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Ladies and gentlemen, there is a new game on the block featured in The Resort. It's not just any game, it's Alter Ego - and we'd like for you to join. Step right in, folks, you know you want to.
Using Epic level rules I would go with Larloch due to Eliminster having his rogue, fighter and thief level instead of being a pure straightforeward mage.
Larloch has the powers of a lich while Elminster gets the template of a Chosen. I would go with Larloch, since Elminster doesn't have as impressive equipment with him. Larloch owns some of the Nether scrolls and should therefore know more unique epic spells to blast into Elminsters face, he also is rumored to have some ancient artifacts with him. Especially if the rumors about his artifacts are true.
It also depends what extent of their ressources they can use. If Larloch get's his telepathic network with his lich and demilich, who are among the most haxed out beings in the realms,servants he stomps with ease.
I always wondered where the lvl 46 went. The wiki now states him to be just lvl 32. However if he gets his henchman he stomps.
Probably from this (Larloch's creator words):
"Larloch is a onetime Netherese sorcerer (still possessed of a lot of Netherese scepters, which he knows how to make) who is now a quite insane "ultra-lich" (in this case, the term means he has many unknown powers which are up to you the DM, among them the fact that he can still learn and develop new spells, increase in levels, etc.). He's probably a 46th level evil-aligned wizard right now, and he crafted many of his own undead abilities prior to undeath, which argues that he found his own 'process' for achieving lichdom.
Larloch is served by many (60+ ?) liches, formerly archwizards, whom he guides in concert, as the leader of a telepathic-web 'Overmind.' Thus far, neither psionics nor mind-influencing magics have ever been effective against him or any of his serviotr mages, because the others in the link can withstand and overcome such influences, causing them to fail.
In theory, an attack could reach all of them through the link, but some quite powerful Red Wizards have tried and failed (Szass Tam didn't try such an attack, which may be why he survived...he remains fearful of approaching Larloch and his mages, but fascinated by the details of their lichdom, hoping it might yield him some powers.)
One of Larloch's given-to-himself powers (which - in a long, involved, and secret, personally-developed process - cost him 10 years of life and some vitality, irrelevant of course given his goal of lichdom) is automatic spell reflection (of all magic cast upon him). He can by act of will override this ability, for example when he wants to work a spell on himself; otherwise, it always operates.
Mystra (Midnight's predecessor as the goddess) is said to have allowed Larloch to acquire powers approaching those of "old Netheril" in return for 'leaking' spells to persistent adventurers he or his minions might come into contact with, but this may be no more than rumour spread by the Zhents or Red Wizards or Dragon Cultists, designed to lure adventurers into Larloch-weakening forays...
As for Larloch knowing the identities and locations of other liches/Netherese survivors...no, only the one's he's destroyed. Larloch is too self-centered to hunt down folks who don't come within his easy reach. He controls plenty of archwizards/liches already, but may decide to try to either control or destroy a new one when they come into contact. He seems to be pursuing other goals, however. Which ones? That's up to each DM....."
Larloch and his lich minions have no interest in attracting attention that would waste their time and magical resources (and perhaps, if word got around how dangerous they were, even threaten their existence in the face of a concerted attack from various magical power groups working together). Larloch is not interested in ruling Faerun...but he IS interested in creating and controlling a series of magical gates linking many worlds (parallel Prime Material Planes) and Outer Planes...and so rigging their enchantments that anyone using them comes under his control/faces his forceful removal of their magic items, information from their mind, and so forth. The gates are easy for him to create (he licked all of those problems long ago). The control enchantments have been giving him troubles for thousands of years now, and as an obsessive perfectionist, he isn't going to let this rest until he gets everything just so...nor is he going to create the gates until he's ready to put the controls on them.
In short, he's a munchkin only if played that way. All Player Characters have to learn sometime that there are folks in the Realms just too powerful to tangle with.
I'm reminded of the original Realms campaign, and the Company of Crazed Venturers attacking Shaan the Serpent-Queen (who briefly appeared in a Wizards Three DRAGON article). She was busy working magic on a small island off Mintarn. They attacked, broke her concentration, and she looked up with an irritated frown. They bid her stop, or they'd destroy what she was working on; to demonstrate, one of the Company mages touched (and disintegrated) a stone he was standing beside.
She shook her head in derision, and touched the island beneath them, disintegrating IT, and dumping the Company into the chilly sea waves for a long swim...whilst she turned back to her spellcasting, floating on nothing and ignoring them once more.
A heavy-handed lesson, but...well, Larloch's in the same league, and more. Just consider him a power of the Realms and Don't Go There.