337.SOUTH ROOM

Falrinth, a Warlock, lives
here with Kriitch, his familiar (a quasit). He
functions as 9th level while Kriitch remains
within 1 mile. Falrinth is very evil and
power-mad. When he becomes aware of
intruders, he has Kriitch investigate in giant
centipede form. It can travel by way of a
small twisting aperture in the wall, and
Falrinth can telepathically USE its senses,
viewing the intruders' actions from a distance while keeping the centipede (quasit)
well hidden. He can then select an appropriate course of action (hit-and-run, offensive,
defensive, or whatever) based on the
intruders' powers. While Kriitch remains
within 10 feet of Falrinth, each has 25%
Magic Resistance and regenerates 1 hp per
round. If Kriitch is slain, Falrinth immediately drops to Level 4 (retaining only five
spells—3 of first level, 2 of second)
and flees.
<Falrinth immediately loses 23 HP if this happens>

Falrinth: AC 3 (bracers of defense AC 6), (XP: 2,000)
MV 12", Level 8 Magic-User (Warlock) (Level 9 (Sorcerer) with familiar),
hp 27, #AT 1, THACO 19, D 2-5, SA spells, SD regenerate 1 hp per round, MR 25 %; XP 4024
S 10 I 17 W 10 D 17 Co 15 Ch 12
    <include dagger +1  () to account for 2-5 damage> (XP: 75)
    <loquacious>

    T5: As discussed earlier, and elsewhere, Gary had a major change in direction while developing
    this adventure. His original plan to use Lolth was scrapped, and Zuggtmoy was created as her
    replacement. Some references to Lolth appeared in the published adventures, but all such
    references should be considered editing errors. Both Lareth and Falrinth should be played as
    followers of Zuggtmoy.

Kriitch: AC 2, MV 15 ", HD 3, hp 16, #AT 3,
THACO 16, D 1-2/1-2/1-4, SA claw poison (save or
lose 1 point Dexterity for 2-12 rounds),
fear blast once per day (30' radius),
SD 25% MR, regenerate 1 hp/round, hit
only by iron or magick weapons, immune
to cold, fire, and lightning; XP 373

(Total monster XP: 4,397)

Falrinth's memorized spells are:

1st level: burning hands, charm person, hold portal, jump <burning hands, dancing lights>
2nd level: darkness, 15' radius, mirror image, Tasha's uncontrollable hideous laughter <dispel silence, detect invisibility>
3rd level: hold person, invisibility 10' radius, lightning bolt <icelance*>
4th level: dimension door, minor globe of invulnerability
5th level: wall of force (from level gain due to familiar)
<a grasshopper's hind leg, a bit of bat fur, a drop of pitch, a small feather, a tiny wooden paddle, a minute tort, a small straight piece of iron, an eyelash (encased in gum arabic), a bit of fur, an amber rod (worth 25 gp), a crystal bead, diamond dust (worth 10,000 gp)> <a bit of phosphorus, a pinch of powdered diamond (worth 50 gp), talc, powdered silver>
<* not castable, at present>

Typical offensive strategy: Cast minor globe and mirror image on self, ready hold,
to be followed by charm and then Tasha's or
burning hands. Typical defensive strategies:
Jump to escape a tight spot. Darkness and/
or invisibility to allow retreat to area 337, <?>
with hold portal on the door; continuing to
area 338 by the secret door, blocking the
passage by wall of force (placed just inside
the room to block even the finding of the
secret door) and gathering prized items. If
on the verge of discovery, Falrinth will
dimension door to one of 2 passages—
either the corridor east of area 313, or the
secret passage to the Tower or outside exit.
Falrinth does not dare to remain in the Temple after defeat; he has too many enemies.
He plans to use Smigmal as a tool to achieve
control of the remaining Temple forces, so
he can become ruler of a domain of death
and destruction equalling, even surpassing,
that of Iuz (Ambitious, indeed!). Kriitch is a
gift from the demoness Lolth, who is happy
to have catspaws in Zuggtmoy's territory
(for obvious reasons). Falrinth has devised
the traps and fake lair (337a) to fool
intruders who are too powerful to defeat
offensively. He wears bracers of defense AC
6, and carries a purse containing 9 gems
worth a total of 1, 350 gp (2 moss agates,
2 white pearls, three hematites, a sapphire and a tourmaline).
    <2 moss agates: 10, 10>
    <2 white pearls (): 500, 500>
    <3 hematites: 40, 50, 40>
    <1 tourmaline: 200>
 


ScottyG wrote:
Gary (and others) I'm looking for opinions on this matter.
I've recently given control over some of the Temple's forces to players to compete with the regular party that has been adventuring there. One player requested to play the wizard Falrinth.
Falrinth is in possession of the Orb of Golden Death. Do the real leaders of the Temple know where the Orb is? Falrinth seems more like a hired gun than a devotee of the Temple, and in true chaotic evil fashion, his goals have nothing to do with those of the Temple.
Scott


Hi Scotty:)

To cut to the chase, his possession of the orb is not general knowledge to the leaders of the Temple--only the general location of the object inside the place.
Falrinth is as you describe him, self-interested and not particularly devoted to the aims of those who are in charge of the place.

Cheers,
Gary
 
 
This room is obviously the chamber of a
<wizard>. A thaumaturgic triangle <image>
stands at the threshold. The shelving
which girdles the place is filled with all
sorts of stuffed and mummified animals
and such. A cloak with strange runes
hangs near the east door. A large bed is
here, with a small cabinet, a stool, a <stool=x>
writing table with an oddly branched
candle holder, a brazier, and a pair of
hanging lamps near the bed. A wall cres-

set is in the southeast corner, opposite
the bed. A rush mat covers the plain
floor. A parchment with runes hangs on
the east wall, by a door; another, on the
south wall opposite the entrance, seems
to be a map of the dungeon level.

The south parchment is trapped with
explosive runes, only detectable by thieves
or <wizards> (the former having a mere
5% chance, the latter 5% per level). If read
by anyone but Falrinth or Smigmal (or others they instruct), the runes detonate,
inflicting 12-30 points of fire damage
(6d4 + 6) to the reader (no saving throw)
and to each creature within 10 feet (save vs.
spells for 1/2 damage). The explosion
destroys the map. The runes can only be
removed by a dispel magic spell.

The map shows no secret doors or secret
passages, but reveals everything else in this
area and areas 301-320, including residents. <technically, 308 should be off this map>
It does not show areas 321-334 (those
accessed by the the doors in area 306, except
the southernmost).

The parchment on the
east wall seems to be a dire warning not to
touch the east door. If read, the warning
also contains another set of explosive runes
(see above for details). The east door leads,
of course, to area 337a.
The cabinet contains clothing and several books, unremarkable works of history and botany.
    <slippers, linen (drawers), smock, trousers>
    <optional: provide a link to A Brief History of Eastern Oerik>
    <optional: provide a link to Appendix J in the DMG>

The odd candle holder is an ancient work in electrum, worth 1,500 gp.

The southeast wall cresset operates the secret door.

<provide the map>

337a. EAST ROOM
 
The door to the east opens into a 10'
square workroom. Inside are a few bottles containing various spell components, a bench, 6 staves of various
woods, and 6 metal, bone, and ivory
rods. A shelf holds 9 wands. Here is
also a brass chest, protected by a lock,
iron binding, and hasp with large padlock.

The spell components are only common
sorts in small quantities—phosphorus, sulfur, a lodestone, etc.
    <optional>

    <Phosphorus (Uncommon; 5 gp/oz.): alchemist, glassblower, physician> *
    <Sulphur (Uncommon; 1 gp/oz.): alchemist, physician> *
    <Lodestone (Rare; 25 gp/ea.): astronomer/navigator, chandler, magic shop>

    <Viz-million (Uncommon; 10 gp/oz.): alchemist, dyer, paper/ink maker <Vermillion>>
    <String, piece (Everyday; 1 cp/yd:): clothing store, any craft shop, tailor, weaver>
    <Bead, crystal or glass (Common; 5 sp/ea.): glassblower, jeweler>
    <Carrot, dried or powdered (Scarce; 1 sp/oz.): alchemist, food store, herbalist>
    <Slug (giant) digestive juice (Rare; 50 gp/flask) : alchemist>
    <Citric acid (lemon or lime juice) (Uncommon; 1 gp/pt.): food store>
    <Feather, exotic (Scarce; 10-20 gp/ea.): clothing store, tailor>
    <Lard (Common; 2 cp/lb.): farm, food store, tavern>

    <Sugar (Common; 1 gp/lb.): food store, herbalist, tavern>
    <Spider, live (Uncommon; 1 gp/ea.): gathering, magic shop>
    <Prism, mineral (Uncommon; 5 gp/ea.): glassblower, jeweler>
    <Bone, powder or shard (Common; 1 gp/lb.): alchemist, butcher, magic shop, physician>
    <Gold (Uncommon; price varies by weight and workmanship, base value 1 gp/1 gp wt.): goldsmith, jeweler, moneylender>
    <Silver (Common; price varies by weight and workmanship): jeweler, silversmith>
    <Coal (Common; 1 gp/lb.): brickmaker, quarry, smith>

    <estimated worth / weight: 117.73 gp / 5>
    <* given gp values may not be consistent with values previously given in T1-4>

Each of the wands has been treated with Nystul's magic aura and
thus seems valuable. 3 potions are on
the shelf—diminution, healing, and delusion of treasure finding. (XP: 300, 200, --)
The chest is rigged so that a cloud of chlorine gas erupts when it is opened; each crea
ture within 5 feet must make a saving throw
vs. poison, with a + 3 bonus, or die. The
cloud appears however carefully the chest is
opened, and this trap cannot be removed.
The chest contains books filled with written
gibberish and a papyrus scroll of similar
content; these items dissolve in the gas
cloud. The remnants seem to be those of
spell books and a magickal scroll.

Level 3.
>>338.>>