Showing posts with label Atraz A'Zul. Show all posts
Showing posts with label Atraz A'Zul. Show all posts

Sunday, January 20, 2013

MGoU-H: The Mysterious Temple of the Serpent God, Session 1

So, we started a new adventure arc for Metal Gods of Ur-Hadad (MGoU-H). This time it was me GMing, and +Adam Muszkiewicz resumed his role as player. We were joined by +Gabriel Perez Gallardi+Bear Philippe, and +Wayne Snyder. Sadly, +James MacGeorge will be leaving the game for a few months. He will be missed in the interim. His character, Crag Beerbeard, was extremely talented with his short bow, and iced many a man-ape (pygmy or white) in his time. 

SPOILER WARNING FOR Jason, from my face-to-face group: I'm going to run this for you guys. Quit reading. :)

When we started the adventure, the PCs were in Tenkar's Tavern, in Mustertown, just outside the walls of Ur-Hadad.

Description from Module:

Not as famous as The Soiled Dove, Tenkar's Tavern is a disreputable place at best, though its owner is a retired city guardsman. He had high hopes that he would be joined by a few of his active and retired brethren in the guard, but instead the establishment tends only to attract travelers from distant lands, adventurers, thieves, thugs, disreputable priests of weird religions, hedge wizards, merchants, and other assorted riffraff. They are a surly lot, and gamble and drink and fight in equal measure.
At Tenkar's the PCs are drinking heavily, and telling tales of their adventures to an incredulous audience. Some mutter that they are lying, and then one of these fellows (ably depicted by this Technoviking image) suggests that, if they're so tough, then they'd best put up or shut up. 




Vane Barbute, the chaotic warrior with a set of giant ape balls (No, seriously. Giant. Ape. Balls.), and always ready to oblige a loudmouth who wants to fight, punches homie in the face before he could even complete the sentence. [Correction: It was Xalto, and it was a headbutt. Thanks +Wayne Snyder!]  And, verily, 'twas on. A bunch of Drunken Louts joined in on the side of the Loudmouth. Their tokens looked like this: 

The internet is just the best sometimes. I mean seriously look at 
this guy. Drinking, dancing waving a sword... What's not to like?

Here's how I hoped to do this scene: 
Run this as it unfolds. Nobody will draw weapons on the PCs unless they draw first; then it's anything goes. Fight until the Loudmouth (below) is knocked out. After that, the others will back off and offer to buy the next round, as it's clearly just a bit of a misunderstanding, right?
 Loudmouth: Init +1; Atk dagger +1 melee (1d4+2) hand to hand melee +2 (1d3+2); AC 12; HD1d8 (5 hp); MV 25’; Act 1d20; SV Fort +2, Ref +2, Will +0; AL C.
 8 Drunken Louts: Init +0; Atk dagger +1 melee (1d4+1) hand to hand melee +2 (1d3+1); AC 11; HD1d6 (2, 3, 1, 4, 2, 2, 2, 2 hp); MV 25’; Act 1d20; SV Fort +1, Ref +1, Will +0; AL C.
 Another person observes the fight, one Azziz, a wizard's apprentice who has been sent there by his master, Amor Ba'Gish, to recruit adventurers for a task. He will approach them after the fight and ask them to talk to his boss about a job offer.  
It ended up being a pretty easy fight for the party. There aren't a lot of nuts the players can't crack with 16 PCs, some of them level 2 already. There were a couple of times when I asked whether or not they really wanted to draw weapons. They, after some consideration, decided that, no, that would be a bad idea. THey were correct. It would have resulted in... trouble for them. They stuck to using fists and feet, and all went pretty well. Lots of 1-shot knockouts occurred, eventually taking out the Loudmouth Drunk. The other guys backed off, bought them drinks.

The PCs, having vanquished the foe, and gotten free drinks for their trouble, talk with this guy, Azziz. I really fucked this up, because I forgot that Azziz was the apprentice. I got it mixed up in my head and didn't call the wizard Amor Ba'Gish. So, those of you who are playing... dude's name is not Azziz. It's the other one, Amor Ba'Gish.

In any case, they got the kid drunk, extracted some information from him in a friendly way, and made their way to the wizard's house, inside the walls of Ur-Hadad. For those not familiar with Ur-Hadad, it's a walled city, and really a sort of gated community created to keep out the riffraff (you know, like the PCs). You need an invitation to enter. Azziz the apprentice got them through the gates and to the house of the Amor Ba'Gish, a nice but fairly modest dwelling of adobe and timber.


When they arrive at the manse of Amor Ba'Gish, he greets the PCs warmly. He's a smiling man of middle years and short stature, with dark skin and green eyes (one of them at least). The other eye is an opalescent, faceted, blue-white gem of some kind, but he seems to be able to see just fine with it. He has long, stiff red hairs on the backs of his hands, though his other hair is dark. He invites them to sit for drinks and a light repast as they discuss the terms of a potential arrangement he would like to make with them. Eventually, the PCs noticed that what they might have mistaken for jeweled pins on his clothing were, in fact, brightly colored spiders creeping hither and yon. He doesn't seem fazed by this, nor does he remark upon it in any way.

Amor Ba'Gish speaks at length about the Serpent Men and their history, and of their downfall after the coming of the Imperial Elves. He's a bit pedantic, assuming that the PCs have no knowledge of the topic, but his main point is that he's interested in their abilities for mayhem. For, while what he's interested in having them do is a relatively routine courier job, the destination is somewhat distant, and the cargo will be extremely valuable, to him at least. He intimates that he's merely a collector of old things associated with the Serpent People. 


When they asked what they'd be conveying, he told them that it would be his payment for an artifact recently recovered by his factor, Balas Forktongue in the port of Samsara. After a check, we discovered the several of the PCs knew Samsara to be a den of scum and villainy, like unto fabled Mos Eisley. It didn't surprise them that such a place would be their destination. The payment was contained in a large, metal chest of dwarven make, with a complex lock of dials and buttons. It's made of stainless steel, and weighs nearly 400 pounds. The thieves did their best (at his urging) to open it. They failed, despite some pretty high rolls. They were also told that the chest contains 50,000 sp worth of platinum (we're on a silver standard, so that's like gp in Ur-Hadad). 

Should the PCs manage to open it, they will indeed find it is full of small bars of platinum, with a total worth 50,000 gold pieces (500 10-gold-weight wafers worth 100 gp each). The chest itself is worth 1,000 gp. Though the chest actually has no additional security measures, its best protection is Amor Ba'Gish himself. For, despite his avuncular manner, he is a terrible enemy. Should they be so presumptuous as to steal from him, and somehow find an antidote for the poison, he will hunt the PCs down using whatever cat's-paws are required to do so. He will get answers about the location of his property, and then he will kill them.

They negotiated the price. He offered 100 sp per PC and 25 sp (total) per day for expenses. They countered with 200 sp per PC, but didn't negotiate higherthe expenses. Eventually, they settled for 130 sp per PC, plus a total of 30 sp per day for expenses. Amor Ba'Gish didn't seem to be too worried about that price, and probably would have agreed to more. In any case, that's fairly serious money for a mere courier job, and the party was a bit suspicious of his generous offer. When asked, Amor Ba'Gish said that the price reflects both the risk faced by the PCs and the value of the object with which they are to return. 

Having negotiated the price, he smiled broadly and proposed a toast to their success, offering them each a small glass of liquid poured into tiny crystal cups from an ancient-looking flask. "This is very difficult to get," he says, "but will perhaps improve the auspices of your journey." At their hesitation, he drank first, to show them it was not poison (though it was poison, actually). I truly expected my players to resist this, but I guess that, with our penchant for sampling all manner of vile brews and arcane substances, they just don't give a shit at this point. So, they drank off the shots. He then immediately informed them of the following: 
 Unknown to the PCs, the glasses are coated with a virtually undetectable (DC 20, but only if looking) contact poison derived from a rare spider. Amor Ba'Gish, naturally, is immune because of his long-standing bond with Atraz A'Zul, Mother of Spiders.
 The poison is long-acting, taking anywhere from five minutes to two months to kill a human target (see below, "Hourglass"). The poison is known as Hour Glass because it's extremely easy to alter the time the death of someone who has taken it, almost to the minute. The period of time can be set by a skilled alchemist with knowledge of poisons and antidotes. Amor Ba'Gish knows these things, and has given the PCs 30 days to complete his task. He will not tell them how long they have, only that they should not delay.
The poison briefly paralyzes the target (about five minutes and then moves into its second phase, where the poison instantly liquefies the victim's innards, making them fit for arachnid consumption. Should they fail to return, they will die horribly. He is perfectly frank in telling them about this, explaining that it is "necessary" given the value of the cargo involved.
 Should the PCs fulfill Amor Ba'Gish's task, he promises to provide them with the antidote, a rare and expensive serum from mysterious Liao, far to the east, and to reward them 100% above the price he had negotiated for their services.

So, after spending some time in Ur-Hadad, provisioning themselves, they made their way to the docks, and their ship. 

Though their passage takes about six days, they are not particularly hindered by the two at-sea encounters they chanced upon--A pride of sea lions (who numbered too few to feel the odds were in their favor, and moved on) and a pirate ship. The encounter with the pirates was more interesting. The wizard Formerly Known as Ian (FKaI) used the helm he got from the Crypt of the Lizard King to guide the ship's captain in among the rocks and reefs, shoreward. I used a series of opposed d20 rolls modified by the helm's bonus (+3) for finding one's way at sea. They weren't particularly successful in getting away, and the pirates were very successful at following them safely through obstacles. Eventually, FKaI just Slept the pirate captain with his foul wizardry (and grew another inch of hair in doing so, because, you know, Mercurial Magic). A couple of crossbow bolts followed, and the pirates failed a morale check. They made their way toward easier prey. 

Hmm... these PCs seem to be pretty formidable. Are my monsters up to the task? Must look into this...

Eventually, the PCs arrive in Samsara. Things are very odd there: 

The PCs arrive at the port of Samsara, only to find it ravaged. Traders from other ports have arrived in the last day or so, and found many of its people slaughtered and the rest, vanished. Some of the citizens of Samsara have since returned from hiding in the jungle, telling outrageous tales about men with the aspects of snakes attacking the town and dragging off the townsfolk, especially targeting the children.
There are funeral pyres burning to the north of the town, on the beach, as is the custom in these parts. In some places there are obvious signs of battle, but not as many as one might think. The attack may have happened during the night, as many of the inhabitants were slaughtered in their homes or even in their beds. Their wounds, from what can be seen, are somewhat different, depending on the victim. Some have puncture wounds, some have large bites taken out of them, and some appear to have been crushed, their bones broken and a variety of fluids dripping from their various orifices. Some have been killed with weapons of various kinds.
Inquiries about the location of Balas Forktongue sent the PCs toward the wealthier quarter of town. As the PCs traveled away from the waterfront, they noticed that people are looting the now-vacant buildings and shops. They also saw their first real signs of sustained fighting: Bloodied cobble stones, dead soldiers, and hacked-apart serpent men with odd spears, the heads of which are twin-bladed and inscribed with strange designs.
Eventually, the PCs were led to a tall, dark stone house, architecturally weird, grim-looking, and carved with hideous creatures of legend and lore and with other odd designs. Any wizard or cleric in the party would recognize that these include runes of protection, prayers, and signs and symbols thought to bring good luck and/or avert bad luck.
An examination of the interior of the house reveals it to be the site of a vile ritual.
The former inhabitant, Balas Forktongue, has been hung by his feet from a beam and his heart cut out of his chest. Strangely, there is little blood in evidence. The victim's skin has been tattooed (or possibly burned) with what appears to be thousands of words in an unfamiliar script. The writing is clearly mystical, and even looking at it causes a sense of unease and revulsion well beyond what seems normal, even considering the condition of the body itself (DC 10 Will Save or dizzy and nauseous for 1d4 hours). Any wizard in the group may be tempted to remove the skin for later viewing. Any attempt to read it requires a Read Magic spell check.
FKaI had Read Magic, used it extremely well, and learned a new 3rd level spell, which I have yet to stat up:
This spell (Inquisition) combines both binding and compulsion, holding its target in thrall and forcing it to answer questions truly—It doesn't matter what language is spoken, as the spell includes a mechanism for translation. It's a 3rd level spell.
They examined the room by lantern and torchlight:
A large ritual knife made of incredibly hard black metal has been driven through the victim's head, in one ear and out the other. On the floor of the room below the body are figures of arcane design and non-Euclidean geometry (of course), drawn directly upon the stone with a silvery, chalk-like substance, and in the same script with which the body is tattooed.
A brief perusal of the premises reveals a variety of tomes of lore, an apothecary cabinet and alchemical apparatus, and a variety of weird implements. The PCs also find a small chest made of dark wood. It is now smashed open. It lies next to a hollow in the floor. A flagstone was removed, exposing a hidden space beneath it, where the box was, one presumes, hidden.
And that's where we had to stop, as we'd run over our allotted time by about 45 minutes. Got to work on that whole time management thing, maybe, though my players didn't seem to mind too much.

So, next time, the PCs will investigate the scene of the crime, as it were, and try to determine what can be learned from the house, possessions, and desecrated corpse of Balas Forktongue. 







Friday, November 23, 2012

New DCC Patron: Atraz A'Zul, Mother of Spiders

Here's my first attempt (however rickety) at a patron for Dungeon Crawl Classics. I think all of the bits are included. Please feel free to provide commentary about how I might make it even better.


Atraz A'Zul, Mother of Spiders

Atraz A'Zul is a spider demoness of ancient lineage whose intrigues are manifold, subtlety legendary, and cold calculation uncompromising. She is the demon spirit of dark and quiet places and the unseen things that creep there. To form a bond with Atraz A'Zul, one must go into the desert and ingest the hallucinogenic spider known as the Dream Stalker. Atraz A'Zul will appear to the dreamer who must pledge his troth to her and her alone. Those who serve the demoness are expected to protect spiders, scorpions, and other poisonous vermin.

Invoke Patron check results:
12-13 Atraz A'zul answers the petitioner’s plea, but is contemplating dissymetries in her web of control, and is distracted by other matters. The caster receives +4 to his next attack, saving throw, skill check, or spell check.
14-17 The caster’s touch becomes poisonous. For the next 1d5+CL rounds, targets touched by the caster must succeed on a DC 10+CL Fortitude or take 1d5 per round of damage for the next 1d5 rounds.
18-19 For 1d4+CL rounds, the caster takes on the aspect of a giant spider (about the same size as a mule). His AC and Ref saves improve by +2, and with a successful Will save (DC 10), the caster can draw upon the essence of Atraz A'Zul gaining 2d4 hit points. If the caster critically fails the Will save by rolling a natural 1, he must burn 1d3 each of Strength, Agility, and Stamina.
20-23 Atraz A'Zul grants the caster the ability to see the connections between strands of the web of life for 1d6 rounds, during which he is able to gain a +3 to any roll.
24-27 The caster’s weapons become venomous. For the next 1d4+CL rounds, targets struck by the caster’s weapons must succeed on a DC 10+CL Fortitude save or fall paralyzed for 1d6 turns. The magic is associated with the caster’s weapons not the caster; while the magic persists, another character may attack with these weapons to gain the same benefit.
28-29 Atraz A'Zul grants the caster the ability to see the connections between strands of the web of life for 1d6 hours, during which he is able to gain a +3 to any roll. His allies may make any roll at +1.
30-31 The caster is able to summon a 2d6+2 HD Demon Spider. For 3d3+CL rounds, the caster may command it as if he were Atraz A'Zul herself. Demon Spider Init +4; bite +8 (1d10, poison) melee or web +8 missile (special: Ref save DC 15 or bound until released); AC 18; HD 6d12; MV 40’; Act 2d20; SP darkness (+6 spell check), demon traits; SV Fort +6, Ref +8, Will +6; AL L.
32+ Atraz A'Zul recreates the caster in her image and with her powers. For 1d12+CL rounds, the caster and five allies of his choosing receive +6 to AC and all saving throws, +5 to all attack, spell check, and damage rolls, and the caster receives 2d12 additional hit points. He also takes on the aspect of a spider, and may bite, cast webs as melee weapons, and make enhanced saving throws (act as Spider Demon in result 30-31, above), and use Spider Climb and Darkness spells at-will, with no spell check.

Patron Taint

1 – A variety of normal spiders appear when the caster casts any spell. They crawl everywhere, infest everything, and otherwise distract and annoy but otherwise do no harm. If this result is rolled a second time, the effect is amplified such that a host of spiders appears with each spell. The host is large enough to distract nearby creatures within 10’, both friend and foe (DC 8 Will save or -1 to all rolls for one round), though the caster is immune. If this result is rolled a third time, the spiders follow the caster constantly, day and night, whether he is casting spells or doing something else.
2 -- The caster is begins to grow long, stiff hairs on the outer parts of the arms and legs, shoulders, and back. These vary in color (1) Red (2) Grey (3) Orange (4) White (5) Blue (6) Other—GM picks. This may affect his ability to wear armor. If this result is rolled a second time, the caster begins to grow vestigial eyes, as a spider. These organs are not functional. If this result is rolled a third time, the caster's lower jaw begins to produce a pair of mandibles.
3 – The caster's diet begins to change. He craves insects, and begins to eat them in addition to his normal food. If this result is rolled a second time, the caster will only eat live insects or small vermin like rats, moles, or mice for sustenance. If the caster rolls this result a third time, he grows fangs and is able to poison his prey with a bite, paralyzing it (DC 13 Fort save) and dissolving the prey's innards after an hour. He may then suck out the liquefied matter.
4 – The caster becomes more reclusive, tends to use go-betweens to conduct business outside of his home. If this result is rolled a second time, the caster begins to construct his lair as would a spider, with many alarms to alert him to intruders and traps to hold them fast to be dealt with. If this result is rolled a third time, the caster grows spinnerets, and the ability to build webs. He is compelled to seek out a domicile where it is possible to build them, like an old barn or an abandoned ruin.
5 -- Whenever the caster casts a spell, his legs extend and change their joint structure. They look unsually long and thin for a period of 1d4 rounds, at which point his legs return to normal. (If a spell effect interacts with this, the spell effect takes precedent.) If this result is rolled a second time, the transformation is more complete, such that the caster’s legs truly resemble a spider’s legs for 1d4 turns. He does not gain any extraordinary climbing ability but scuttles in a way which looks strange, and grows four large bumps on his hips and torso, where a spiders legs might appear. If this result is rolled a third time, the caster’s legs permanently change into spider's legs, and the bumps sprout full-sized spider legs. He gains the ability to climb vertical surfaces at his normal movement rate.
6 -- When the caster casts a spell, tiny spiders emerge from his clothing. Then they scamper off into the shadows. If this result is rolled a second time, the spiders appear not just when the caster casts a spell but also 1d4 times randomly each day. It may be when the caster sits down to dinner, or tries to study a spellbook, or draws his dagger for combat: the spiders just appear. If this result is rolled a third time, some large and venomous spiders appear at times, and the presence of spiders becomes a permanent. They are always crawling in his vicinity and on his person.

Patron spells

Spider's Senses
Level: 1 (Atraz A'Zul) Range: Varies Duration: Varies Casting time: 1 round Save: None

Hidey Hole
Level: 2 (Atraz A'Zul) Range: 50 feet Duration: 1d6 rounds + CL Casting time: 1 round Save: None

Summon the Host
Level: 3 (Atraz A'Zul) Range: 50 feet Duration: Varies Casting time: 1 round Save: None

Spider's Senses
Level: 1 (Atraz A'Zul) Range: Varies Duration: Varies Casting time: 1 round Save: None

General: The caster's senses are enhanced, allowing him or her to sense even slight vibrations and perceive heat sources.

Manifestation: Roll 1d3: (1) The caster manifests glowing spider eyes in addition to his regular eyes; (2) the caster becomes a shadowy, spider-like figure; (3) web strands radiate out from the caster in a radius equal to the spell's area of effect (as rolled).

Roll
1          Lost, failure, and patron taint.
2-11     Lost, failure.
12-13   The caster can sense other creatures through the vibrations in the soles of his feet and palms of his hands for a radius of 50 feet, and gains infravision to 25 feet. The effect lasts for 1d3 rounds.
14-17   The caster can sense other creatures through the vibrations in the soles of his feet and palms of his hands for a radius of 100 feet, and gains infravision to 50 feet. The effect lasts for 1d4 rounds.
18-19   The caster can sense other creatures through the vibrations in the soles of his feet and palms of his hands for a radius of 150 feet, and gains infravision to 75 feet. The effect lasts for 2d4 rounds.
20-23   The caster can sense other creatures through the vibrations in the soles of his feet and palms of his hands for a radius of 150 feet, and gains infravision to 75 feet. In addition, the caster's keen senses allow him to sense threats to his person, adding +3 to his AC. The effect lasts for 2d4 rounds.
24-27   The caster literally can see through up to 5 feet of material (e.g., stone) as if through clear air. The caster can also sense other creatures through the vibrations in the soles of his feet and palms of his hands for a radius of 175 feet, and gains infravision to 85 feet. In addition, the caster's keen senses allow him to sense threats to his person, adding +4 to his AC. The effect lasts for 2d6 rounds.
28-29   The caster literally can see through up to 10 feet of material (e.g., stone) as if through clear air. The caster can also sense other creatures through the vibrations in the soles of his feet and palms of his hands for a radius of 200 feet, and gains infravision to 100 feet. In addition, the caster's keen senses allow him to sense threats to his person, adding +5 to his AC. The effect lasts for 1d4 turns.
30-31   The caster literally can see through up to 20 feet of material (e.g., stone) as if through clear air. The caster can also sense other creatures through the vibrations in the soles of his feet and palms of his hands for a radius of 225 feet, and gains infravision to 120 feet. In addition, the caster's keen senses allow him to sense threats to his person, adding +6 to his AC. The effect lasts for 1d6 turns.
32+ The caster literally can see through up to 20 feet of material (e.g., stone) as if through clear air. The caster can also sense other creatures through the vibrations in the soles of his feet and palms of his hands for a radius of 225 feet, and gains infravision to 120 feet. In addition, the caster's keen senses allow him to sense threats to his person, adding +6 to his AC. The effect lasts for 1d6 turns. In addition, the caster can remotely sense one person or thing of his choosing, no matter how distant.

Hidey Hole
Level: 2 (Atraz A'Zul) Range: 50 feet Duration: 1d6 rds. + CL Casting time: 1 round Save: None
General: The caster may take refuge in a pocket universe.

Manifestation: Roll 1d3: (1) A large door appears in front of the caster; (2) a whirlpool of dark energy sucks the caster into the floor; (3) the caster appears to go two-dimensional and to fold in on himself becoming smaller and smaller until he disappears.

Roll
1          Lost, failure, and patron taint.
2-11     Lost, failure.
12-13   The caster is transported into an unformed space of refuge. He is safe, but cannot do anything beyond thinking, as there are no real features to the place he inhabits. The effect lasts 1d6 rounds, after which the manifestation reverses itself and deposits him back at his starting point.
14-17   The caster is transported into an unformed space of refuge. He is safe, but cannot do anything beyond thinking, as there are no real features to the place he inhabits. The effect lasts 1d10 rounds, after which the manifestation reverses itself. He may return to any destination within 20 feet of his starting point.
18-19   The caster is transported into a small room of simple design. There is a small desk in the room, and an empty chest. He is safe, and may leave any one object in the chest for safe keeping; it will remain until he is able to return. Alternately, he may take one item out of the chest. (note—this chest is available in any hidey hole with defined spaces). The effect lasts 1d4 turns, after which the manifestation reverses itself. He may return to any destination within 50 feet of his starting point.
20-23   The caster is transported into a small, furnished apartment. There is a sitting room with a small desk and an empty chest. He is safe, and may leave any two objects in the chest for safe keeping; they will remain until he is able to return. Alternately, he may take up to two items out of the chest. (note—this chest is available in any hidey hole with defined spaces). The effect lasts 1d4 hours, after which the manifestation reverses itself. The caster may elect to return sooner, if he wishes. He may return to any destination within 50 feet of his starting point.
24-27   The caster and up to 4 members of his party are transported into a lavishly appointed suite with a sitting room, a dining room, and a bedroom. In the sitting room is an ornate desk and an empty chest. They are safe, and may leave any three objects in the chest for safe keeping; they will remain until he is able to return. Alternately, he may take up to three items out of the chest. (note—this chest is available in any hidey hole with defined spaces). The effect lasts 2d4 hours, after which the manifestation reverses itself. The caster may elect to return sooner, if he wishes. He may return to any destination within 100 yards of his starting point.
28-29   The caster and up to all members of his party are transported to a small wizard's tower with one of the following (apothecary cabinet and potion mixing table; a copy of his grimoire and the notes he has on the various spells he is learning; a bed in which he may rest). There is an ornate desk and an empty chest. They are safe, and may leave up to five objects in the chest for safe keeping; they will remain until he is able to return. Alternately, he may take up to five items out of the chest. (note—this chest is available in any hidey hole with defined spaces). The effect lasts 2d6 hours, after which the manifestation reverses itself. The caster may elect to return sooner, if he wishes. He may return to any destination within 1 mile of his starting point.
30-31   The caster and up to all members of his party are transported to a medium-sized wizard's tower with all of the following (apothecary cabinet and potion mixing table; a copy of his grimoire and the notes he has on the various spells he is learning; a beds in which they may rest; a dining room; a bathing area; a liquor cabinet). There is an ornate desk and an empty chest. He is safe, and may leave up to ten objects in the chest for safe keeping; they will remain until he is able to return. Alternately, he may take up to ten items out of the chest. (note—this chest is available in any hidey hole with defined spaces). The effect lasts 1d4 days, after which the manifestation reverses itself. The caster may elect to return sooner, if he wishes. He may return to any destination within 10 miles of his starting point.
32+      The caster and up to all members of his party are transported to a small castle in the clouds (or on a lava lake, or whatever) one of the following (apothecary cabinet and potion mixing table; a copy of his grimoire and the notes he has on the various spells he is learning; a bed in which he may rest). There is an ornate desk and an empty chest. He is safe, and may leave up to five objects in the chest for safe keeping; they will remain until he is able to return. Alternately, he may take up to three items out of the chest. (note—this chest is available in any hidey hole with defined spaces). The effect lasts as long as the caster wishes it to last, after which the manifestation reverses itself on his command. He may return to any place he has previously visited. 

Summon the Host
Level: 3 (Atraz A'Zul) Range: Varies Duration: Unlimited Casting time: 1 round Save: None

General: The caster summons spiders to do his bidding.

Manifestation: Roll 1d3: (1) A burst of webs spray out from the caster's fingers, each strand leading to a spider of some sort; (2) spiders appear around the caster with a popping sound and flashes of colored light (choose your own color); (3) the caster vomits up spiders; (4) the caster rips a hole in space about 8 feet above the floor and spiders stream through it.

Roll
1          Lost, failure, and patron taint.
2-11     Lost, failure.
12-13   The caster summons a rain of 1d10 small but venomous spiders in an 4 yard radius area centered on the caster. They will attack any creature in the area, but will not leave it. Poison requires DC 8 Fortitude save or take 1d4 damage per bite.
14-17   The caster summons a rain of 2d10 small but venomous spiders in an 6 yard radius area centered on the caster. They will attack any hostile creature in the area, but will not leave it. Poison requires DC 10 Fortitude save or take 2d4 damage per bite (2 points of damage with save).
18-19   The caster summons a rain of 1d10 large, venomous spiders in an 6 yard radius area centered on the caster. They will attack any hostile creature in the area, but will not leave it. Poison requires DC 10 Fortitude save or take 3d4 damage per bite (3 points of damage with save).
20-23   The caster summons a rain of 2d10 large, venomous spiders in an 9 yard radius area centered on the caster. They may be commanded by the caster, but will not venture more than 25 yards away from him. Poison requires DC 10 Fortitude save or take 4d4 damage per bite (4 points of damage with save).
24-27   The caster summons a rain of 2d10 large, venomous spiders in an 9 yard radius area centered on the caster. They may be commanded by the caster, but will not venture more than 25 yards away from him. Poison requires DC 10 Fortitude save or take 4d4 damage per bite and be paralyzed for 1 turn (4 points of damage with save).
28-29   The caster summons 1d6 monstrous spiders (medium) into a 12 yard radius area centered on the caster. They may be commanded by the caster, but will not venture more than 50 yards away from him. See Hypertext d20 SRD entry: http://www.d20srd.org/srd/monsters/monstrousSpider.htm
30-31   The caster summons 1d6 monstrous spiders (large) into a 18 yard radius area centered on the caster. They may be commanded by the caster, but will not venture more than 75 yards away from him. See Hypertext d20 SRD entry: http://www.d20srd.org/srd/monsters/monstrousSpider.htm
32+      The caster summons 1d6 monstrous spiders (huge) into a 25 yard radius area centered on a point of the caster's choosing. They may be commanded by the caster, but will not venture more than 100 yards away from him. See Hypertext d20 SRD entry: http://www.d20srd.org/srd/monsters/monstrousSpider.htm 

Spellburn

1—Atraz A'Zul demands sustenance, supping from the caster's bodily fluids and leaving him diminished (expressed as Stamina, Strength, and Agility loss, evenly applied)
2—The demoness wants fresh prey. The caster may spellburn up to 10 points of ability score loss, but must pay twice that amount later, either from his own body for from a sacrifice.
3—The caster is poisoned in channeling the demoness's power, and must make a DC 12 Fort save or the spellburn costs twice as much (i.e., 2 points of attributes for 1 point toward the spell roll).
4—The caster has drawn the attention of his mistress. He must make a Will save (DC 15) if he makes it, he gets spell points at half the normal cost, but must learn a secret for the demoness (Quest for it). The spellburned attributes will not heal until this secret is passed on to the demoness. If he fails the save, the spellburn cost is normal, and he still must learn a secret before it is healed.