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This adventure was written for The Good Party and was run on 13 Apr 1985. It includes the second appearance of The Master Summoner.
Imix | |
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AC -4 | |
MV 18“ | |
hp 90 | |
#AT 1 | |
D 6d6 | |
SA Heat radiation for d20/round | |
SD +2 weapon to hit | |
MR 85% | |
SZ L (18' tall) |
2 Efreeti | hp 57,55 |
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3 Fire Elementals | HD 8,12,16: hp 41,62,87 |
2 Salamanders | hp 52,45 |
Imix has been humiliated in his own castle. To exact revenge, he has traveled to the prime material plane where his Salamander servants led him to The Master Summoner. He then coerced her into summoning up the Good Party and associates.
Quite by accident, she summoned Cale first. At the time, he was holding the Eye of Odin. This was taken from him immediately. With its power, The Master Summoner could summon anything she desired (it was no longer subject to random chance). Feeling daring, and not at all pleased by Imix's treatment of her, she summoned the Good Party fully equipped instead of as Imix requested: helpless.
After the battle with Imix, the Summoner will try to make her escape with the gem. To defend herself, she will pull from the timestream an elven warrior as on the following character sheet: Tarialaî Thoranna
Summoning Times: | Arrival Time | |
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Cale | Midnight 28-9 Dec | 9 AM 29 Dec |
Sorgul | Noon 29 Dec | |
Sly | 1pm 28 Dec | |
Ozzie | 3pm 29 Dec | |
Rathwyn | 6pm 28 Dec |
Since it is likely that the party will return before Sorgul or Ozzie are summoned, a minor paradox may exist. A Noble Time Elemental will be sent to mend this error (by transporting them forward in time to the time when they are to be summoned).
1) This is the room that the summoner has brought the good party to. The walls are rough hewn, and smooth as if the room was melted out of solid stone. On the south wall are two cauldrons set into the wall each with a flame burning brightly. Down th hall can be seen Cale strapped to the wall surrounded by a ring of fire.
If the party proceeds down the hallway, an iron portcullis (carefully concealed) will drop on top of them. All who are in the same rank must save vs. their dexterity to avoid being hit by the portcullis. Those who make this save must roll to see which way they dodge. Those who are pinned will take 4d6 damage and can free themselves by a bend bars roll. Others can free them by successfully saving vs. their strength on a d20.
2) Waiting here in the flames are the two Salamanders. They are meant as a diversionary tactic.
If the party is successfully split up by the portcullises (as is the plan of Imix), then the Fire Elementals will come into area (1) through the secret door and attack whoever is near. (Remember, they can easily travel through iron bars).
3) Here is where Imix waits. This was once a temple and Imix feels more at power here. He will wait until the party is sufficiently softened up before making his presence.
4) Here, the Efreet wait. They will come into area (2) if the Salamanders are killed.
5) This portion of a lava tube opens to the outside world.
(← The Disk of Thor) (Back to Adventures Index) (The Orb of Might →)