Characters: Squintz Altec (Squintz) - Lvl 3 - 25/92 HP, 6/95 MP, 31 TP Namagomi (Namagomi) - Lvl 6 - 11/84 HP, 82/116 MP, 18/46 TP Damian Smith (Shadow Watcher) - Lvl 3 -22/52 HP, 50/97 MP, 23/28 TP (chilled, -5/-5) Daniel Hyral (FFFanatic) - Lvl 1 - 38/70 HP, 0/50 MP, 20 TP Combat Notes: Kamos, Damian, Squintz, Drac B, Dan Drac A X HP 11 Drac B 16 11 (ringless) Drac C X 11 Drac D 85 13 (ringless) +800 All +125 Kamos (100 roleplaying, 25 ingenuity) +50 Daniel (50 ingenuity) Objective, outline, and notes: The party must find the six pieces of the command word scattered around the mansion. They are as follows, and written on parchment, found in the following locations: The elven (fireplace, entry hall) X race (closet) X shall fall (pit trap, upper right room) crushed by (maze) those within (pillar) my thrall (2nd floor, guarded) X The party may also come across treasure while searching. Room notes: The pillar room contains four pillars. Each is actually hollow and can be opened by depressing the buttons on the bases. They have the following inscriptions and contain the following: Hidden by the sharpest wit (releases animated dagger, 16/16, 15+2d6 damage) Treasure is concealed within (treasure) Cutting trickery (animated dagger) A piece of the puzzle ("those within" scroll fragment) The bottom left room contains henchmen. In the closet is the "race" scroll fragment. However, the closet door is trapped--when opened, a magical sigil is broken, casting a spell on the opener unless they resist magic (difficulty 34). This spell causes spells cast by the affected character to backfire and affect the caster 75% of the time (roll a 4 on a d4 to avoid this). The effect lasts for 24 hours. The upper right room contains a nasty pit trap. The party will hear the floor creaking as they walk on it, indicating that it is not very strong or capable of supporting large amounts of weight. The lightest party member, minus armor, can tiptoe across (AGI check, difficulty 25). Failure results in the floor's latches falling out and the floor swinging back, released. The party member falls 20 feet into a pit. They can exit the pit through the outside by means of a ground door/storm hatch that can only be opened through the outside. The cabinet on the other side contains the "shall fall" fragment. After being set off, the trap resets automatically, with the weight gone. The lower right room on the map is a maze. Grey walls represent false, invisible walls. Red walls represent invisible walls covered in spiked barbs, which deal 38+2d10 damage to anyone who casually walks into them, more if they're running. If the player makes an AGI check (difficulty 20), they recieve half damage. The lab contains diaries, journals, logbooks, scrolls, potions, etc. It also contains a number of specimens in storage (glass coffins). The basement door will NOT unlock unless the command phrase is read. The basement consists of about four rooms, the main one containing a deepspawn, and the others being side storage (wooden coffins/boxes with "frozen" troops). NPC Notes: Athyr Starfinger Damage: Quarterstaff 20+2d6, Dagger 16+1d6 HP: 300 AC: 18 MP: 300 Initiative: 6+2d6 TP: 30 MBlock: 20 AT/PA: 14/14 MAttack: 26 Move: 6 Half elf, middle aged, obviously a wizard. Born as a result of rape, hates elves as a result. Exiled from the Doman court for being too overzealous and trying to grasp too much power at once. Attempted to overthrow a provisional (Doman instituted) government on a fringe colony--was quickly subdued, and has been forced into a sort of hiding. Spells: Strip Enchantment, 20 MP: Attempts to forcefully dispel magical enchantments of various types, but adds a +10 bonus to do so. Animate Object, 24 MP: This spell gives life to an inanimate object of a reasonable size (nothing larger than roughly the size of a car). Animated objects usually cannot speak (unless a separate spell is cast to allow them to) and are usually quite unintelligent--they have roughly the intellect of a golem, only understanding simple commands. Many animated objects can be used as sentries or for combat, and objects such as animated ropes, cords, rugs, carpets, bedsheets, etc. may make use of grappling or choking attacks as appropriate. Animated objects with wheels are able to move farther than objects without wheels in the same time period. Polymorph, 50 MP: This spell changes the target into something else (which does NOT have to be a humanoid form). The spell lasts for up to 24 hours, unless dispelled forcefully. The transmuted target retains all skills, and can use any skills which would make sense. However, note that being polymorphed into something such as a unicorn makes some skills, such as lockpicking, effectively useless! Instead, the target gains a rudiementary amount of the instinctual knowledge the new form would have, such as how basic appendages and defensive mechanisms work. Therefore, being polymorphed into a beholder means that the target knows how to make use of the creature's eye rays, knows that shutting the central eye shuts off the antimagic field it produces, etc. This spell may turn the target into any creature of roughly the same SIZE as the target, and the caster must know EXACTLY what he is attempting to change the target into (unless the caster desires a random result). If the target is unwilling, he or she gets a resist roll. The targets of the spell must be living creatures, though they do not have to end up as living creatures. Spasm, 26 MP: Lowers an opponent's AGI by 2 for 1d4 rounds and stuns them for 1d2 rounds. Stunned opponents suffer a -4/-4 penalty and cannot act. Insomnia, 30 MP: Prevents a target from sleeping for 1+1d4 days. Also, every 12 hours over 24, roll a 1d8 to see which of their stats to (Temporarily) reduce by 1. Iron Skin, 10 MP: Decreases the amount of damage done by physical attacks to a group of allies. Provides a damage reduction boost equal to rank/2 points. Bless, 22 MP: Boosts a target's AT/PA by 6, and their damage by 4. Reflecting Shield, 25 MP: Target is put in reflect status and all magic cast is deflected back at the caster. This includes healing magic. Duergar Minions Damage: 28+2d4 crossbow (ACC 14), 17+2d4 warhammer HP: 60 AC: 6 MP: 0 Initiative: 6+2d6 TP: 30 MBlock: 12 AT/PA: 14/15 MAttack: 0 Move: 5 Humanoid. Infravision. Immune to paralysis, illusions, and poisons. Shadowdraconian Damage: 14+1d6 thrusting or 22+2d4 slashing (longsword) HP: 85 AC: 18 MP: 60 Initiatve: 5+2d6 TP: 40 MBlock: 22 AT/PA: 13/12 MAttack: 20 Move: 6 Breath weapon: A concentrated blast of shadow energy that saps strength, 36+1d10 points of damage, once every 1d6 rounds. Save vs. magic to avoid. Affected targets must make a STA check (difficulty 16) or be stricken with chills and illness, hampering combat (-5/-5) and making walking difficult. Can be cured by exposure to warmth or gentle massaging of affected areas--skin turns dark blue or greyish/black where affected. Deepspawn Damage: 4x Tentacle 8+2d6, 2x Bite 22+2d6 HP: 200 AC: 12 MP: 80 Initiative: 8+2d6 TP: 50 MBlock: 40 AT/PA: 20/15 MAttack: 20 Move:2 Monster. 30% magic damage reduction. 20 foot tentacle reach, 14 wide body. Poison immunity. On a successful second to-hit roll, a deepspawn may constrict its targets, dealing 1/2 tentacle damage per round until they manage to break free (opposed AT check or STR check, difficulty 30) for each round constricted. On the second round, the target takes full damage, on the third 1.5 times as much, on the fourth 2 times as much, and so on. Tentacles have 25 HP. spells: Hold Person, 18 MP: Paralyzes a target. Cure, 24 MP: Heals the deepspawn or a target for 40+1d20 HP.