Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: [FR] Larloch

Volevo sapere se qualcuno era in frado di darmi le statistiche e/o
informazioni sul famoso e misterioso Larloch dell'ambientazione Forgotten
Realms (attenzione, a me servirebbero le statistiche per la 2ed).
Inalternativa dove le posso trovare?
Ciao e grazie!
-- 
Luca
Fare.
O non fare.
Non c'è provare...

EVENTUALE SPOILER PER GIOCATORI DEI FORGOTTEN REALMS
Questo dovrebbe essere materiale conosciuto solo dal DM.
Da Volo's Guide to the Sword Coast:
<Over the years, the name Larloch's Crypt, still found in many accounts and
on older maps of the Realms, has become corrupted into Warlock's Crypt. The
soaring towers of this isolated walled castle can be seen from afar,
sweeping up like menacing blacknailed talons reaching into the sky
(Warlock's Crypt can been seen on the map in the entry on Roaringshore,
earlier in this charter).
The mighty lich Larloch dwells here in a city of the undead. Many
adventurers have claimed to have destroyed him, but the Shadow Ring always
rises again to rule over his city of wraiths, wights, liches, vampires, and
hosts of lesser undead, from crawling claws to monster zombies. Larloch is
said to be one of the last surviving sorcerer-kings of Netheril, although
his mind is quite gone. He exists today as an ultra-lich of awesome powers,
whimsical and crazed - at times snarling and hurling spells at random, and
at other times a brilliantly calculating inventor of magical items, new
spells, and magical strategies. No less than 16 Red Wizards of Thay are
known to have gone to the Crypt to try to destroy him or steal some of his
power. They all failed - and of them all, only Szass Tam has ever survived.
The Crypt is a series of wizards towers, each standing in its own circular
walled garden. The towers stand on the banks of a small spring that rises
in the cellars of the highest tower (Larloch's own) and is much befouled by
the discharges of the Shadow Ring's experiments.
Its luminous waters cast an eerie, flickering glow over the towers by
night. Their walled gardens are surrounded by a gloomy network of twisting
streets and abandoned houses crowded along the stream banks. In these
streets and houses, lesser undead shuffle about in accordance with the
orders of the lich lords who serve Larloch. Over this dusty city leap many
dark, railless bridge spans that link the garden walls and the lower levels
of the towers. Skeletal giant bat steeds and stranger creatures sally forth
from them to attack travelers who venture too near, since Larloch is
interested in gaining living humans for use in his experiments in undeath
and in seizing all magic he can find. This is not a place I recommend
travelers even venture within sight of.
Most sages believe the Crypt, which is very old, was once a Netherese
wizards' enclave - home to mages who now serve Larloch as liches. Larloch
is said to command the spells of an archwizard, a small arsenal of magical
items - including Netherese power scepters of various sorts, rare or
unknown elsewhere in the Realms of today - and the absolute loyalty gained
by some fiendish magic, of the liches who serve him. He is said to enjoy
conversing with ghosts and unfortunate adventurers who fall into his
clutches, and has even been known to grant freedom to captives in return
for a service.
The service is usually to gain for him some close-guarded and powerful
magic from elsewhere in the Realms, such as a special spell or favorite
magical item held by a Red Wizard of Thay or mighty archmage. Such freedom
comes with magical strings. A person who ignores the mission once away from
the Crypt is magically transformed into some horrific tanar'ri or other
monstrous form (that of a hook horror, for instance&slowly one limb at a
time. Larloch has his own code of conduct, however. Completing such a
mission does mean return to proper form and complete freedom - for those
who do not try to deceive or attack him.
Some minstrels have wrongly dubbed the ruler of the Crypt "the Warlock" or
"the Warlock King", but be warned that those who compose ballads using such
terminology are likely to be kidnapped by night things and spirited away to
face torment and undeath at Larloch's hands. It's not even a good idea to
sing the ballad known as "The Warlock King" within three days' ride of the
Troll Hills, for fear Larloch should hear and take interest.
LARLOCH (LE hm W26; undead ultra-lich; STR 18/72, INT 18, WIS 18, CON 18,
CHA 16). The Shadow King of Warlock's Crypt is a powerful undead mage
served by, among legions of lesser creatures, many vampires and liches.
Many proud adventurers have tried to destroy Larloch - and all have failed,
although many of them contributed skulls or their corpses to Larloch's
decor or servant armies. His powers are mighty indeed and are vested in
spells, an awesome arsenal of magical items, and his undead powers. He is
said to be able to avoid destruction by sinking down into the floors of
specially prepared areas of power, only to appear elsewhere, rejuvenated.
These chambers are naturally where he spends much of his time.
Larloch also commands a potent arsenal of curses, some spells conferred by
his touch, and others unleashed by intrusion into specific areas or trapped
caskets and strongcupboards. These can forcibly change the appearance,
intellect, and abilities of victims long after they escape from Warlock's
Crypt.
Elminster warns that the true extent of Larloch's powers is not known. What
the Old Mage does know of Larloch, expressed in game terms, is this: The
Shadow King has at least the powers of a lich, but turns as "special".
Larloch retains his sorcerous spellcasting abilities, and wields a huge
arsenal of magical weapons and other magical items. Silver weapons cause
his undead flesh to burn and seem to do him double damage. Wisps of smoke
curl away from all wounds caused by a silver-edged blade.
Larloch continues to develop new spells and other magic. He added a few
wrinkles to his own achievement of undeath so that he possesses a natural
spell of each level that need not be memorized and can be recast by him 24
hours (144 turns) after he casts it. Larloch's spells, in ascending level
order, are magic missile (5 missiles per spell), web, dispel magic, wizard
eye, animate dead, chain lightning, control undead, disrupt undead, and
energy drain. Larloch also permanently gains hit points drained by energy
drain.
Disrupt undead creates a beam up to 30 feet long, requiring an attack roll
only if the target can hide behind obstacles. It harms only undead and has
effects identical to a mace of disruption, except Larloch gains all points
of damage dealt as hit points of his own. An undead blasted out of
existence surrenders all its hit points to Larloch. Larloch can permanently
increase his hit point total in this way.
Larloch's spells are cast by will alone, needing no verbal, somatic, or
material components. All have a casting time of 2. Larloch is immune to one
specific wizard spell of each level, but Elminster doesn't know which ones.
Elminster warns adventurers that finding out is a game not worth the cost.>
Inoltre:
http://www.geocities.com/TimesSquare/Castle/2566/ed-larloch.htm
--
Bye.
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Giuseppe A. e-mail: 
gambi...@libero.it
Milano - Italy - IHGGER #7 - IHGGDER #33
Membro n° 7 della gilda anti-halfling!
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Grazie mille!
