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 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>
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.