Initiative:
* Party: 7
* Manticore: 5
----------------------------------------
ROUND 1
----------------------------------------
Donovan attacks. Rolled 14, 10. Two hits for 1d8+7 each: 15, 14.
Korvac attacks. Rolled 14. Hit for 2d6+3: 11.
Bosco attacks. Rolled 10. Hit for 1d12+4: 12.
Kharius attacks with bow and arrow. Rolled 8. Hit for 1d6+3: 8.
* Manticore HP: 3/48
----------------------------------------
Manticore attacks with tail spikes. Rolled 1d6: 4. Three spikes hit Donovan for 3d6: 10 damage. One spike hits Korvac for 1d6: 1 damage.
* Donovan HP 184/194
* Korvac HP 116/117
----------------------------------------
ROUND 2
----------------------------------------
Donovan attacks. Rolled 3, 5. Two hits for 1d8+7 each: 11, 13.
* Manticore HP: -21/48
----------------------------------------
The manticore emits a hideous roar and falls, fading away.
----------------------------------------
The Party has earned 975 XP for the defeated monster in this encounter.
----------------------------------------
“This is getting tiresome”, Donovan said. “How many of those monsters this stupid lich wants us to kill?”.
“You are doing well, mortals”, the lich said, laughing. “You will know when the challenge comes to an end”.
As the Baron of Blood finished speaking, another creature appeared, one the Party had seen before: a large fire-breathing hound with rust-colored fur, red, glowing eyes and a distinct odor of smoke and sulfur. It barked at the adventurers with an eerie, hollow tone that sent a shiver through their spines.
----------------------------------------
A Hell Hound has appeared.
Hell Hound
* Alignment: Chaotic/Evil
* AC 4
* 7 HD
* HP: 56
* THAC0 13
* Dmg: 1d10 (bite) or 10 dmg (breath – half if successful on a saving throw vs. breath weapon)
* XP Value: 1.400
* On a natural 20 on its attack roll, grabs a victim in its jaws and breathes fire on it simultaneously.
----------------------------------------
Initiative:
* Party: 9
* Hell Hound: 8
----------------------------------------
Donovan attacks. Rolled 10, 16. Two hits for 1d8+7 each: 10, 12.
Korvac attacks. Rolled 18. Hit for 2d6+3: 10.
Bosco attacks. Rolled 6. Hit for 1d12+4: 10.
Kharius attacks with Frost Brand. Rolled 7. Hit for 1d8+7: 13.
* Hell Hound HP: 1/56
----------------------------------------
Hell Hound breathes fire on Donovan for 10 damage. Donovan throws a save vs. breath weapon: 8. Saved. Suffered 5 damage.
* Donovan HP 179/194
----------------------------------------
ROUND 2
----------------------------------------
Donovan attacks. Rolled 13, 13. Two hits for 1d8+7 each: 9, 8.
* Hell Hound HP: -14/56
----------------------------------------
With an unconvincing whine, the Hell Hound lay down dead and faded way.
----------------------------------------
The Party has earned 1.400 XP for the defeated monster in this encounter.
----------------------------------------
Another creature appeared as soon as the Hell Hound vanished. This was also similar to a creature the Party had faced before – an immense reptilian monsters with multiple heads.
----------------------------------------
A Lernaean Hydra has appeared.
Lernaean Hydra
* Alignment: Neutral
* AC 5
* 8 HD
* HP: 64
* THAC0 12
* Dmg: 1d8 per head (up to 4 can attack a single target)
* XP Value: 6.000
* Regenerates two heads for each one that is severed, up to a maximum of 12 heads grown.
----------------------------------------
Initiative:
* Party: 3
* Lernaean Hydra: 4
----------------------------------------
ROUND 1
----------------------------------------
Lernaean Hydra attacks Donovan four times. Rolled 14, 13, 4, 12. Missed.
Lernaean Hydra attacks Korvac two times. Rolled 1, 2. Missed.
Lernaean Hydra attacks Bosco two times. Rolled 8, 7. Missed.
Donovan attacks. Rolled 4, 13. Two hits for 1d8+7 each: 10, 9.
Ensure your favorite authors get the support they deserve. Read this novel on Royal Road.
----------------------------------------
2/8 heads have been severed. 04/12 heads have grown in its place (+32 HP).
* Lernaean Hydra HP: 77/96
----------------------------------------
Korvac attacks. Rolled 18. Hit for 2d6+3: 9.
----------------------------------------
3/8 heads have been severed. 06/12 heads have grown in its place (+16 HP).
* Lernaean Hydra HP: 84/112
----------------------------------------
Bosco attacks. Rolled 5. Hit for 1d12+2: 13.
----------------------------------------
4/8 heads have been severed. 08/12 heads have grown in its place (+16 HP).
* Lernaean Hydra HP: 87/128
----------------------------------------
Kharius casts Burning Hands for 1d6+46: 49 damage.
10 heads have been severed. 12/12 heads have grown in its place (+32 HP). 10/10 heads remaining.
* Lernaean Hydra HP: 70/160
----------------------------------------
ROUND 2
----------------------------------------
Lernaean Hydra attacks Donovan four times. Rolled 18, 4, 14, 18. Two hits for 1d8 each: 4, 6.
* Donovan HP: 169/194
----------------------------------------
Lernaean Hydra attacks Korvac four times. Rolled 8, 8, 9, 14. One hit for 1d8: 2.
* Korvac HP: 115/117
----------------------------------------
Lernaean Hydra attacks Bosco two times. Rolled 17, 20. Two hits for 1d8 each: 5, 8.
* Bosco HP: 108/135
----------------------------------------
Donovan attacks. Rolled 17, 17. Two hits for 1d8+7 each: 11, 14.
----------------------------------------
* Lernaean Hydra HP: 45/160
07/10 heads remaining.
----------------------------------------
Korvac attacks. Rolled 7. Hit for 2d6+3: 14.
* Lernaean Hydra HP: 31/160
----------------------------------------
06/10 heads remaining.
----------------------------------------
Bosco attacks. Rolled 18. Hit for 1d12+2: 13.
* Lernaean Hydra HP: 18/160
----------------------------------------
05/10 heads remaining.
----------------------------------------
Kharius attacks with bow and arrow. Rolled 12. Hit for 1d6+1: 7.
* Lernaean Hydra HP: 11/160
----------------------------------------
04/10 heads remaining.
----------------------------------------
ROUND 3
----------------------------------------
Lernaean Hydra attacks Donovan four times. Rolled 1, 12, 14, 7. Missed.
Donovan attacks. Rolled 16, 16. Two hits for 1d8+7 each: 9, 13.
* Lernaean Hydra HP: -11/160
----------------------------------------
05/10 heads remaining. The hydra is battered and bleeding but refuses to fall.
----------------------------------------
Korvac attacks. Rolled 17. Hit for 2d6+3: 12.
* Lernaean Hydra HP: -23/160
----------------------------------------
04/10 heads remaining.
----------------------------------------
Bosco attacks. Rolled 14. Hit for 1d12+2: 3.
* Lernaean Hydra HP: -26/160
----------------------------------------
Kharius attacks with bow and arrow. Rolled 14. Hit for 1d6+1: 5.
* Lernaean Hydra HP: -29/160
----------------------------------------
03/10 heads remaining.
----------------------------------------
ROUND 4
----------------------------------------
Lernaean Hydra attacks Donovan three times. Rolled 4, 11, 7. Missed.
Donovan attacks. Rolled 18, 20. Two hits for 1d8+7 each: 13, 8.
* Lernaean Hydra HP: -40/160
----------------------------------------
01/10 heads remaining.
----------------------------------------
Korvac attacks. Rolled 8. Hit for 2d6+3: 9.
* Lernaean Hydra HP: --48/160
----------------------------------------
Upon losing all its heads, the Hydra finally succumbs and falls, fading away.
----------------------------------------
The Party has earned 6.000 XP for the defeated monster in this encounter.
----------------------------------------
“What a fine display of endurance!”, the lich exclaimed, clapping its skeletal hands.
“You are next, you damn undead”, Donovan said pointing Megalomagna at him.
“Don’t think you can talk to me like that, worm”, the Baron of Blood retorted. “I will put you in your place before this challenge ends”.
As the lich spoke, another creature appeared. This time, it was a monster with the hindquarters of a black goat and the forequarters of a huge, tawny lion. Its body had brownish-black wings like those of a dragon. The creature had three heads, those of a goat, a lion, and a fierce dragon. The goat head was pitch black, with glowing amber eyes and long ochre horns. The lion head was framed by a brown mane and green eyes. The dragon head was covered with orange scales and black eyes.
“Now this is a real chimera”, Kharius said, holding his Frost Brand tight. “This is not a challenge anymore, it’s a nightmare”.
“We will prove ourselves stronger than any nightmare, my friend!”, Donovan rallied. “Let’s show that failure of a priest what true power is!”.
“Well said, my friend”, Korvac muttered, reaching for his glowing holy symbol.
----------------------------------------
A Chimera has appeared.
Chimera
* Alignment: Chaotic/Evil
* AC 6/5/2
* 9 HD
* HP: 72
* THAC0 11
* Dmg: 1d3/1d3 (lion claws), 1d4/1d4 (goat horns), 2d4 (lion bite), 3d4 (dragon bite) or 3d8 (dragon breath)
* XP Value: 10.000
----------------------------------------
Initiative:
* Party: 5
* Chimera: 7
----------------------------------------
ROUND 1
----------------------------------------
Chimera attacks Donovan with claws, horns, bite and dragon breath. Rolled 9, 13, 14, 3, 3. One hit for 1d4: 3 plus 3d8: 19. Donovan saves vs. breath weapon: 17. Saved. Donovan suffers 13 damage.
* Donovan HP 156/194
----------------------------------------
Donovan attacks. Rolled 16, 16. Two hits for 1d8+7 each: 12, 9.
Korvac attacks. Rolled 4. Missed.
Bosco attacks. Rolled 8. Hit for 1d12+4: 9.
* Chimera HP 42/72
----------------------------------------
Kharius casts Lightning Bolt for 23d6: 74 damage. Chimera saves vs. spell: 2. Failed.
* Chimera HP -30/72
----------------------------------------
The chimera convulsed and writhed violently, its limbs and heads contorting in unnatural angles as tendrils of powerful electricity coursed through its monstrous frame until it faded away.
----------------------------------------
The Party has earned 10.000 XP for the defeated monster in this encounter.
----------------------------------------
“A fearsome display of the arcane arts”, the lich said, resting its skeletal chin on its hand, while another creature appeared.
Of all the creatures the Party had faced until that day, this was probably the one that left the strongest impression. A true abomination, or rather, a giant amoeba with one large, central eye with a tripartite pupil, and a hundred lashless, inhuman eyes and many sharp-toothed mouths. Extruding from the main body, several pseudopods, tipped with a fanged maw, manipulated weapons and tools. The bizarre creature slowly slithered towards the Party, its eyes focused on them.
----------------------------------------
An Argos has appeared.
Argos
* Alignment: Neutral/Evil
* AC 0
* 10 HD
* HP: 80
* THAC0 11
* Dmg: special
* XP Value: 14.000
* An argos can attack with one to three weapons or items, or it can enfold a victim in a pseudopod and attack with 1d3 mouths for 1d4 points of damage each. It may attack as many foes in this way as it can physically reach. If an argos rolls a natural 20 on an attack, it envelopes its victim, swallowing him whole. A swallowed victim suffers 2d8 points of damage each round from the creature's digestive juices. The victim may attempt to cut his way free from within, using only short cutting weapons. He must inflict 8 points of damage to break free.
* An argos can bring 1d10 of its smaller eyes to bear on any target. The large, central eye can focus only on targets that are in front of the creature (within 90 degrees of the "straight-ahead point" of the central eye). Though the creature has nearly 100 eyes, only 20 special powers have been noted; therefore a number of eyes must possess the same power. Each point of damage inflicted on an argos eliminates one eye; the DM decides which powers are reduced in the process. It is possible to target one particular eye by attacking with a -4 penalty to the attack roll. Each ability of an argos's eye is treated as a spell effect. Use the argos's Hit Dice as the caster level. Roll 1d20 and check the following table for a particular eye's power:
* Blindness
* Burning Eyes (Hands)
* Charm Monster
* Clairvoyance
* Confusion
* Darkness, 15' radius
* Dispel Magic
* Emotion
* ESP
* Fumble
* Gaze Reflection
* Heat Metal
* Hold Monster
* Imp. Phantasmal Force
* Irritation
* Light
* Slow
* Suggestion
* Tongues
* Flesh to Stone
* The central eye can use one of three different powers once per round. It can create a personal illusion (an alter self-spell), or it can cast a color spray or a ray of enfeeblement spell.
----------------------------------------
Initiative:
* Party: 9
* Argos: 6
----------------------------------------
“Listen, Donovan”, Kharius called. “This creature might be as dangerous as a beholder. Let me blast it out of existence before it causes trouble”.
Donovan took a step back as Kharius pronounced the incantations for a Fireball spell.
----------------------------------------
ROUND 1
----------------------------------------
Kharius casts Fireball for 23d6: 89 damage. Argos saves vs. spell: 18. Saved. Suffered 44 damage.
* Argos: 36/80
----------------------------------------
Korvac casts Flame Strike for 6d8: 24 damage. Argos saves vs. spell: 14. Saved. Suffered 12 damage.
* Argos: 24/80
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Bosco attacks. Rolled 3. Missed.
----------------------------------------
Argos’s central eye casts Color Spray on Kharius. Kharius saves vs. spell: 12. Saved. Kharius is unaffected by the spell.
----------------------------------------
1d10 eyes attack Donovan. Rolled 9. The following spells have been cast on Donovan:
* 1: Blindness. Saving throw: 7. Saved.
* 3: Charm Monster. Saving throw: 16. Saved.
* 5: Confusion. Saving throw: 3. Failed. Donovan is confused for 10 rounds.
* 7: Dispel Magic. Nothing happens.
* 9: ESP. Argos learns that Donovan wants ice cream.
* 12: Heat Metal. Megalomagna has been heated. It’s very angry and hot-headed now.
* 14: Improved Phantasmal Force. Saving throw: 12. Saved.
* 16: Light. Nothing happens.
* 19: Tongues. Nothing happens.
----------------------------------------
1d10 eyes attack Korvac. Rolled 1. The following spells have been cast on Korvac:
* 10: Fumble. Saving throw: 4. Failed. Korvac is clumsy for 10 rounds.
----------------------------------------
1d10 eyes attack Bosco. Rolled 9.
* 2: Burning Eyes (Hands): Deals 1d6+20: 25 damage.
* 4: Clairvoyance. Nothing happens.
* 6: Darkness, 15' radius.
The darkness impedes Argos from casting any other spells.
----------------------------------------
* Bosco HP 100/135
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ROUND 2
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Donovan rolls 1d10: 9. Donovan will attack the nearest creature for one round (then roll again).
Donovan attacks Kharius with a -4 penalty. Rolled 7. Hit for 1d8+10: 13.
Donovan attacks Bosco with a -4 penalty. Rolled 12. Hit for 1d8+7: 13.
* Kharius HP 50/63
* Bosco HP 87/135
----------------------------------------
“Donovan! Snap out of it!”, Kharius and Bosco exclaimed, but Donovan was absolutely disoriented.
----------------------------------------
Kharius casts Ice Storm for 4d10: 16 damage.
* Argos: 8/80
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Bosco attacks with Wand of Frost – Ice Storm function for 4d10: 17 damage.
* Argos: -11/80
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Ice crystals began to form on the argos’s surface, causing its slimy exterior to harden and crack. The creature shuddered as its pulsating movements slowed, the once-malleable mass turning rigid. Then, as the frigid winds and razor-sharp shards of ice descended upon it, the Argos was encapsulated in an icy prison, succumbing to the numbing cold, its body now frozen and lifeless, as it fades away from the arena.
----------------------------------------
The Party has earned 14.000 XP for the defeated monster in this encounter.
----------------------------------------
“This wand is quite powerful”, Bosco said to himself.
“Don’t let it distract you”, Donovan said, regaining his senses. ”I’m sorry for attacking you, Bosco, Kharius”.
“It was nothing”, Kharius said. Bosco just waved his hand in the casual way hobbits do.
“This thing is getting more and more dangerous”, Korvac said, standing up after the Fumble spell effects ended. “We must be extra-careful from now on”.
“Marvelous”, the lich said. “How mere mortals were able to handle that creature astonishes even a higher being like me. But the challenge isn’t over yet. Or is it?”.
Another creature appeared. This time, it didn’t look like one – first, because it was a woman. Second, because although having sharp and feral facial features, she didn’t look inhuman at all.
“Don’t let yourselves be fooled”, Korvac alerted. “That creature is a vampire. Don’t look into her eyes or she will charm you”.
“Can you turn her, Korvac?”, Kharius asked, looking away.
“In this place, I probably cannot”, Korvac said, stern. “But I have another idea.
----------------------------------------
A Vampire has appeared.
Vampire
* Alignment: Chaotic/Evil
* AC 1
* 11 HD
* HP: 88
* THAC0 11
* Dmg: 1d6+4
* XP Value: 18.000
* +1 or better weapon to hit
* Drains 2 levels from a character or 2 HP from a monster upon hit
* Can charm any person who meets her gaze
----------------------------------------
Initiative:
* Party: 8
* Vampire: 6
----------------------------------------
ROUND 1
----------------------------------------
Korvac casts Sunray. Vampire saves vs. death: 4. Failed.
----------------------------------------
Upon feeling the sunlight on her skin, the vampire immediately recoiled. A pallor of dread crossed her face as her skin began to smolder upon contact with the unforgiving light. Each second felt like a thousand searing lances piercing through her body. She flailed desperately, her once elegant features contorted in pain, and her fascinating gaze now dulled with the fading vestiges of immortal arrogance. The once-alluring figure now convulsed and crumbled under the relentless onslaught of sunlight, until all that remained was a pile of fine, silvery dust scattered across the chamber floor that quickly faded away.
----------------------------------------
The Party has earned 18.000 XP for the defeated monster in this encounter.
----------------------------------------
"Damn priest", the lich growled, hurt by the sunray.
Once more, a creature appeared in place of the one they had just defeated. Now, it was a strange bipedal humanoid, standing 3-meters tall, with the bodily features of a tiger, but wearing human clothing seemingly of the highest quality.
"Summoned by a lich, huh?", the creature said with a guttural voice. "Fine by me if I can eat their flesh!", he exclaimed pointing at the Party.
"You are allowed", the lich replied, to which the creature grinned, intentionally showing its dreadful fangs.
----------------------------------------
A Rakshasa has appeared.
Rakshasa
* Alignment: Lawful/Evil
* AC -5
* 13 HD
* HP: 104
* THAC0 11
* Dmg: 1d6/1d6/1d10 or spell
* XP Value: 25.000
* Immune to spells lower than 7th Arcane Level/Circle
* +3 or better weapon to hit
ARCANE SPELLS
1st Arcane Level:
* Magic Missile
* Charm Person
* Shocking Grasp
* Sleep
2nd Arcane Level:
* Blur
* Hypnotic Pattern
* Ray of Enfeeblement
3rd Arcane Level:
* Dispel Magic
* Hold Person
4th Arcane Level:
* Rainbow Pattern
5th Arcane Level:
* Domination
PRIEST SPELLS
1st Circle:
* Curse (Bless)
* Protection from Good
* Cure Light Wounds (only on itself)
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Initiative:
* Party: 3
* Rakshasa: 7
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ROUND 1
----------------------------------------
Rakshasa casts Charm Person on Donovan. Saving vs. spell: 7. Saved. The spell has no effect.
----------------------------------------
"Those mortals are strong...", the rakshasa muttered.
----------------------------------------
Donovan attacks. Rolled 1, 16. One hit for 1d8+10: 12.
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The rakshasa looked surprised at the sight of its own blood.
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Korvac attacks. Rolled 16. Hit for 2d6+3: 8.
Bosco attacks. Rolled 11. Hit for 1d12+4: 13.
* Rakshasa HP: 71/104
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Kharius casts Magic Missile. The spell has no effect.
----------------------------------------
"Why didn't it work? What kind of creature is that?", Kharius asked, nervous.
"Peebles like those cannot harm a superior life form like me, wizard", the rakshasa said. "You disappoint me; I expected more from someone like you".
"Don't listen to the beast, Kharius", Donovan interjected. "It doesn't have the slightest idea of who you are and what you're capable of".
"You dare call me beast, you cattle?", the rakshasa roared.
----------------------------------------
ROUND 2
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Rakshasa casts Hold Person on Donovan. Saving vs. spell: 11. Saved. The spell has no effect.
----------------------------------------
The rakshasa growls at its second failure at bringing Donovan down with a spell.
----------------------------------------
Donovan attacks. Rolled 7, 14. Two hits for 1d8+10 each: 17, 16.
* Rakshasa HP: 38/104
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Korvac attacks. Rolled 8. Missed.
Bosco attacks. Rolled 11. Hit for 1d12+4: 6.
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Kharius casts Prismatic Spray. Rolled 1d8: 5. Rakshasa is struck by the blue colored ray and must save vs. petrification or be turned to stone. Saving throw: 8. Saved.
----------------------------------------
“A most dangerous and insidious spell indeed”, the rakshasa said, puffing smoke from a smoking pipe.
“Damn monster”, Kharius muttered.
“I’m growing tired of this”, the rakshasa said. “Time to cast a real spell”.
----------------------------------------
ROUND 3
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Rakshasa casts Domination on Donovan. Saving throw with a -2 penalty: 16. Saved.
----------------------------------------
“What? I don’t believe it!”, the rakshasa exclaimed.
“It seems your spells are no match for my willpower, freak!”, Donovan challenged.
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Donovan attacks. Rolled 7, 18. Two hits for 1d8+10 each: 11, 17.
Korvac attacks. Rolled 17. Hit for 2d6+3: 13.
* Rakshasa HP: -3/104
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The rakshasa emits a powerful roar and its body erupts in flames. Its spirit can be seen leaving the corpse behind, as it drops to the ground and fades away.
----------------------------------------
The Party has earned 25.000 XP for the defeated monster in this encounter.
----------------------------------------
The lich clapped its skeletal hands once again.
“Marvelous, mortals”, it said. “You are indeed worthy of the next opponent. I hope you are ready”.
----------------------------------------
Then, another creature appeared, and the air immediately changed. The atmosphere of the pocket dimension became ominous and even more oppressive. Facing the Party, stood a hulking knight, more than 3-meters tall. Its face was a blackened skull covered with shards of shriveled, rotting flesh. It had two tiny, glowing orange-red pinpoints for eyes. Its armor was scorched black as if it had been in a fire. Its demeanor was so terrifying that even the most experienced adventurers would be frightened at its presence.
“A death knight”, Korvac said, scowling. “The most atrocious punishment bestowed upon a corrupted paladin”.
“A lich has summoned a death knight, you say?”, Kharius asked, perplexed. “I thought liches served death knights, not the other way around”.
“I’m not a lich like those you read in story books, wizard”, the lich said. “I am the Baron of Blood! Death Knight, give them a taste of my power!”.
The creature seemed to ignore its master and assumed a fighting stance.
“Megalomagna”, Donovan said, serious.
“Say it”, Megalomagna replied.
“I’m giving my all now”, he said. “Will you help me once again?”.
“You’re helpless”, Megalomagna answered, chuckling, as its blade glowed purple.
----------------------------------------
A Death Knight has appeared.
Death Knight
* Alignment: Chaotic/Evil
* AC -0
* 15 HD
* HP: 150
* THAC0 11 (+3 bonus to attack roll)
* Dmg: 1d10+10 (two-handed sword+4 plus Strength 18/00 bonus)
* XP Value: 50.000
* 75% Magic Resistance
* Can cast detect magic, detect invisibility, and wall of ice at will. Twice per day, it can cast dispel magic. Once per day, it can use either power word, blind, power word, kill, or power word, stun. It can also cast symbol of fear or symbol of pain once per day, as well as a 20d6 Fireball once per day. All of its magical spells function at the 20th level of ability. Its magic resistance is 75%, and if an 11 or lower is rolled on the percentile roll, the spell is reflected back at the caster (the magic resistance is rerolled each time a spell is cast at a death knight).
----------------------------------------
Initiative:
* Party: 10
* Death Knight: 6
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ROUND 1
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Megalomagna casts Strength. Rolled 1d8: 5. Donovan’s Strength attribute increased to 17+5 = 22 (+4 to attack rolls, +10 to attack damage).
----------------------------------------
“This is what I’m talking about!”, Donovan exclaimed as he charged towards the Death Knight with power coursing through his veins.
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Donovan attacks. Rolled 1, 9. One hit for 1d8+17: 20.
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Korvac casts Conjure Fire Elemental. Rolled 1d100: 91. An efreeti has appeared.
* AC 2
* 15 HD
* HP: 66
* THAC0 11
* Dmg: 3d8
* Immune to fire
* Can become invisible, assume gaseous form, detect magic, enlarge, polymorph self, create illusions, produce fire, pyrotechnics or raise a wall of fire.
----------------------------------------
Bosco attacks. Rolled 5. Hit for 1d12+4: 14.
Kharius attacks with bow and arrow. Rolled 13. Hit for 1d6+3: 5.
* Death Knight’s HP: 111/150
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Death Knight casts Fireball for 20d6: 67 damage. The Party must save vs. spell to reduce damage by half.
* Donovan: 12. Saved. Suffered 34 damage.
* Korvac: 9. Saved. Suffered 34 damage.
* Bosco: 2. Failed. Suffered 67 damage.
* Kharius: 16. Saved. Suffered 34 damage.
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* Donovan HP 122/194
* Korvac HP 81/117
* Bosco HP 20/135
* Kharius HP 16/63
----------------------------------------
“How fearsome that monster is”, Bosco said, tending to his wounds and burns.
“I will help you, Bosco”, Korvac said.
“Leave it to me, guys!”, Donovan rallied. “I’ll handle that dark knight”.
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ROUND 2
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Donovan attacks. Rolled 3, 16. Two hits for 1d8+17 each: 24, 22.
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Korvac casts Heal on Bosco. Bosco’s HP fully healed.
----------------------------------------
Bosco attacks. Rolled 16. Hit for 1d12+4: 12.
Kharius attacks with bow and arrow. Rolled 18. Hit for 1d6+3: 5.
Efreeti attacks. Rolled 15. Hit for 3d8: 12.
* Death Knight’s HP: 36/150
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The Death Knight points his finger at Kharius and a deep, chilling voice that seemed to echo from the depths of a bottomless cavern spoke terrifying words that the half-elf wizard knew very well.
----------------------------------------
Death Knight casts Power Word, Kill on Kharius. Kharius has been killed.
----------------------------------------
“Kharius!”, Donovan screamed.
“He’s…dead!”, Bosco said, checking Kharius’s pulse.
“Leave him to me”, Korvac said, holding his holy symbol with unwavering faith. “Keep the monster at bay”.
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ROUND 3
----------------------------------------
Donovan attacks. Rolled 18, 6. Two hits for 1d8+17 each: 20, 21.
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Korvac casts Resurrection on Kharius. Kharius has been brought back to life with full HP. Korvac cannot cast further spells or engage in combat until he has rested.
* Death Knight’s HP: -5/150
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As the Death Knight falls to its knees, the darkness surrounding it unravels. The shadows dissipate, and the once imposing figure is reduced to a crumbling husk, the malevolent spirit within extinguished, fading away.
----------------------------------------
The Party has earned 50.000 XP for the defeated monster in this encounter.
----------------------------------------
Korvac, exhausted and unable to continue, struggles to stay conscious.
“Keep it together, Korvac!”, Kharius exclaimed. “I’m gonna protect you, I swear!”.
“You have done well, mortals”, the lich declared, teleporting from his throne to the proximity of the Party, as his pocket dimension dissipated and revealed again Ruin’s treasure room.
“But I can’t stand the image of that priest of yours”, the lich continued. “I have a way of turning him into a better existence, one that will not annoy me as much”.
Then, the lich waved his hands and a large pit formed between him and the Party.
----------------------------------------
The Baron of Blood casts The Baron of Blood's Sacrificial Pit.
----------------------------------------
Then, the pit was inexplicably filled with blood in a macabre scene. When the pit was filled, an enormous skeleton arm and hand emerged from the bloody pit and grabbed Korvac, submerging back into the pit with him, to the horror of his comrades.
“No!”, Donovan screamed. “What have you done to him, you damned undead?”.
“I told you. I’m turning him into a better version of himself, so he can serve me well”, the lich replied.
Before they could take any action, someone emerged from the pit. It resembled Korvac, but it simply wasn’t him anymore. His body had been disfigured as if it had been subject to experiments by a mad surgeon. Limbs that did not belong to his body had been attached to him with grotesque stitches, and his face was swollen as if he had contracted an infectious disease. His hands had acquired inhuman claws, and his overall appearance caused horror and nausea among the adventurers.
“I will never forgive you for this, fucking Baron of Blood”, Donovan said with tears welling up in his eyes.
“Why are you angry, mortal? I have given him more than he could ever wanted: immortality, strength, and the opportunity to serve me! You should want that too”, the lich said.
“You have gone too far, Baron”, Megalomagna said. “It’s time this madness comes to an end”.
“And what are you going to do, Megalomagna?”, the Baron retorted. “All you do is curse everyone around you to a life of misery!”.
“You cursed yourself. Don’t put the blame on me” Megalomagna said.
“Enough of this blabbering”, the lich said. “Servant, destroy them”, he ordered the aberration that once was Korvac.
----------------------------------------
The efreeti has returned to its Plane of origin.
----------------------------------------
Korvac (Broken One) attacks Donovan with Cause Disease. Rolled 2. Missed.
----------------------------------------
“Korvac! Are you still there?”, Donovan screamed. “I will not attack you, my friend. Please come back!”.
“He is lost, mortal”, the lich said, laughing. “But if you will not give me the satisfaction of killing each other, I will just have to do it myself”.
----------------------------------------
The Baron of Blood casts The Baron of Blood's Hellish Tentacles.
----------------------------------------
Upon casting this spell, the Baron of Blood caused four black tentacles to emerge from the ground and attack the Party.
----------------------------------------
Four Hellish Tentacles appeared.
Hellish Tentacle
* Alignment: Chaotic/Evil
* AC 0
* 5 HD
* HP: 30
* THAC0 5
* Dmg: 2d10
* XP Value: 5.000
* Target cannot perform any actions as long as he is being held by the tentacle; deals 3d10 damage if two tentacles grapple one target
----------------------------------------
ROUND 1
----------------------------------------
Initiative:
* Party: 3
* Hellish Tentacles: 7
----------------------------------------
Hellish Tentacle 1 attacks Donovan. Rolled 2. Missed.
Hellish Tentacles 2 attacks Donovan. Rolled 9. Hit for 2d10: 10. Donovan has been grappled. Donovan’s extraordinary Strength guaranteed by Megalomagna allows him to break free.
* Donovan HP 112/194
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Hellish Tentacle 3 attacks Bosco. Rolled 2. Missed.
Hellish Tentacle 4 attacks Kharius. Rolled 2. Missed.
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Donovan attacks Hellish Tentacle 1. Rolled 6, 20. Two hits for 1d8+14 each: 22, 22.
----------------------------------------
Hellish Tentacle 1 has been destroyed.
----------------------------------------
Bosco attacks Hellish Tentacle 2. Rolled 15. Hit for 1d12+4: 8.
* Hellish Tentacle 2 HP: 22/30
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Kharius casts Magic Missile on Hellish Tentacle 3 for 11d4+11: 35.
----------------------------------------
Hellish Tentacle 3 has been destroyed.
----------------------------------------
ROUND 2
----------------------------------------
Korvac (Broken One) casts Flame Strike on Donovan for 6d8: 37 damage. Donovan throws a save vs. spell: 18. Saved. Donovan suffers 18 damage.
* Donovan HP 104/194
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Hellish Tentacle 2 attacks Donovan. Rolled 2. Missed.
Hellish Tentacle 4 attacks Kharius. Rolled 6. Hit for 2d10: 11. Kharius has been grappled.
* Kharius HP 52/63
----------------------------------------
“Kharius!”, Donovan shouted. “Do something about Korvac. If we kill him while he is that state, I don’t know what’s gonna happen to him”.
“I’m trying, but these tentacles are too strong!”, Kharius yelled, unable to break free.
----------------------------------------
Donovan attacks Hellish Tentacle 2. Rolled 15, 12. Two hits for 1d8+14 each: 15, 22.
----------------------------------------
Hellish Tentacle 2 has been destroyed.
----------------------------------------
Bosco attacks Hellish Tentacle 4. Rolled 4. Missed.
----------------------------------------
“I have an idea”, Kharius yelled, still being constricted by the tentacle.
----------------------------------------
Kharius casts Wish.
----------------------------------------
“I wish for Korvac the Blessed to return to his full health of body, mind and soul”.
A blindingly bright light surrounded Korvac. Even the mighty Baron of Blood flinched at the power Kharius had just unleashed. Miraculously, Korvac started regaining his previous appearance, and all the grotesque appendages, the swelling and the blood vanished. His gaze recovered its former glow, and his expression was a mix of gratitude for Kharius and rage against the lich.
The half-elf, on the other hand, felt the backlash of casting a Wish spell immediately, losing consciousness as he was squeezed by the dark tentacle.
“It’s payback time, undead”, Korvac defied, enraged at what he was seeing. “You will regret not only what you have done to us, but all evil you have perpetrated in your accursed life!”.
----------------------------------------
Korvac casts Gate.
----------------------------------------
Korvac cleared his throat.
“Maya, the Astral Deva. Please come to our aid, for our cause is just. Lend us your mighty hand so we can eradicate evil!”. Upon saying that, Korvac fell to the ground, exhausted.
An extradimensional portal opened, and a feeling of comfort came over the adventurers. Almost immediately after the portal had opened, a magnificent figure crossed it. Tall, slender and graceful, Maya had golden skin, fair hair and amber eyes. In addition to her extraordinary beauty, what caught the most attention about her were her large white wings tinted with gold.
She carried a huge mace-like weapon that exuded power. Upon seeing the hellish tentacle and the macabre pit filled with blood, she scowled.
“This reeks of evil and dark magic”, she said, crushing the tentacle that was grappling Kharius with a single hand, giving Bosco the opportunity to take him to safety. “I assume that lich is responsible for this horror show”.
“What are you doing here, deva?”, the lich said, cowardly recoiling. “This wasn’t supposed to happen”.
“You have messed with the wrong people, Baron of Blood”, Maya stated. “I have wanted an opportunity to dispose of an evil entity such as yourself, and now that I’ve been granted that, I am not going to miss it!”.
“Don’t think you can defeat me, birdwoman!”, the lich roared as they prepared to fight.
----------------------------------------
Maya (Astral Deva)
* AC -6
* 24 HD
* HP: 300
* THAC0 3
* Dmg: 2d6+3 (mace of smiting– 4d6+6 against undead)
* Magic Resistance: 65%
* +2 or better weapons to hit. Immune to energy drain from any sources. Their souls cannot be trapped or imprisoned. Immune to death spells, cold, electrical, magic missile, petrification, poison, normal fire-based, or any gas attack spells. Takes only half damage from fire-related dragon breath or magical fire attacks.
* Can perform the following spell-like powers, 1 at a time, 1 per round: Cure Disease (3x per day), Cure Light Wounds (7x per day – heals 2d8), Cure Serious Wounds (3x per day – heals 4d8+2), Cure Critical Wounds (1x per day – heals 6d8+6), Detect Evil, Detect Illusion, Detect Magic, Detect Traps (7x per day), Dispel Magic (7x per day), Etherealness, Heal (1x per day), Know Alignment, Invisibility (individual or 10-foot radius), Continual Light, Polymorph Self, Read Magic, Remove Curse, Remove Fear, Teleport Without Error, Tongues, Ultravision and Protection From Evil +2.
* Light shed by an astral deva can have a 4-40 foot radius, as desired. The Protection From Evil is a sphere with a 10-foot radius of normal (+2) power. Can also dispel illusions, invisibility of any sort, polymorph self, or remove curse, all also 1 per round. Can create, once per day, a Blade Barrier which will last for up to 7 turns.
----------------------------------------
Lich – The Baron of Blood
* 36 HD
* HP: ~180
* AC: 0
* THAC0 9
* Dmg: 1d10 (+paralyzation)
* XP Value: ???
* +2 or better to hit
* Immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, or death spells.
* Cannot be turned
SPELLS:
1st circle
* Curse (Bless)
* Cause Light Wounds
* Darkness (Light)
* Protection from Good
* Detect Good
* Detect Magic
2nd circle
* Obscurement
* Silence 15 radius
* Hold Person
* The Baron of Blood's ESP
* The Baron of Blood's Bloody Mouth
3rd circle
* Animate Dead
* Continual Darkness
* Cause Blindness/Deafness
* Cause Disease
* Dispel Magic
* Speak with Dead
* Summon Insects
* The Baron of Blood's Clairaudience
4th circle
* Cause Serious Wounds
* Divination
* Giant Insect
* Reflecting Pool
5th circle
* Cause Critical Wounds
* Dispel Good
* Insect Plague
* Slay Living (Raise Dead)
* False Seeing (True Seeing)
* Flame Strike
* Quest
* Wall of Fire
6th circle
* Harm (Heal)
* Blade Barrier
* Stone Tell
7th circle
* Confusion
* Unholy Word
* Wither (Regenerate)
* Energy Drain (Restoration)
* Destruction (Resurrection)
* Symbol of Pain/Hopelessness
* Fire Storm
* Banishment
* The Baron of Blood's Vampiric Touch
8th circle
* The Baron of Blood's Meteor Shower
* The Baron of Blood's Black Energy Wave
* The Baron of Blood's Hellish Tentacles
* The Baron of Blood's Mind Blast
* The Baron of Blood's Nightmare Steed
* The Baron of Blood's Soul Entrapment
* The Baron of Blood's Pit of Sacrifice
* The Baron of Blood's Death Trials
The Baron of Blood's Vampiric Touch: When the caster touches an opponent in melee with a successful attack roll, the opponent loses 10d4 (no saving throw allowed). The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster's normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. This spell can only be used by The Baron of Blood.
The Baron of Blood's Meteor Shower: This spell summons forth six meteors in an area, each one exploding on impact with great force. The meteors have roughly the same size and diameter as a fireball (see Arcane spell Fireball), but each one deals 5d8 and all targets affected are knocked down and stunned for one whole turn. The caster can choose where the meteors should fall, but the targets are allowed a saving throw vs. spell to take only half damage and avoid the stun effect.
The Baron of Blood's Black Energy Wave: this spell calls forth a blast of black energy that is released from the caster’s hand, akin to a lightning bolt. The wave doesn’t pierce the target, but infects him with an illness that prevents him from being healed by any means for 1d10 turns. The wave itself deals 5d10 damage, or half if the target successfully rolls a save vs. spell.
The Baron of Blood's Hellish Tentacles: This fearsome spell causes four black tentacles to emerge no matter what the surface is – earth, floor or water. Each tentacle has the equivalent to 21 Strength, and attack with THAC0 5. A successful hit from a tentacle means the target was grappled, suffering 2d10 damage per round. The target cannot perform any actions as long as he is being held by the tentacle, and only by succeeding on a Strength ability check 5 points better than necessary (a person with Strength 18 must roll 13 or lower to succeed) can the target break free of the tentacle. If two tentacles grasp a single target, he will suffer 3d10 damage per round and no Strength ability check is allowed. Each tentacle has 30 hit points and AC 0.
The Baron of Blood's Mind Blast: This spell is similar to the Arcane spell Feeblemind, but much stronger. Upon casting, the spell sends an invisible blast that, once hitting a person, immediately puts him in a vegetative state. Warriors forget how to fight, wizards and priests forget how to cast spells, even thieves forget how to steal. A saving throw vs. spell is allowed for the target to negate the effects. Once submitted to this spell’s effects, only a Heal or Wish spell can return the person to its previous state of mind.
The Baron of Blood's Nightmare Steed: This spell calls forth a Nightmare for the caster to ride. Nightmares can navigate through any terrain or fly at the caster’s will. They can also navigate through the Astral and Ethereal planes at will. The Nightmare will attend to the caster’s wishes however possible, but will not dispose of any chances to attack and hurt creatures of good alignment. This spell lasts for 1 round per level of the caster, and can only be used by The Baron of Blood.
The Baron of Blood's Soul Entrapment: This spell guards many similarities to the Arcane spell Trap the Soul. Just like the original spell, this forces the creature's life force (and its material body) into a special prison gem enchanted by the priest. The creature must be seen by the caster when the final word is uttered. The spell can be triggered in one of two ways. First, the final word of the spell can be spoken when the creature is within spell range. This allows magic resistance (if any) and a saving throw vs. spell to avoid the effect. If the creature's real name is spoken as well, any magic resistance is ignored and the saving throw vs. spell suffers a penalty of -2. If the saving throw is successful, the prison gem shatters. The second method is far more insidious, for it tricks the victim into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap. To use this method, both the creature's true name and the trigger word must be inscribed on the trigger item when the gem is enchanted. A sympathy spell can also be placed on the trigger item. As soon as the subject creature picks up or accepts the trigger item, its life force is automatically transferred to the gem, without the benefit of magic resistance or saving throw. But the similarities between the spells end here. As soon as a soul is trapped into a gem by this spell, it starts to corrupt and the victim will quickly lose its own will to become a minion of the caster. The chance of becoming a minion is of 5% per turn (cumulative) that the soul is trapped. Once the victim is completely under the caster’s control, only a Mind Blank or Heal spell can return him back to his old self. This spell can only be used by The Baron of Blood.
The Baron of Blood's Sacrificial Pit: When this spell is cast, a large pit forms between the caster and its foes. Then, the pit is inexplicably filled with blood in a macabre scene. When the pit is filled, an enormous skeleton arm and hand emerges from the bloody pit and grabs the target indicated by the caster, submerging back into the pit with him. No saving throw is allowed for the hand automatically grasps the victim. After one round, the target will emerge as an aberration that resembles a Broken One. The victim retains its abilities (priest spells will be reversed, i.e. Cure Wounds will become Cause Wounds) and equipment, but will obey each and every order the caster gives him. If the target is slain while in this state, only a Wish spell can bring him back to life, and he will remain in a vegetative state until both a Mind Blank and a Heal spell are cast on him. This spell can only be used by The Baron of Blood.
The Baron of Blood's Death Trials: This spell transports the caster and the affected targets to an arena-like pocket dimension created specifically to put the targets through a trial of battles. The caster is separated from the targets by a void that nullifies both magical and non-magical attacks. Then, the targets are submitted to ten rounds of battle. For each round clear, the next opponent will be stronger. Only by clearing all rounds will the targets be set free of the spell. This spell can only be used by The Baron of Blood.
The trial is composed of the following challenges:
1. Ghoul – 175 XP
2. Peryton – 270 XP
3. Manticore – 975 XP
4. Hell Hound – 1.400 XP
5. Lernaean Hydra – 6.000 XP
6. Chimera – 10.000 XP
7. Argos – 14.000 XP
8. Vampire – 18.000 XP
9. Rakshasa – 25.000 XP
10. Death Knight – 50.000 XP
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ROUND 1
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Initiative:
* Maya: 5
* Lich: 10
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The Baron of Blood casts The Baron of Blood's Black Energy Wave for 5d10: 26 damage. Rolling 1d100 for Maya’s Magic Protection: 75. Failed. Saving vs. spell: 11. Saved. Maya has suffered 13 damage.
* Maya (Astral Deva) HP: 287/300
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Maya attacks the Baron of Blood. Rolled 6. Hit for 4d6+6: 21.
* Lich (The Baron of Blood) HP: 159/180
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“I can sense you have a strong magic protection. Curse you, winged monster! ”, the lich growled.
“Look at yourself before calling anyone a monster”, Maya said, dignified.
“Hey”, Donovan shouted. Maya turned her gaze to look at him.
“This is my fight, okay?”, he stated. “That skeleton over there hurt my friends. It’s my duty to destroy it!”.
Maya smirked.
“What a fine display of honor, bravery and foolishness”, she said. “I don’t care who fights or why. All I want is evil to perish”.
“That doesn’t sound like an angel speaking, like, at all”, Donovan muttered. “But I’ll let it pass if it means that skeleton up there is bashed to nothingness. Bosco! Take care of Korvac and Kharius for me, okay?”.
“On it, brother!”, Bosco replied, to what Donovan smiled, satisfied at the amazing Party he had.
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ROUND 2
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The Baron of Blood casts The Baron of Blood's Mind Blast on Donovan. Saving vs. spell: 14. Saved.
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Maya attacks. Rolled 15. Hit for 4d6+6: 13.
Donovan attacks. Rolled 8, 16. Two hits for 1d8+20: 24, 26.
* Lich (The Baron of Blood) HP: 96/180
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Upon being hit by Megalomagna, the lich emitted a terrifying scream of pain.
“Megalomagna!”, the lich roared. “Is that the extent of your hatred for me?”.
“I can’t even say I hate you, Baron”, Megalomagna shrugged. “But I do know you have to be destroyed. You’re in my way; that’s more than enough reason for me to rip you to shreds”.
“You accursed sword! I will eliminate you and every single creature that has ever wielded you!”.
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ROUND 3
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The Baron of Blood casts The Baron of Blood's Meteor Shower for 5d8 times six: 127 damage. Maya rolls 1d100 for magic protection (65%): 21. The spell has no effect on Maya. Donovan must save vs spell to reduce damage by half: 19. Saved. Suffered 64 damage.
* Donovan HP 40/194
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“I can see you are hurt”, Maya remarked. “I will heal you since your attacks are effective. Show me your strength, proud human warrior!”.
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Maya casts Heal on Donovan. Donovan’s HP fully healed.
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Donovan attacks. Rolled 1, 18. One hit for 1d8+22: 27.
* Lich (The Baron of Blood) HP: 72/180
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“Each attack from Megalomagna is stronger than the last…”, the Baron of Blood muttered. “I don’t like where this is going. I must do something about that Astral Deva so I can focus on the warrior, even if it leaves me vulnerable afterwards”.
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ROUND 4
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The Baron of Blood casts Unholy Word. Maya rolls 1d100 for magic protection (65%): 75. Failed.
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The extradimensional gate through which Maya appeared suddenly sucked her back like a powerful magnet.
“Damn skeleton…I didn’t even have the chance to thank her”, Donovan said, furious.
Donovan attacks. Rolled 17, 7. Two hits for 1d8+25: 30, 27.
* Lich (The Baron of Blood) HP: 15/180
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ROUND 5
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The Baron of Blood casts The Baron of Blood's Vampiric Touch.
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The Baron of Blood attacks Donovan. Rolled 17. Hit for 1d10 cold damage: 4 + 10d4: 27 vampiric touch damage. The Baron of Blood is healed by 27 HP.
* Lich (The Baron of Blood) HP: 42/180
* Donovan HP 163/194
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Donovan attacks. Rolled 7, 1. One hit for 1d8+30: 37.
* Lich (The Baron of Blood) HP: 5/180
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ROUND 6
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“You have nowhere to run, and no one to save you now!”, the Baron of Blood said, laughing. “In the end, you will die alone, and then I will deal with that accursed sword!”.
“And who said Donovan is alone?”.
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Korvac casts Flame Strike for 6d8: 30 damage.
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As the fires began to manifest, blazing with an intensity that defied the oppressive darkness brought upon the Party by the Baron of Blood, the lich flinched and recoiled. Once Korvac’s holy prayer reached its zenith, a vertical column of fire roared downward, cascading toward the lich with divine fury. Unable to escape the impending inferno, the undead monster let out an agonized wail that echoed through the chamber.
The undying creature writhed and contorted within the cleansing flames, its skeletal frame splintering and crackling under the celestial onslaught. Malevolent energies that sustained the lich unraveled like threads, dissipating into the purifying blaze. its desiccated form now ablaze, crumbled to its knees. The once-potent sorceries that animated the undead husk were unraveled by the fire, leaving only a smoldering, ashen residue in its wake.
“Even if you destroy this body, I will not perish!”, the Baron of Blood proclaimed. “I am immortal, undying!”.
“You can’t fool us, Baron of Blood”, Megalomagna said. “Liches always have a phylactery where their soul is. We just have to find it and destroy it, and you’ll be no more”.
“That’s exactly the reason why I cannot die, Megalomagna. Don’t you know? Can’t you feel it inside you?”, the lich retorted.
“What are you talking about, you rotten piece of meat?”, Megalomagna said. “You’re creeping me out!”.
The lich laughed a horrid laughter.
“I will tell you, so you can savor the truth and the terror that comes with it”, the Baron of Blood said. The truth is…my phylactery…is YOU!”.
“Me? Good old me, a phylactery? So you have placed your soul inside of ME?”, Megalomagna exclaimed, in disbelief.
The lich couldn’t stop laughing. Megalomagna went silent for a few seconds, and finally spoke.
“So…you think the only way for me to kill you is through letting myself being destroyed. Am I right?”.
“Exactly! Even a foolish sword like yourself can realize this much”, the lich said.
“You are a clown, Baron of Blood. You have no idea what horror you have unleashed when you became my enemy”, Megalomagna declared.
“What? How dare you?”.
“You’re too stubborn and dumb to understand. No wonder you’ve turned yourself into a rotting corpse. I’ll show you”, Megalomagna retorted as its blade glowed the shiniest purple the Party had ever seen.
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Megalomagna casts Wish.
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“I wish for the Baron of Blood’s soul to be completely destroyed”.
“NO! Inconceivable! You’re not allowed to possess this much power!”, the Baron of Blood roared.
“I don’t care what I’m allowed to or not. Be damned for eternity, lich!”.
“Curse you, Megalomagna! CURSE YOU ALL! AAARRGHHHHH”, the lich screamed, as its soul inside the sword vanished from existence.
Then, Megalomagna’s blade dimmed until the purple light faded away completely.
“Is everyone alright? Korvac?”, Donovan asked. Kharius had just woken up to witness the miracle Megalomagna perpetrated.
Everyone nodded.
“Meggie? Megalomagna? Answer me!”, Donovan asked, shaking the sword.
The sword remained silent.
“Come on! I don’t wanna lose you, buddy! We’ve been through so much together! You’re my sword, you can’t be destroyed by a mere undead! Come back!”.
“I’ve just aged three years, can't you let me sleep a little?”, Megalomagna said in a complaining tone.
Donovan smiled and sighed, relieved.
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The party has emerged victorious, defeating The Baron of Blood and his minions. Each member has earned a total of 1.125.820 XP for the defeated monsters in this encounter.
* Donovan Stride has accumulated 1.809.350 + 1.125.820 = 2.935.170 XP.
* Donovan Stride has advanced from level 24 to level 25. THAC0 adjusted to -1.
* Donovan Stride's HP increased by 1d10+2: 12 (max 216).
* Korvac the Blessed has accumulated 1.754.350 + 1.125.820 = 2.880.170 XP.
* Korvac the Blessed has advanced from level 24 to level 25. THAC0 adjusted to 4.
* Korvac the Blessed's HP increased by 1d8: 6 (max 123).
* Korvac has learned the spells Purify Food and Drink (1st circle), Silence, 15' radius (2nd circle) and Free Action (4th circle).
* Bosco Tumblefoot has accumulated 1.759.450 + 1.125.820 = 2.885.270 XP.
* Bosco Tumblefoot has advanced from level 23 to level 24. THAC0 adjusted to 4.
* Bosco Tumblefoot's HP increased by 1d6+2: 7 (max 142).
* Kharius Bloodmoon has accumulated 1.853.450 + 1.125.820 = 2.979.270 XP.
* Kharius Bloodmoon has advanced from level 23 to level 24. THAC0 adjusted to 10.
* Kharius Bloodmoon's HP increased by 1d4: 4 (max 67).
* Kharius Bloodmoon has learned the spells Identify (1st Arcane Level), Legend Lore (6th Arcane Level) and Gate (9th Arcane Level).
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The following items have been found in the lich's possession:
* 3000 copper coins
* 2000 silver coins
* 1000 gold coins
* 500 platinum coins
* 20 small rubies (1.000 gp each)
* 6 art objects (all evil figures and paintings)
* an amulet
* a mace
* a gem
* figurines in the form of two tiny golden lions
* a chain mail
* a stone
* a pair of lens
* a grimoire
* 6 scrolls
* 3 flasks of an unknown liquid
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"How are you feeling, Korvac?", Donovan asked, worried sick.
"A little weird...like I had a terrible nightmare. Oh and my head hurts", Korvac replied, scratching his head.
"Yep...it was a bad dream indeed", Bosco added with a friendly smile.
"...what? Why are you looking at me like that?", Korvac asked, breaking the awkward silence.
"We're just happy that everyone's alright", Donovan said.
"I still can't believe the sword cast a Wish spell", Kharius remarked.
"I'm Megalomagna. I can do anything. I'm the protagonist here, don't you get it?", the sword retorted.
"It's hard to get you when you sound delusional", Donovan mocked.
"Whatever. Just be happy I can pull such a big rabbit out of my hat, or we would all be in trouble", Megalomagna responded.
"Great. Let's do what we've come here to do, then. We deserve that dragon's treasure now more than ever!", Korvac said, getting up on his feet with renewed vigor to enjoy their well-deserved reward.
***
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RED DRAGON “RUIN”s TREASURE
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* 7597 copper coins
* 11296 silver coins
* 5194 gold coins
* 6928 platinum coins
* a black sapphire (5,000 gp)
* a diamond (5,000 gp)
* an emerald (5,000 gp)
* an oriental emerald (5,000 gp)
* a jacinth (5,000 gp)
* a star ruby (5,000 gp)
* a star sapphire (5,000 gp)
* a ruby (5,000 gp)
* a black opal (1,000 gp)
* 2 fire opals (1,000 gp each)
* 2 opals (1,000 gp each)
* an oriental amethyst (1,000 gp)
* an oriental topaz (1,000 gp)
* a sapphire (1,000 gp)
* a jeweled crown from an ancient king (11000 gp)
* a legal code, written in basalt stone, belonging to an ancient and long-extinct civilization (9000 gp)
* a unique painting from a renowned artist (8000 gp)
* a royal garment, adorned with jewels and gold, worn by an ancient queen (7000 gp)
* a chalice made of pure gold, crafted by master artisans, adorned with finely engraved scenes of royal banquets and celebrations (5000 gp)
* a finely carved marble statue (3000 gp)
* a golden scarab (2000 gp)
* a sword
* a crossbow
* 5 javelins
* a suit of armor
* a rug
* a ring of fine workmanship, wrought from heavy gold
* 2 small jars of a sovereign salve
* a pair of lightweight leather gloves
* an amulet
* a rod
* a talisman
* a flask
* a broom
* a finely crafted periapt
* a musical horn
* 12 flasks with liquids of varied colors
* 4 scrolls
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PARTY STATS - QUEST END
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DONOVAN STRIDE (Warrior/Human) - LVL 25
* Strength: 17
* Dexterity: 13
* Constitution: 15
* Intelligence: 9
* Wisdom: 10
* Charisma: 10
* HP: 216
* TAC0: -1
* AC: -3 (Gold Dragon Scale Mail / Shield +2)
* Attack dmg: 1d8+4, +7 against spellcasters plus +3 Strength bonus – attacks twice per round
* XP: 2.935.170
ITEMS:
* Amulet versus Undead (8th level)
* Gold Dragon Scale Mail (AC -1)
* Shield +2
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KORVAC THE BLESSED (Cleric/Human) - LVL 25
* Strength: 12
* Dexterity: 10
* Constitution: 13
* Intelligence: 10
* Wisdom: 18
* Charisma: 14
* HP: 123
* TAC0: 4
* AC: 3 (Chain Mail +2)
* Attack dmg: 2d6+3 (flail +3)
* XP: 2.880.170
SPELLS:
* 1st circle: Cure Light Wounds (7x a day)
* 1st circle: Detect Evil (6x a day)
* 1st circle: Protection from Evil (4x a day)
* 1st circle:: Bless (1x a day)
* 1st circle:: Purify Food and Drink (1x a day)
* 2nd circle: Augury (5x a day)
* 2nd circle: Resist Fire/Resist Cold (5x a day)
* 2nd circle: Resist Fire/Resist Cold (5x a day)
* 2nd circle: Silence, 15' radius (1x a day)
* 3rd circle: Dispel Magic (4x a day)
* 3rd circle: Cure Disease (4x a day)
* 3rd circle: Remove Paralysis (4x a day)
* 3rd circle: Negative Plane Protection (1x a day)
* 3rd circle: Water Breathing (1x a day)
* 4th circle: Cure Serious Wounds (5x a day)
* 4th circle: Neutralize Poison (4x a day)
* 4th circle: Divination (2x a day)
* 4th circle: Protection From Evil, 10' (2x a day)
* 4th circle: Free Action (1x a day)
* 5th circle: Cure Critical Wounds (4x a day)
* 5th circle: Raise Dead (3x a day)
* 5th circle: Flame Strike (3x a day)
* 5th circle: Dispel Evil (3x a day)
* 5th circle: True Seeing (2x a day)
* 5th circle: Atonement (1x a day)
* 5th circle: Plane Shift (1x a day)
* 5th circle: Moonbeam (1x a day)
* 6th circle: Heal (4x a day)
* 6th circle: Conjure Fire Elemental (2x a day)
* 6th circle: Forbiddance (1x a day)
* 6th circle: Blade Barrier (1x a day)
* 6th circle: Word of Recall (1x a day)
* 7th circle: Resurrection (1x a day)
* 7th circle: Restoration (1x a day)
* 7th circle: Holy Word (1x a day)
* 7th circle: Regenerate (1x a day)
* 7th circle: Gate (1x a day)
* 7th circle: Symbol (1x a day)
* 7th circle: Sunray (1x a day)
* 7th circle: Exaction (1x a day)
* 7th circle: Conjure Earth Elemental (1x a day)
* 7th circle: Succor (1x a day)
* 8th circle: Mass Heal (1x a week)
ITEMS:
* Pearl of Wisdom +2
* Ring of Fire Resistance
* Flail +3
* Chain Mail +2
* Incense of Meditation (Priest - 2 pieces)
* Girdle of Dwarvenkind
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BOSCO TUMBLEFOOT (Thief/Hobbit) - LVL 24
* Strength: 14
* Dexterity: 19
* Constitution: 16
* Intelligence: 12
* Wisdom: 14
* Charisma: 12
* HP: 135
* TAC0: 4
* AC: 2 (cloak of protection +2)
* Attack dmg: 1d12+2, +4 against evil beings
* XP: 2.885.270
ITEMS:
* Sunblade +2, +4 against evil beings
* Cloak of Protection +2
* Slippers of Spider Climbing
* Wand of Fire
* Wand of Frost
* Stone of Controlling Earth Elementals
* Necklace of Missiles
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KHARIUS BLOODMOON (Wizard/Half-Elf) - LVL 24
* Strength: 10
* Dexterity: 16
* Constitution: 12
* Intelligence: 17
* Wisdom: 13
* Charisma: 14
* HP: 67
* TAC0: 10
* AC: 1 (Elven Chainmail / Cloak of Displacement +2)
* Attack dmg: 1d8+4/+7 (Frost Brand); 1d6+1/+3 (short bow)
* XP: 2.979.270
ITEMS:
* Wand of Magic Missile
* Frost Brand +4, +7 against fire creatures
* Short Bow +1, +3 against evil creatures
* Elven Chainmail
* Cloak of Displacement +2
SPELLS:
* 1st Arcane Level: Magic Missile (6x a day)
* 1st Arcane Level: Detect Magic (5x a day)
* 1st Arcane Level: Burning Hands (4x a day)
* 1st Arcane Level: Cantrip (1x a day)
* 1st Arcane Level: Identify (1x a day)
* 2nd Arcane Level: Levitate (5x a day)
* 2nd Arcane Level: Melf’s Acid Arrow (5x a day)
* 2nd Arcane Level: Knock (1x a day)
* 2nd Arcane Level: Continual Light (1x a day)
* 3rd Arcane Level: Fireball (4x a day)
* 3rd Arcane Level: Lightning Bolt (4x a day)
* 3rd Arcane Level: Haste (3x a day)
* 3rd Arcane Level: Gust of Wind (1x a day)
* 4th Arcane Level: Charm Monster (4x a day)
* 4th Arcane Level: Enchanted Weapon (3x a day)
* 4th Arcane Level: Ice Storm (4x a day)
* 4th Arcane Level: Remove Curse (1x a day)
* 5th Arcane Level: Conjure Elemental (4x a day)
* 5th Arcane Level: Feeblemind (3x a day)
* 5th Arcane Level: Cone of Cold (4x a day)
* 5th Arcane Level: Hold Monster (3x a day)
* 5th Arcane Level: Teleport (1x a day)
* 6th Arcane Level: Chain Lightning (4x a day)
* 6th Arcane Level: Stone to Flesh (2x a day)
* 6th Arcane Level: True Seeing (2x a day)
* 6th Arcane Level: Antimagic Shell (1x a day)
* 6th Arcane Level: Mislead (1x a day)
* 6th Arcane Level: Legend Lore (1x a day)
* 7th Arcane Level: Mordenkainen's Sword (2x a day)
* 7th Arcane Level: Limited Wish (2x a day)
* 7th Arcane Level: Prismatic Spray (2x a day)
* 7th Arcane Level: Phase Door (1x a day)
* 8th Arcane Level: Mind Blank (2x a day)
* 8th Arcane Level: Prismatic Wall (1x a day)
* 8th Arcane Level: Permanency (1x a day)
* 9th Arcane Level: Wish (1x a day)
* 9th Arcane Level: Shape Change (1x a day)
* 9th Arcane Level: Monster Summoning VII (1x a day)
* 9th Arcane Level: Power Word, Kill (1x a day)
* 9th Arcane Level: Imprisonment (1x a day)
* 9th Arcane Level: Gate (1x a day)
* 10th Arcane Level: Monster Summoning VIII (1x a week)
***
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MAGIC SPRING DESCRIPTION
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1. Character gains a permanent +1 to his main ability score.
2. The water in this fountain is actually a Water Weird! It attacks when a character tries to drink from it.
3. The water tastes great. It heals 2d6 of whomever drinks it.
4. Gives the character a hideous mutation, causing their charisma to drop by 2 points for the duration of the adventure or until a Remove Curse is cast.
5. Character can Know Alignment for the duration of the adventure.
6. The water is actually molten lava disguised as water by an illusion. Drinking from it will cause 1d10 points of fire damage per drink consumed.
7. Drinking from the fountain grants resistance to fire damage for 7 days (same as a ring of fire resistance). If the drinker dies while under the effect of this fountain, they are returned to life with half of their total HP.
8. The water tastes horrible. Character loses 1d6 HP.
9. The water increases the character’s Strength by 1 point for the duration of the adventure.
10. The water is cursed. The character that drinks it has a -1 penalty on any rolls until Remove Curse is cast on him.
11. The water tastes normal.
12. The water is healing. Heals all injuries from the character that drinks it.
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THE BARON OF BLOOD’S LOOT DESCRIPTION
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* Amulet of Proof against Detection and Location: This device protects the wearer against all divination and magical location and detection. The wearer cannot be detected through clairaudience, clairvoyance, ESP, crystal balls, or any other scrying devices. No aura is discernible on the wearer, and predictions cannot be made regarding him unless a powerful being is consulted.
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* Mace of Smiting +3: This appears to be a mace +3, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of smiting strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature. Skeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll 1d100 for saving as follows:
Creature Save Chance Wraiths 5% Mummies 20% Spectres 35% Vampires 50% Ghosts 65% Liches 80% Other evil creatures 95%
Even if these saving throws are effective, the mace of smiting scores double damage upon opponents of this sort, and twice the damage bonus (4d6+6).
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* Gem of Insight: This jewel appears to be a well-cut stone of not less than 5,000 gp value. If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost.
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* Figurines of Wondrous Powers (golden lions): There are several kinds of figurines of wondrous power. Each appears to be a tiny statuette of an animal an inch or so high. When the figurine is tossed down and a command word spoken, it becomes a living animal of normal size (except when noted below). The animal obeys and serves its owner. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined, all magic is lost, and it has no power. If slain in animal form, the figurine simply reverts to a statuette and can be used again at a later time. Golden Lions: These come in pairs. They become normal adult male lions (Armor Class 5/6, 5+2 Hit Dice, and normal attack modes). If slain in combat, the lions cannot be brought back from statuettes form for one full week; otherwise, they can be used once every day. They enlarge and shrink upon speaking the command word.
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* Chain Mail -5 (cursed): This looks like a sturdy and well-made chain mail, and will exude powerful magic if detected. However, a Detect Good/Evil spell will not reveal anything about the armor – instead, the caster will become confused as if affected by a Confusion spell for 10 rounds or until cured by a Heal or Mind Blank spell. Once worn, the chain mail will reveal its true nature, becoming unbearably heavy on the wearer and causing a -5 penalty to Armor Class, Dexterity checks, attack rolls and saving throws of any sort. The armor is so heavy once worn that the wearer will not be able to remove it even if he is exceptionally strong – in fact, not even a giant can remove it from the wearer until a Remove Curse or Wish is cast.
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* Stone of Weight (Loadstone – cursed): This magical stone appears to be any one of the other sorts, and testing will not reveal its nature. However, as soon as the possessor of a stone of weight is in a situation where he is required to move quickly in order to avoid an enemy—combat or pursuit—the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate. Furthermore, the stone cannot be gotten rid of by any nonmagical means—if it is thrown away or smashed, it will reappear somewhere on the character's person. If a dispel evil is cast upon a loadstone, the item will disappear and no longer haunt the individual.
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* Eyes of Petrification (cursed): Totally indistinguishable from any other magical lenses, the effect of donning eyes of petrification is dramatic: the wearer is instantly turned to stone. Note that 25% of these devices work as the gaze of a basilisk does, including reflection of the eyes turning the gazer to stone.
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* The Baron of Blood's Personal Grimoire: This sinister-looking grimoire is evidence of the transformation that the former priest of evil The Baron of Blood underwent in the process of becoming a lich. It contains all spells the lich has developed over the years in his long life as an undead. Strangely, neither priest nor wizard can learn any of the spells contained in the grimoire, and those who try do it at their own peril.
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3 POTIONS:
* Human Control: A potion of human control allows the imbiber to control up to 32 levels or Hit Dice of humans as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.
* Oil of Etherealness: This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness. In the ethereal state, the individual can pass through solid objects in any direction—sideways, upward, downward—or to different planes. The individual cannot touch non-ethereal objects. The oil takes effect three rounds after application, and it lasts for 4 + 1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.
* Oil of Fiery Burning: When this oil is exposed to air, it immediately bursts into flame, inflicting 5d6 points of damage to any creature directly exposed to the substance (save vs. spell for half damage). If hurled, the flask will always break. Any creature within 10 feet of the point of impact (up to a maximum of six creatures) will be affected. The oil can, for instance, be used to consume the bodies of as many as six regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers 1d4 points of damage. Unless a roll equal to or less than the creature's Dexterity is made on 2d10, the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above.
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6 SCROLLS:
* Protection against Dragon Breath: the individual reading the scroll is protected against all forms of dragon breath and lasts 2d4+4 rounds.
* 2 scrolls of Magic Protection: This scroll invokes a very powerful, invisible globe of antimagic in a 5-foot radius from the reader. No form of magic can pass into or out of it, but physical things are not restricted by the globe. As with other protections, the globe of antimagic moves with its invoker. The protection lasts for 5d6 rounds.
* Protection against Electricity: Protection is provided in a 20-foot diameter sphere centered on the reader. Those protected are immune to all electrical attacks and associated effects. The protection lasts 3d4 rounds.
* Protection against Fire: Protection extends to a 30-foot diameter sphere centered on the reader. All in this area are able to withstand flame and heat of the hottest type, even of magical and elemental nature. The protection lasts 1d4+4 turns.
* Protection against Petrification: A 10-foot radius circle of protection extends from, and moves with, the reader of this scroll. Everyone within its confines is absolutely immune to all attack forms, magical or otherwise, that turn flesh to stone. The protection lasts for 5d4 rounds.
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RED DRAGON RUIN’S TREASURE DESCRIPTION
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* Sword +2, Dragon Slayer (Red): This has a +4 bonus against any sort of true dragon. It inflicts triple damage (i.e., 3d12+4) against one sort of dragon – red dragons, in this case.
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* Crossbow of Accuracy, +3: This gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short. About 10% of these weapons will be heavy crossbows.
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* Rug of Welcome: A rug of this type appears exactly the same as a carpet of flying, and it performs the functions of one (6-foot by 9-foot size), but a rug of welcome has other, additional powers. Upon command it will function as a rug of smothering, entrapping any creature up to ogre-size which steps upon it. A rug of welcome can also elongate itself and become as hard and strong as steel, the maximum length being 27 feet by 2 feet. In this form, it can serve as a bridge, barricade, etc. In this latter form it is AC 0 and will take 100 points of damage to destroy. Finally, the possessor need only utter a word of command, and the rug will shrink to half size for easy storage and transportation.
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* Ring of Absolute Mind Shielding: This ring is of fine workmanship and wrought from heavy gold. The wearer will be completely immune to ESP, detect lie, know alignment, charm person and any other forms of prying or mind control as long as he wears it.
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* Keoghtom's Ointment (2 jars): This sovereign salve is useful for drawing poison, curing disease, or healing wounds. A jar of the unguent is small—perhaps three inches in diameter and one inch deep—but contains five applications. Placed upon a poisoned wound (or swallowed), it detoxifies any poison or disease. Rubbed on the body, the ointment heals 1d4+8 points of damage. Generally, 1d3 jars will be found.
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* Gauntlets of Dexterity: A pair of these gloves appears to be nothing more than lightweight leather handwear of the everyday sort. Naturally, the radiate magic if so detected. They size themselves magically to fit any hand, from that of a huge human to that of a small halfling. Gauntlets of Dexterity increase overall Dexterity by 4 points if the wearer's Dexterity is 6 or less, by 2 points if at 7-13, and by 1 point if Dexterity is 14 or higher. Furthermore, wearing these gloves enables a non-thief character to pick pockets (45% chance) or open locks (37% chance) as if he were a 4th-level thief. If worn by a thief, they increase these two abilities by 10%.
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* Amulet of the Planes: This device enables the individual possessing it to transport himself instantly to or from any one of the closest levels of the Outer Planes. This travel is absolutely safe, if not absolutely sure, but until the individual learns the device, transport will be random.
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* Rod of Passage: This potent item allows its wielder to perform any of the following, one at a time, one per round: astral travel, dimension door, passwall, phase door, and teleport without error. It is necessary to expend one charge to activate the rod, but once it is activated the possessor can perform each of the listed functions one time. The rod remains charged for one day, or until each of the five functions is used. None of the functions can be used a second time unless another charge is expended, whereupon all five of the functions again become available. With respect to astral travel, the wielder can elect to use the rod on as many as five creatures (one of which must be the wielder himself). Each creature then takes on astral form and can travel in that form. Any remaining functions of the rod are cancelled by this action. The rod travels into the Astral plane along with the wielder and the other affected creatures, and cannot be used or reactivated until it is returned from the Astral plane. This five-in-one effect doesn't work with respect to the rod's other powers; only astral travel can be used more than once per activation, and only in the manner described above. The rod exudes a magical aura of the alteration and evocation sort. Because the physical bodies of the travelers, and their possessions, are actually empowered to become astral, the recharging of the rod requires a wizard of 20th level or higher.
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* 5 javelins -3 (cursed): this particular set of javelins appear like Javelins of Piercing +3, and will radiate a strong aura of magic if detected. However, when actually thrown, they will make the thrower clumsy and more likely to miss, inflicting a -3 penalty to the attack and damage rolls. Once thrown, they will invariably break whether they have hit or missed a target, and cannot be used again.
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* Plate Mail of Clumsiness -5 (cursed): this armor appears to be a plate armor of blending +5, even making its wearer believe it changes shape as a real armor of blending would. However, the armor is cursed and is actually a plate mail of clumsiness, making its wearer clumsy and awkward as if affected by a Fumble spell. Every time the wearer tries to perform an act that requires a reasonable level of dexterity (attacking, running, climbing, playing musical instruments, holding a delicate scroll, drinking a potion), he must roll 1d10. if the result is 1 or 10, the act will fail - the wearer will trip and fall, drop potions or rip scrolls apart. The armor cannot be removed unless a Remove Curse spell is cast on the wearer beforehand.
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* Talisman of Ultimate Evil (cursed): A priest who possesses this item can cause a flaming crack to open at the feet of a good priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if he is not exceptionally impure in thought and deed, the good priest will gain a saving throw vs. death. A talisman of ultimate evil has seven charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If a good priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.
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* Flask of Curses (cursed duh): This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It has magical properties, but detection will not reveal the nature of the flask of curses. It may contain a liquid or it may emit smoke. When the flask is first unstoppered, a curse of some sort will be visited upon the person or persons nearby. After that, it is harmless. The type of curse is up to the DM. Suggestions include the reverse of the priest's bless spell. Typical curses found on scrolls are recommended for use here as well. Or perhaps a monster could appear and attack all creatures in sight.
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* Broom of Animated Attack (cursed): This is indistinguishable from a normal broom, except by means of detection of its magic. It is identical to a broom of flying by all tests short of attempted use. Using it reveals that a broom of animated attack is a very nasty item: If a command word ("fly,'' "soar,'' etc.) is spoken, the broom will do a loop-the-loop with its hopeful rider, dumping him on his head from 1d4 + 5 feet off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the handle end. The broom gets two attacks per round with each end (two swats with the straw, two with the handle). It attacks as if it were a 4-Hit-Dice monster. The straw end causes blindness for one round if it hits. The other end causes 1d3 points of damage when it hits. The broom is Armor Class 7 and takes 18 hit points to destroy.
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* Periapt of Monster Attraction (cursed): This finely crafted gem appears the same as a periapt of health or a periapt of wound closure, and even an Identify spell will not reveal its true nature. As soon as any character claims it as his own, it will activate a curse that will attract the attention of any monsters in an area equivalent to 2 miles. The type of monster will depend on the environment the character is, but the chance of a wandering monster appearing will always be 100%. This cursed stone cannot be gotten rid of by any nonmagical means—even if it is thrown away or smashed, it will reappear somewhere on the character's person. Only after a Remove Curse or Dispel Evil spell is cast upon the character holding the periapt, will the item crack and turn into harmless dust, no longer haunting the individual.
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* Horn of Bubbles (cursed): This cursed musical instrument will radiate magic if detected for. It appears as a normal horn, or possibly any of the many magical ones. It will sound a note and call forth a mass of bubbles that completely surround and blind the individual who blew the horn for 2d10 rounds, but these bubbles appear only in the presence of a creature actively seeking to slay the character who played the horn, so their appearance might be delayed for a very short or extremely lengthy period.
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POTIONS
* Potion of Fire Breath (5 flasks): This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small draughts. One draught allows the imbiber to breathe a cone of fire 10 feet wide and up to 20 feet long that inflicts 1d10+2 points of damage. A double draught doubles the range and damage. If the entire potion is taken at once, the cone is 20 feet wide, up to 80 feet long, and inflicts 5d10+10 points of damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber's system, inflicting double damage upon him, with no saving throw allowed.
* Elixir of Madness (2 flasks): A single sip of this elixir causes the imbiber to go mad, as if affected by the 4th-level wizard spell, Confusion, until a heal, restoration, or wish spell is used to remove the madness. Once any creature is affected by the elixir, the remaining draught loses all magical properties, becoming merely a foul-tasting liquid.
* Extra-Healing Potions (2 flasks): Heals 3d8+3 hit points.
* Potion of Flying: A flying potion enables the individual drinking it to fly in the same manner as the 3rd-level wizard spell, Fly.
* Potion of Clairvoyance: This potion empowers the individual to see as the 3rd-level wizard spell, Clairvoyance. It differs from the spell in that unknown areas up to 30 yards distant can be seen. Its effects last for one turn.
* Elixir of Youth: Quaffing this rare and potent elixir will reverse aging. Taking the full potion at once reduces the imbiber's age by 1d6+3 years. Taking just a sip first, instead of drinking it down, will reduce the potency of the liquid, and drinking the lower-potency liquid reduces age by only 1d4 years.
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SCROLLS
* Fire Protection: Protection extends to a 30-foot diameter sphere centered on the reader. All in this area are able to withstand flame and heat of the hottest type, even of magical and elemental nature. The protection lasts 1d4+4 turns.
* Magic Protection (see above);
* Protection against Dragon Breath (see above);
* Protection against all Elementals: The magic protects the reader and all within 10 feet of him from elementals, as well as elemental creatures of the same planes. The protection affects a maximum of 24 Hit Dice of elemental creatures if the scroll is of a specific elemental type, 16 Hit Dice if it is against all sorts of elementals. The spell lasts for 5d8 rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more Hit Dice than are protected against or by several elemental creatures—those in excess of the protected number of Hit Dice are able to enter and attack.
***
EXPERIENCE TABLE
CLASS
Warrior (Human):
Cleric (Human):
Thief (Hobbit):
Wizard (Half-Elf):
LEVEL 24
1.400.000 XP
1.750.000 XP
2.000.000 XP
2.300.000 XP
LEVEL 25
2.000.000 XP
2.500.000 XP
3.000.000 XP
3.250.000 XP
LEVEL 26
3.000.000 XP
3.750.000 XP
4.250.000 XP
5.000.000 XP
LEVEL 27
4.500.000 XP
5.500.000 XP
6.000.000 XP
7.000.000 XP
LEVEL 28
7.000.000 XP
8.000.000 XP
9.000.000 XP
10.000.000 XP
LEVEL 29
10.000.000 XP
12.000.000 XP
14.000.000 XP
16.000.000 XP
LEVEL 30
15.000.000 XP
17.000.000 XP
19.000.000 XP
20.000.000 XP