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time_machine

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The Time Machine

This adventure was run on 19 Feb 1984 and was designed for Sly and Ozzie, who were running without Sorgul as he had been enslaved by Hades.

Maps

"The Time Machine" Map #1

"The Time Machine" Map #2

The Clue

Go to the rocky valley six days ride
West of Blanan. There, a great
Steed is imprisoned by powerful
magic. Beware the leader for his
powers are many and his imprisonment
reflects on his true evil. His
prisoners hopes run high only when
his magical hold is shattered.

Travel schedule

Travel Time City Distance # encounters
Backbone
1/2 d Hookridge 30 miles TCF 0
1d Marsvan 70 miles TCF 1 - evening
1d Hawkwood 70 miles TCF/P 0
1d Resh 60 miles TCF 0
3d Lankshall 150 miles TCF 0 / 1 - night / 0
2d Girthrap 100 miles TCF/P 0 / 1 - evening
2d Blanan 80 miles TCF/P 0 / 0
1d 30 miles TCH/M 0
6d → Dungeon (30 miles west of Blanan) 30 miles TCM 0/0/0/0/1-eve/0
  1. TCF: Bandits
  2. TCF: Lg. Spiders
  3. TCP: Pseudo-Undead Vampire
  4. TCM: Goblins
  • + Final Encounter: Akhnatep H/M 5'11“ 163# AL:LE F/12

Encounter Details

  1. 20 Bandits, AC 8, MV 12”, hp 1-6, On horseback (Lt. Riding) Dd8 (longsword)
    + F/3 AC 5 (Chain) MV 9“ hp 17 Dd8+2 (+1 to hit) longsword
    Ambush by rope planted across road.
  2. 13 Lg. Spiders, AC 8, hp 2-9, D1 + poison at +2, No treasure
  3. 4 Pseudo-Undead Vampires, AC 1, MV 12”/18“, HD 8+3, hp 32, 51, 29, 38
    At night
  4. 1 Goblin, hp 2
Akhnatep
H/M F/12 AL:LE 5'11” 163# hp 63 AC -2
#AT 2 Dd6+4 (+2 to hit - Mace, specialized)
S 17 D 12 Plate +3 / NS
I 15 C 14 Boots of Speed
W 13 Ch 16
Co 12

+ 2 Minions of Set, AC -2, MV 12“, hp 25, #AT 3/2, Dd12(bite), MR 10%
+ 18 Bandits (as #1 above - no horses)

Dungeon Details

1) In here are 5 Firedrakes (hp 25, 18, 11, 25, 15). They will try to breathe first (only 1 per round) and if hurt will alert the dragon in (2).

2) Living here is an Average Adult Red Dragon (hp 50). It can cast the following spells: Detect Magic / Shield; Web / Invisibility; Lightning Bolt. It is female and she speaks Common & Gnome. If trouble arises, she will cast Web into area (1) and then go invisible. If intruders enter, she will cast Lightning Bolt and then attack.

Her treasure is:

  • 3,000 sp
  • 1,000 gp
  • 900 pp
  • 23 gems: 1000×3, 300, 100×5, 75, 60, 50×3, 45, 30, 20×2, 12, 10×2, 7, 5 = 4,244 gp
  • a Ring of Regeneration
  • and 2 Potions: Heal & Speed

3) This room is apparently a supply room. It has barrels of food (dried meats, grains, etc.) and weapons & armor for Orcs. Also here, though, is Kwalish's Mighty Transport: a magical traveling machine that allows teleportation, plane shifting, and very limited time travel. Details are elsewhere, but its description is as follows: It is a smooth marble pillar 10' high and 3' in diameter. 4' from the bottom is a 1” wide cut-out section sized to fit a large, multi-faceted gem.

4) A small tribe of 36 male Orcs, 30 females, and 10 children live in this large area. As treasure, each male carries 12 sp, each female 5 sp, and each child: 1. As a whole, they have 30 gp, 110 sp, and 160 cp. They are typically armed with battle axes and longswords. On the second round out, the leader from (5) will appear!

5) Here, the Orc leader lives. His name is Akhnatep and he is a Pit Fiend (hp 71). He is in human form (as he was before he was killed and became a devil) and wears a Cloak of Protection +2. Around his neck he has a large red gem (the key to Kwalish's machine). As treasure, he has 70 gp, 100 sp, and 18 small gems (10 gp ea.) as well as a Wand of Wonder w/60 charges (which he never uses). In human form he wears black scale armor, carries a mace, and has a shield with a coiled cobra on it. He has long black hair and wears a great helm. He is S 18/00 I 15 W 11 D 15 C 14 Ch 15 Co 14; 5'11“, 163#.

Finally, here is the object of the adventure: A Mirror of Life Trapping with 17 compartments (12 of which are occupied). The 12 prisoners are:

  1. Dragon Horse, hp 41
  2. H/M MU/16 AL:CG
  3. Trapper, hp 62
  4. Green Dragon (Avg. Anc.) hp 64
  5. H/F MU/14 AL:LG
  6. Otyugh, HD 7, hp 33
  7. Moon Dog, hp 51
  8. Ghoul, hp 13
  9. Gargoyle, hp 20
  10. Nighthag, hp 40
  11. Green Slime, hp 12
  12. 14-headed Hydra, hp 112

The 2 magic-users are man and wife and they come from a different time: 141 years in the future! As a result, they have interesting stories to tell but will only talk if asked because they do not know they have traveled in time and if they begin to suspect they may at first think they have been imprisoned for a very long time! The Dragon Horse belongs with them. The Green Dragon comes from 199 years in the future. The Moon Dog comes from 346 years in the future!

The stats for #2 & #5 are
H/M H/F
S 12 +3 Cloak S 9 Quaal's Token: Anchor
I 18 Scroll: MU/6 (Stone to Flesh) I 15 Ptn: Remove Curse balm
W 16 Ptn: Giant Control W 10 Bracers AC 5
D 12 Ptn: Healing D 15 Scroll: 6/6/4/3
C 7 Scroll: Prot Undead C 6 Disintegrate/Control Weather
Ch 8 Daern's Inst. Fortress Ch 10 Poly. Other/Det. Illusion
Co 10 Scroll: 9/6/2 Co 9 Ring of Fire Resistance
Age 62 yrs Mordenkainen's Disj Age 53 Dagger +2/+3 vs. large
DA: 87 yrs Extension III DA: 72 Dagger +1/+2 vs. small
hp 37, AC 7 Magic Mouth hp 25, AC 4
Spells: 7/6/5/5/5/3/2/1
(1/2/2/2/1/2/2/1)
Spells: 5/5/5/4/4/2/1
(1/2/4/3/4/0/1)

Kwalish's Mighty Transport

Capacity: 10' x 10' x 20'; no weight limit

Console is on far wall: Irregular tetrahedron with the side flush with the wall and the top side forming a right angle. From the center of the top side sticks a small rock pillar (6” tall, 2“ diameter) with an indentation on the top. This is where the key gem fits. In the three vertices of the top face are three more indentations. Three more gems fit here but they have been lost.

The four functions and base chances are:
1) Teleport 60%
2) Plane Shift to an Inner Plane 40%
3) Plane Shift to an Outer Plane 20%
4) Time Travel 10%

Details:

1) Teleport

Teleport adjustments: Very familiar +0%
Studied carefully -10%
Seen casually -20%
Viewed once -40%
Never seen -80%

Failure indicates target was missed by a percentage error equal to the percentage above the chance. i.e.: A roll of 80 for a 60% chance when the teleporting distance was 100 miles means an error of 20% or 20 miles.

2) Plane Shift – Inner planes

Failure indicates:
percentage above chance effect
1% - 20% Random inner plane
21% - 40% Teleport 1-1000 miles random direction
41% + No effect

3) Plane Shift – Outer planes

Failure indicates:
percentage above chance effect
1% - 20% Random outer plane
21% - 40% Random inner plane
41% - 60% Teleport (as above)
61% + No effect

4) Time Travel adjustments

Base chance is x1/2 if going backward in time
Chance is -1% per full year of the jump.

Failure roll below:
01 - 50 No effect
51 - 75 Error in time jumped is 1% per % above chance.1)
76 - 90 d3) 1)Teleport 1-1000 miles 2) Random inner plane 3) Random outer plane
91 - 99 Reverse direction jumped (Roll again ignoring >90)
00 Abducted by Time Elementals!

A Roll of 01 is always Success
A Roll of 00 means an alternate Prime Material Plane is Found!


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1)
If error is + (Pick + or - randomly), then double successively on a 50% chance (Keep doubling until 50% chance fails
time_machine.txt · Last modified: 2017/05/27 18:57 by 127.0.0.1