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Old 04-16-2013, 09:24 PM   #51
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
51


You try to control it. Roll a d10.

If you got a 1 or 2, then head to 15.

If you did not, head to 106 to fight, because you failed. Before battle begins, you are stabbed by its rusty sword for 3 damage.
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Old 04-16-2013, 09:24 PM   #52
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You check the map before you press through the doors. On the other side is a large hallway that runs parallel along the length of the keep and off it is a meeting hall and various servants’ quarters plus some storage.

You open the doors and move into the hallway. All of the doors into here are closed. You hear some noises from deeper into the Keep, but cannot make out what they are or what they are from. All rooms open in front of you, since this hallway runs directly behind and adjacent to all of the rooms in the first section of the keep you just left.

You can open the double doors to the meeting hall in front of you at 107.

You can head down the hall to the right and open the doors to the servants’ quarters. Over at 35

Or you can head to the left and open up some storage areas. That’s at 78.

Or if you prefer your can head back to 133 and choose either left or right if you have not headed in either direction yet.
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Old 04-16-2013, 09:24 PM   #53
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53


The mace does not glow. It’s not magical. Sorry.





Return to the section you just left
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Old 04-16-2013, 09:25 PM   #54
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You cast ESP (mark it off your sheet) and begin to interrogate her. She is from the local town of Kythore, about 40 minutes away. They raid people traveling to it, but not locals, because they don’t want to hurt Kythore’s economy, which is their sustenance. She was the only child of a town guard who wanted a boy and treated her like his son, not his daughter. There are no more dangers along this road, and it is a safe trip to the town. The town has about 1200 permanent residents and a variety of stores and goods. It’s the largest town in the area by far.

One of the local guard’s weapons, Dagger #1, is magical. It doesn’t look that way, but it is. That’s all she knows though.

You leave her bound up, destroy her club, take the 6 gold coins from her, and head to search the bandits at 37.
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Old 04-16-2013, 09:25 PM   #55
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You take her backpack. Add to it any items you were told that had to be added to your backpack when you got it. Additionally, if you desire, you may take her fishing kit that has a variety of tools for fishing. It counts as one backpack item.

Unfortunately, the man has been pulled into the river. You check but nothing is around his location. After a quick inspection, you see nothing else.

If you know the spell Speak with Dead, you may cast it now to speak with the woman Turn to 137.

Otherwise, it’s time to leave, and head over to 27.
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Old 04-16-2013, 09:26 PM   #56
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You press on blindly and soon the walls turn and open up. The damp dirt is loose and sticks to your clothes. It’s not completely dark, but mostly so. It would take a long time for your eyes to get used to how dark how quickly it got. That’s a bit odd. While thinking about that, as you move in, you step gingerly, but there is something in the floor.


Roll a d10. If you get a 0-4, turn to 127. If you got a 5-9, turn to 26.
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Old 04-16-2013, 09:26 PM   #57
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Despite some trow blood, they are not full trow, and thus are susceptible to sleep magic. You cast sleep as they move in and three fall asleep. Foes 2, 4, and 5 are out and you are only engaging 1, 3, and 6.


Head to 23 and begin the battle!
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Old 04-16-2013, 09:26 PM   #58
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Forward it is! You begin to head forward and in fifteen minutes, this corridor dead ends. As you check for secret doors or anything, you trigger a trap and a green gas fills the area. Any undead, such as skeletons or zombies you may have are immune, as is Megala. Anyone else, including yourself, takes 1 damage before you retreat from the caustic stuff.

Head back to 34 and choose another path
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Old 04-16-2013, 09:27 PM   #59
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You swing by the ledge. It’s very narrow and the close proximity to the heat does 2 damage to every creature you have, plus you. This includes undead. The only exceptions are Megala, who can fly above it, and any animal you might have gained in the Keep’s kitchen, which is enjoying itself immensely.

You arrive at the ledge on the other side, and are ready to move on. Swing by 98
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Old 04-16-2013, 09:27 PM   #60
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That was a nasty foe! But you have dispatched it! You may take its spear. The spear does 1d6 damage and is just a one handed weapon. It has a large war club but that is too big for you to carry unless you have Tenser’s Floating Disc.

It’s corpse is beginning to stink already. You step over the quickly befouling trow and head into the keep. Slide over to 133.
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Old 04-16-2013, 09:27 PM   #61
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You head to the basement of this inn and find a few rats and slay them. Then you animate them. You get four zombie rats. You cannot animate more than that, since the inn has a small number of rats. That’s odd. Usually these places are infested with them. You can only cast the spell once.

Zombie Rat, Combat Ability – 7, Hit Points – 3, Damage 1d2 from weak bite



If you have not used Detect Magic and would like to, hit up 115.

Otherwise head to bed and get some sleep. It’s going to be a long day tomorrow! 72.
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Old 04-16-2013, 09:28 PM   #62
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You pull out the silver badge and tell the innkeeper about saving Jaster. Tears form in his eyes. Jaster is his cousin! He is saddened for the man’s fiancé who died, but gives you the full wealthy patron ticket. He orders up the second most expensive room and a full meal.

The innkeeper tells you about a street of merchants that are nearby. They each have various services to offer. After a few minutes, you have secured your place, and you head outside to check it out. Turn to 73.
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Old 04-16-2013, 09:28 PM   #63
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You reach into your gold pouch and remove twelve gold coins. The female voice orders you to place them on the ground beneath you. You do. Then two of the men move forward to check the amount, and it is right. She orders you to continue down the path.


Mark the twelve gold coins off your sheet and head to 47.
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Old 04-16-2013, 09:28 PM   #64
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You wrap some dry moss around a stick and ignite it after a moment of work from the flint and steel in your Tinderbox. It catches fire easily and you scan it ahead. The cave opens up a bit, turns and you can just squeeze though the tight opening. You see a large indentation in the ground with some sharp roots growing out of it but you are able to dodge around it. The cave has very little in it - just after the turn it ends after just ten feet or so. As you move your makeshift torch around a strong wind blows from above and your torch goes out!

Turn to 76.
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Old 04-16-2013, 09:29 PM   #65
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You cross under the arch and over the bridge to the left side of the river and the trail bends into some trees. There is exposed rock to your left and the canyon continues for another hundred feet or so before it ends at the high cliffs.

As you continue on, you begin to hear what sounds like an avalanche! Heavy rocks are moving ahead and to your left and a few begin to crash down. But soon you realize this is no avalanche. The rocks are the creatures!

Two rock men are moving out! One in front of your, and the other behind



They have arrived at you and each swings a feldspar fist at you!

Rock Man #1 - Combat Ability: 10, Hit Points 12, deal 1d4 with a punch

Rock Man #2 – Combat Ability 8, Hit Points 15, deal 1d3 with a punch


Due to their rocklike nature, they are immune to Blastbones.


Luckily they are slower, and thus a little easier to fight. If you win the battle, turn to 38.

If you defeat Rock Man #1, in front, and want to run away to the front, turn to 111.

If you defeat Rock Man #2, in back, and want to retreat that way, turn to 14
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Old 04-16-2013, 09:29 PM   #66
Abe Sargent
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66


For a man like you, Scribes and Sages looks right up your alley! As you approach, the musty smell of books and paper assails your senses and you greet it warmly. You open the door and inside is the local worker, a young woman in her early 30s. She is writing something in a fancy calligraphy, and then looks up at you and smiles. She finishes her strokes and stands up to assist.

She shows you round the store and then you begin discussing. She has a variety of scrolls that you might find useful. Plus, if you want, she’ll buy the Scroll Case off you for 2 gold if you have it and want to get rid of it.

Each scroll takes up one backpack item slot, unless you have the scroll case, then all scrolls take up just the one slot.

You can buy any First Rank Spell for 5 gold each and any Second Rank Spell for 10 gold each.

These can be kept and read and used like a normal spell. So if you purchase Blastbones, then you can cast Blastbones once, and then it is used up. Similarly, you can use Read Magic once, Detect Magic Once, Locate Object once, and so forth. You may only buy one of each scroll, you may not purchase a scroll such as Ray of Ondovir more than once.

You may also purchase any number of Scrolls of Identify for 4 gold each. Reading one will identify a magical item. You may only use it when you know you have a magical item, by identification by something such as a Detect Magic spell.


If you have purchased an Identify scroll, and want to use it right now, and you have used Detect Magic earlier and have a magical item with you, turn to 90. Remember this section, you will return to it after you are done.

If this was the first place you visited, head back to 73 and select one more place.

If this was the second place you visited, head to 84 instead
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Old 04-16-2013, 09:30 PM   #67
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67

With their death, the two humanoids begin to fade and disappear, as if they had never existed. Nothing of their bodies remains, and the spears are gone too. You know illusions, and this was no illusion, they were real. It resembled more like a return to wherever they came from, like they winked away. Perhaps they were pulled magically from some place and returned there. That would explain why you didn’t recognize them with their brown fur and odd gait.

There are no other creatures or movement on the palisades, gate or courtyard. You head back off the wooden supports and back into the courtyard. There is a large unlit bonfire built and ready to be set on fire; it has beams with oil on them.

If you have a Tinderbox you can grab up to three torches ad perhaps use them exploring the deeper parts of the keep. Each torch counts as a backpack item.

As you move closer to the gate to the keep, you see that there appears to be an exterior corridor beyond some walls, but you can’t see around the walls without moving there.


Do you have a steel mirror? If so turn to 45

If not, head to 95
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Old 04-16-2013, 09:30 PM   #68
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After four of their fellow folks are slain, the rest want no part of you. They immediately turn to flee and head out of the Keep, going out the way you came in. You look around and see four dead bodies. You may take the weapons of the four you slew. Only daggers can be placed in the backpack as items, the rest must be given weapon slots. Only the staff is a two handed weapon.

There is nothing of value on these bodies.

If you know Speak with Dead and would like to cast it on a corpse to get info, head to 96.

Otherwise, head to the chambers and begin to check things out, at 129
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Old 04-16-2013, 09:30 PM   #69
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You climb onto the walkway after first testing it with an item first to make sure it is not a trap and won’t tip over with you on it. You move to the center of the walkway, and as you do, it does not fall under you. You were half expecting it to be a trap. Whew!


Your party heads up and you move down the walkway, when suddenly the magma grows a fist and punches through the metal and you all tumble in and you have died.

Your life and adventure end here.
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Old 04-16-2013, 09:31 PM   #70
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70


If you cast sleep, then you drop Bandit #1 and #2, and Bandit Leader #2. The rest are immune to it – they are too powerful.


Return to 105 and bring out the fight!
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Old 04-16-2013, 09:31 PM   #71
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71


As you move towards the pantry you again hear the thumping noise. You turn the corner, close it and see a dull red glow for a second. Then you hear the bark of a dog and something rustles and moves out of the pantry. Out walks a hell hound. Its body is russet, and its eyes pitch black, and a gentle glow of heat emanates from its mouth. Scorched bones on the pantry ground reveal that it has recently eaten and not aggressive, just curious. However, the heat from it tears into you and you take 2 points of damage from it.

You pull back and it yawns again and returns to the pantry, its curiosity satisfied. You saw nothing else there.

Turn to 116 to search the kitchen
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Old 04-16-2013, 09:32 PM   #72
Abe Sargent
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72


Morning rays break into the window and you awaken just as the sun lifts itself over the horizon. Less than ten minutes later you leave the room and head downstairs for an early breakfast. You eat a hearty meal, and then spend a half hour with your spellbook, meditating and relearning your spells. (You memorize the same spells as yesterday)

A bit of washing and readying, and around an hour after dawn, you are rested, mediated, and ready to head out. You swing by the Royal Suite, where the Vicomte meets you. He has a seneschal greet you and hand you a map of the Keep and surrounding area. It was not built for war, so it does not have two entrances, like many others in case of invasion. It simply has the front door. It’s just on efloor with no dungeon or upper levels. After studying it, you pocket the map (mark it as a special item held in a pocket of your cloak).

You head out and move to the Keep. The stores won’t open for hours but a few fruit merchants are setting up a stall to get an early jump on the completion. They are the only major sight you see as you head to the edge of Kythore.

You move to the shadow of the Keep, about a half mile from the town. It’s a small building comparatively. It has a stone wall around it, but no higher than 12 feet tall. It’s on a hill that provides additional defense, but there is no complicated defense system like a moat or drawbridge or exterior palisade or complex gate and barbican. There are not even guard towers along the walls, only wooden platforms just inside the wall along the top.

As you approach the Keep, you spot some movement just on one of the walls.

Is Megala still alive? If so, head to 100

If not, move to 17
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Old 04-16-2013, 09:32 PM   #73
Abe Sargent
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73

You arrive at Brass Avenue. This is the main thoroughfare for merchants of various sorts. There are a few modest stores set up in the area. It’s almost closing time, and you are only going to be able to visit two stores before you have to return to the temple and get healed. By the time that’s done, the others will have closed for the night.

The first is a general store, which has signs in front that it will buy anything, and sell everything. If you owe money to either the innkeeper or the priest, you must stop here first to sell some items to make the cut. Turn to 20

Mercenaries and Myrmidons advertises both people for hire, and looking for jobs. If you swing by, head to 114.

Scribes and Sages is a store that advertises maps, scrolls, and books. If you desire to head here, turn to 66.

Bottles and Beauties is an apothecary. If you want to visit this place, turn to 94.

Finally, there is a blacksmith here. If you wish to visit it, turn to 125


Before you move to these stores, if you know Friends and would like to cast it now, turn to 28.
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Old 04-16-2013, 09:37 PM   #74
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74

About twenty minutes have passed as you continue to climb your way through the cavern. The woods have grown denser. Soon, a few trees have fallen across the trail, and you have to slow to cross them, and as you do, an arrow thunks into the tree!

You hear a female voice from the woods call out to you. She tells you that all who pass this way have to pay her band a tribute of 12 gold, or else they will take it from you. By force.

As you consider your next move, four forms melt from the woods onto the path ahead, and raise their weapons. They are decidedly unfriendly.

If you want to fight this out, draw your weapons and move to 19.

If you know Sleep and want to drop some of these bandits first, turn to 138

If you know Charm Person and want to charm one to be you friend turn to 91

If you just want to pay 12 gold, turn to 63
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Old 04-16-2013, 09:37 PM   #75
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75


You decide to immediately assist. You grab your staff and swing at the tentacle, but it just recoils off the rubbery tentacle. You need something that can cut…hmm…

Do you have a Dagger? If so, head to 93

If you’d rather search for something appropriate in the area, slide to 18.

Or, if this is just not worth it anymore, skip to 49 and just move on.
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Old 04-16-2013, 09:38 PM   #76
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76

As you look up in the dark, dank chamber you secretly curse yourself for bothering. The room is dark, with a bend in the corridor keeping things quite unable to see. Yet, you manage to make out a few lights on the ceiling. It must be really high up, because they are quite faint.

As you study them, these lights begin to move toward you. They must not be lights They are eyes! You shudder as you quickly count them. Eight eyes!

A Large Spider is descending on you and attacking you.

Combat Ability 10, Hit Points 10, damage 1d6 from bite

Due to the lack of light, subtract -2 from the CA of both Megala and yourself for the first three rounds of this battle, and then just -1 for the next three rounds, and then no minuses, as your eyes adjust to the light.

If the Large Spider is killed, turn to 39.
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Old 04-16-2013, 09:38 PM   #77
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77


You must defeat this trow to continue

Guard Trow: Combat Ability – 16, Hit Points – 20, Damage 1d6+1 from a large war club.

If you defeat the Guard Trow, turn to 60
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Old 04-16-2013, 09:39 PM   #78
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78


You walk down the hallway and see pictures of the Kylar family. Rich carpets warmly hug your feet as you walk down the floor, and yet there are a few recent stains on walls. You reach three doors on the left. Each is opened in turn. Inside are things like linens, cleaning supplies, tools, and more. They are packed with various items of little worth.

You spend ten minutes searching them but find nothing here.

Return to 52 and select again.
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Old 04-16-2013, 09:39 PM   #79
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79

You successfully handled the lock. It opens up and this closet seems to be where the bandits kept the items that they were allowed to keep. Nothing too valuable appears in here.


Glass Jar of Gold Dust
Flask of Fine Liquor
Jade Incense Burner
Ivory Ballroom Mask
Scroll, Unknown

Everything counts as one backpack item each, and you may take any number of these items. If you have the Scroll Case, this scroll can fit into it. You unfurl the scroll and it’s written in magic.


If you know and wish to cast Read Magic, turn to 31.

Otherwise, head back to the hallway at 52 and select another place to go.
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Old 04-16-2013, 09:39 PM   #80
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You take the 5th path. Perhaps this will lead you to freedom!

As you move down and out, the corridor winds and twists for a good fifteen minutes. Soon a bright red glow appears in front of you and you appear at a small chamber with lava at the bottom. You see a ledge to the right, but it’s very narrow, hugging the right wall, and then there is a landing on the far side it reaches. In the middle is a large iron walkway which hits the landing as well. What do you do?

If you have a Potion of Resistance, and wish to use it, swing by 131.

If you want to take the metal walkway, head to 69

If you prefer the narrow ledge, head to 59.
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Old 04-16-2013, 09:40 PM   #81
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You begin a thorough inspection of the room. As you do, you reveal a secret lever on the bottom of the altar. You switch it and hear a click in the hallway you were going to enter later. The curtains have some value but little, and nothing else is in here of worth.

However, on the wall behind one of them is an interesting description. It discusses a clear rock that can be crushed to turn the user invisible. However, it is invisible itself. It is anywhere nearby? That would be hard to tell…


Do you know Locate Object, and would like to use it? Swing on by 120

If not, it’s time to move on - to 41.
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Old 04-16-2013, 09:40 PM   #82
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Since you have this big floating disc beside you that can take extra weight, you load it up with about 300 pounds of special rock from the Rockmen. Animated rock of an unusual structure and nature like this is bound to be worth something to somebody. Mark on you record sheet that you have 300 lbs of special rock on your special items list.






Then you continue down the trail. Turn to 128.
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Old 04-16-2013, 09:40 PM   #83
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You cast Detect Magic. As you do (mark it as used), one of the daggers begins to glow! It’s magical. You cannot tell how it was enchanted or what that might be, but it’s a nice find. Mark it on your sheet as a magical dagger if you decide to keep it.


Do you have a metal flask with a wax stopper on it? Turn to 113.

Otherwise, head back to where you left and now you might want to take the glowing magical dagger for sure.
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Old 04-16-2013, 09:41 PM   #84
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You return to the temple of Harkangi from Brass Avenue and the priest outside has begun healing. If you have not yet paid for healing, you must do so now. You and all with you that are injured are healed by the priest of the Goddess of Healing.

After healing, you move to the Foggy Bottom, and it’s time for dinner. A large plate of food is waiting for you as you arrive, and you sit down at a table right in front of the hearth. You dive into the food. The tavern room has many people already in it and more pour in. Several travelers check in and rent rooms as well.

You overhear the innkeeper discussing the nearby Keep of Kythore. Last year the local lord was ousted from Kythore Keep after several magical curses were struck and disasters followed in their wake. Some local pests moved into the Keep and took up shop.

You inquire to get more info about the Keep, and the innkeeper takes you upstairs and opens up a royal suite. In here is Vicomte Kylar and his retinue, who have been here ever since, refusing to relocate to another house.

The innkeeper introduces you to the Vicomte, and he welcomes you as the innkeeper leaves. You ask to hear more about the lost Keep and he tells you that his daughter was slain more than a year ago mysteriously, and that led to locals thinking it was cursed, even though that’s nonsense. But strange signs began to be seen, and the locals refused to work there. Then a small fire happened with no known cause in the west wing and destroyed some rooms, and everyone felt it was best to move out permanently.

A few weeks ago, an guard was sent to check on the Keep and he reported that a few trow and some bandits had moved into the Keep to use it as a base. Ever since then, Vicomte Kylar has been organizing a strike force to hit the Keep, but it’s been slow work. He asks you if you might be interested in joining.

“I’d be interested in doing it myself. How about tomorrow?”


Kylar is surprised ,but he agrees to pay the bounty, 200 gold, for securing the Keep. However, while you can keep the various items the trow or others have, items like silverware, jewelry and such needs to stay in the Keep. You agree.

Vicomte Kylar will meet with you tomorrow morning before you head out with more information.

You leave, ready to head out for an adventure the next day.

Head to 46
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Old 04-16-2013, 09:41 PM   #85
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They both fall asleep with ease. Mark it off your chart as used for today. You will kill them after falling asleep. Head to 67
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Old 04-16-2013, 09:42 PM   #86
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You open the vial of acid. Mark it off your list. You pour it onto the lock and it melts and you easily open the drawer. You pull the drawer out of its place and place it on the desk. Using a letter opener, you gently move through the contents, in case of a trap.

You notice this has nothing but major correspondence between Vicomte Kylar and other major nobles or wealthy merchants. There is nothing of value in here at all.

As you begin to pick up the drawer to return it, you notice it is smaller than the others. You lean over and see a cloth bag in the back of the desk. You snake in a prod and pull it out. You open it and discover 7 platinum pieces. Each one is worth 5 gold pieces. Mark the 7 platinums on your sheet.

The bag itself is odd. It’s made of silk and might be worth something on the market. You may take it on your Belt items.

Return to the large entry room and head either to the hallway at 104or via the double doors at 52.
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Old 04-16-2013, 09:42 PM   #87
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Maybe the 2nd pathway will get you where you want to go. You begin to head down and you hear a click. Suddenly three spears jut into the hallway from the wall. You are unable to continue, and luckily, they missed you. Whew!


Swing on by 78 and choose another direction
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Old 04-16-2013, 09:42 PM   #88
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You just miss getting out of the corridor. As you near the end, it smashes you and you tumble out of the corridor and back into the room from which you began. You take 5 damage.

If still alive, return to 34 and make another choice.
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Old 04-16-2013, 09:42 PM   #89
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You send Megala to fly up the stairs, but you sense little. It arrives at the top, and there is a platform that opens upwards, and that is the only way out. It looks like it is the exit!


Joyfully head to 33
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Old 04-16-2013, 09:43 PM   #90
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You read a Scroll of Identify and the runes disappear from it. Check it off your list.

Which magical time do you have to identify? (As a reminder, you may only ID this item if you already know its magical via Detect Magic). You may use two Scrolls and ID them both if you have Detected Magic on both.

Dagger – go to 124

Metal Flask with Wax Seal – go to 134

Return to the section you began with when you are done.
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Old 04-16-2013, 09:44 PM   #91
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You pull a rose from your spell component pouch and a few eldritch words drip from your mouth. You have cast Charm Person and the 4th Bandit is suddenly your friend and he’s not going to attack you! He pulls back from the fight as the others move in. When you fight, the 4th bandit is no longer an enemy.

Remember to mark off Charm Person as used.

If you know Sleep and want to use it, and have not done so yet, turn to 138.

Otherwise, turn to 19. The 4th bandit will not fight you, but instead runs away. He doesn’t want to see his friends fight and kill each other! By the end of the battle he is nowhere to be found.
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Old 04-16-2013, 09:44 PM   #92
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The cave quickly diminishes in the background as you venture onward, southward and downward. The river bed is cutting ever more deeply into the rock. It looks like the canyon is cutting into what was once a hillside, so the distance to the top is growing.

You notice that you barely feel the sprain in your leg anymore. Exercise has mostly worked it out now. The river bed twists sharply around a bend, and Megala flies with you. As it moves onward, you notice the beginning of a trail here. It is tracing the right hand of the river, and you follow it. The river is deepening and becoming more of a hassle to cross, so you commit to this side of the river to be on the trail.

Another twenty minutes of travel pass by and the brush is thickening into trees. Soon, conifers are among the canyon, as is twists into the sunlight. Then the river juts hard to the right and the trail ends, because the side of the canyon is up against the river. However, there is a recently built wooden bridge here, and over the bridge spans a rock arch with words carved in magic.




Do you know Read Magic? If so, you may cast it now, and turn to 25. Remember to check it off your sheet.

If you don’t have, or do not wish to use it, turn to 65.
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Old 04-16-2013, 09:44 PM   #93
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You pull out your dagger, drop the staff, and cut. In a few strokes, you have cut the tentacle. It pulls away. You have safely freed the man! Turn to 110.
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Old 04-16-2013, 09:45 PM   #94
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As a necromancer, you totally want to check out this apothecary! It could have all sorts of fun stuff!

A bald woman who shaved her head is here and meets you as you enter. There is another customer with another bald worker, this time male, making a purchase.

You move around with the woman in brown robes escorting you. You see a variety of items here. You can also sell things while here:

Metal Flask with Wax Seal – 3 gold
Vial of Holy Water – 2 gold
Vial of Acid – 2 gold
Heart of Rockman – 2 gold

Those can all be sold if you have them. Additionally, you may purchase any of the following items.

Mortar and Pestle – 2 gold – counts as a backpack item

Potion of Speed – 4 Gold – Counts as backpack item. When consume prior to battle, you will attack twice every round for the duration of the battle. Only you can use it.

Potion of Resistance – 5 gold. Counts as a backpack item. May be used to protect you from extreme cold or fire, but must be prompted in post to do it.

Potion of Gaseous Form – 3 Gold. Counts as a backpack item. When the story allows you to retreat from battle, if extra damage is taken in the thread, this may be used to prevent it. It may also have uses elsewhere.

Power Crystal – 2 gold each. Place on Belt. When casting Blastbones, you may use one of these as the focus for the spell. If one of these is used up, it will deal double damage for that one use, and then mark it off your chart.

You may only purchase a backpack item if you have a backpack.

If this was the first place you visited, head back to 73 and select one more place.

If this was the second place you visited, head to 84 instead
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Old 04-16-2013, 09:45 PM   #95
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You slowly peer around and you spy a tall trow, immune to sleep or charm magic and one very powerful guard. He is holding a large spear and at least seven feet tall, with green skin and cagey blue eye constantly looking around. He sees you and throws his spear at you and his aim is quite good. It grazes your cheek before you can pull back! You lose 3 hit points.

It can still be affected by Forget though. Do you know it? If so, turn to 123

Otherwise, as the trow moves toward you, you rally any allies about and you begin battle! Turn to 77
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Old 04-16-2013, 09:46 PM   #96
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You grab the body of one of the bandits and cast Speak with Dead. It’s spirit returns and hovers over it for a few moments. While here, you begin to interrogate it about the area. There are three captains of the foes here, and all are in the area past the doors into the meeting hall and beyond. Many people are not here right now, and are on missions. Thus, the number of enemies in the Keep is actually fairly small. She doesn’t know numbers, but she suspects that there are no more than five other people under the command of the three captains. One captain is a trow. You ask about the quarters, and the bandit informs you about a copper key that is kept in a hiding place in her left boot.


You head to the body and pull off the boot. You pull out the copper key and then begin inspecting the rooms. Other than a bunch of bedding and a privy, the only thing of interest is the closet in the back. It’s locked, but a simple Copper Key opens it up. Inside are some of the items the bandits took that they were allowed to keep.

Glass Jar of Gold Dust
Flask of Fine Liquor
Jade Incense Burner
Ivory Ballroom Mask
Scroll, Unknown

Everything counts as one backpack item each, and you may take any number of these items. If you have the Scroll Case, this scroll can fit into it. You unfurl the scroll and it’s written in magic.


If you know and wish to cast Read Magic, turn to 31.

Otherwise, head back to the hallway at 52 and select another place to go.
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Old 04-16-2013, 09:46 PM   #97
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Surely the 8th and final passage is the one you want. You move down the pathway and you see something,…odd. Suddenly, out from the darkness in from of you fly a bunch of bats! You are forced to fight them!

Flock of Bats, Combat Ability 19, Hit Points 6, Damage 1d4 for a bite by a flock



They are fragile, just kill a few and they will flee, but they are harder to hit and easy to hit you.

After you finish them you see that the tunnel dead ends. Nothing here.


Once you have slain them, if you know Animate Dead Animals and want to use it, turn to 121.

Otherwise swing on by 34 and make another choice.
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Old 04-16-2013, 09:46 PM   #98
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The ledge reveals an open corridor beyond it and you move through. After a short period of time, the corridor ends at a small room that resembles a temple. There is an altar of some sort, looks to have been made of some bone. You spy a large dais that leads to it, and several curtains are hanging from the ceiling. You fail to recognize who it is to.

The room is just fifteen feet by twelve feet, nothing too staggering in size. There is just one exit on the other side, an open hallway.


Do you inspect the room? Head to 81

Do you just head to the hallway and move on? 130 for you!
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Old 04-16-2013, 09:47 PM   #99
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You grab a Vial of Acid, mark it off your list, and then the lock breaks free. Turn to 79.
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Old 04-16-2013, 09:47 PM   #100
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Megala flies up to the wall and over to see what is beyond. The Keep is here, inside the courtyard, a black building, stained brown by dirt and rain. However, some creatures on the battlements fling spears at Megala and it has to fly back down before getting a good view.

Turn to 17
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