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Old 04-16-2013, 08:47 PM   #101
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
101

You brush aside various plants and stones, and within a few minutes, you have cleared out the entrance to the cave. You try to look inside it, but you are unable to make out anything ahead. Apparently the top blocks much of the light and your eyes are adjusted to the bright sunny light.

Did you find a Tinderbox in the river? If so, you can use, it and light some branches on fire. Turn to 64.


If you don’t have or you don’t want to use it, just continue to 56.
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Old 04-16-2013, 08:48 PM   #102
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102


You shout to the man and volunteer your services to find his axe. He looks grateful, but suspicious and tells you that the waters here are rough and choppy, and there are poisonous water snakes about. You smile and chuckle.

You cast Locate Object and you now know the exact location of his axe. Remember to check it off your list. You slip down the edge and in less than ten minutes you have retrieved the axe. The man is overjoyed and rushes to hug you.

He sits you down and opens his meal and offers to share it with you. He introduces himself as Fostren and his son is Jornung. Fostren lives in a nearby cabin, and they cut firewood here sometimes and take it to Kythore to sell to the locals there. With a little extra coin they buy supplies they need and then return here, mostly living a subsistence lifestyle along the river.

He tells you that the way to Kythore is mostly safe, but there is one area where some bandits often strike. They won’t hit locals, but they do force travelers to give up their gold. He volunteers to have his son escort you through that area. You accept his help. Jornung heads into the cabin and returns with leather armor, his axe, and a shield, plus some equipment for the journey.

Jornung

Combat Ability 16, Hit Points 28, Deals 1d6+1 damage with the axe

Jornung will only accompany you until you reach the gates of Kythore, at which point he will return back home. If he is reduced to less than 10 hit points in combat, he will immediately flee and leave you behind.

Turn to 74.
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Old 04-16-2013, 08:48 PM   #103
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103


Megala flies after her and flies in front of the woman, keeping her from fleeing. Meanwhile you run up behind her. She swats at Megala twice but the homunculus moves away from her each time. Forced to confront you, she spins defiantly. She looks about 15 years old, rough features, and the way of the warrior marks her – she has seen a lot of battle. Her weapon, a simple club, is out and ready to defend her.

Then Megala scratches her face a few times, and the damage and pain drop her to the ground. She tries to get to her feet, but you have pinned her and order Megala to gather vine and secure her.

She refuses to talk, and her looks show that she has Qwith blood in her, making here unable to be charmed. If you know ESP and would like to use it to interrogate her, turn to 54.

Otherwise, you destroy her club, take 6 gold coins from her, and return to search the bandits at 37.
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Old 04-16-2013, 08:48 PM   #104
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104


You approach the hallway and it twists a bit to the right before straightening again shortly thereafter, opening into a darkened kitchen. The kitchen is large, as it supplies the whole Keep Kythore. It is still being used by the current occupants and demonstrates that fact with items strewn about such as food and dishware.

There is nothing obvious back here, but the rear door to the pantry is open. You hear an odd thumping noise from there, and then it stops. You pause. What was it?

It begins again, and then stops quickly. Just a quick thump. You move a little deeper into the kitchen, trying to see into the pantry, but you cannot make anything out from this angle, and there is no light. With no windows in the pantry, you cannot see into there.


If you have a torch and tinderbox, you may light it and move forward – head to 43

If you prefer to just walk to the pantry without light, head to 71

Or you can ignore that room completely and just begin to search this one. Head over to 30

Or if you just want to leave here, head back to the large room at 133 and select another exit.
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Old 04-16-2013, 08:49 PM   #105
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105


You are faced with 8 foes. These bandits have two trow, six are human.

Trow #1 – Combat ability 12, hit points 15, damage 1d6 with short sword

Trow #2 – Combat ability 11, Hit Points 15, damage 1d4 with dagger

Bandit Captain #1 – Combat Ability 13, Hit Points 9, damage 1d8 with sword

Bandit Captain #2 – Combat Ability 10, Hit Points 6, damage 1d6 with quarterstaff

Bandit #1 – Combat Ability 7, Hit Points 7, damage 1d4 with knife

Bandit #2 – Combat Ability 8, Hit Points 7, damage 1d6 with spear

Bandit #3 – Combat Ability 9, Hit Points 8, damage 1d4 with dagger

Bandit #4 – Combat Ability 8, Hit Points 6, damage 1d6 with mace


You might want to cut the numbers down a little. As battle begins, would you like to:


Cast Charm Person? 40 is for you

Cast Sleep? 70 is your choice


Whether or not you cast spells or use items, you will have to bring this to a close. You must slay or Charm/Sleep all eight foes. If you do, 139 is your destination.
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Old 04-16-2013, 08:50 PM   #106
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106


Weapons are out and its skeleton stomping time!

Skeleton: Combat Ability 10, Hit Points: 6, Damage 1d8-1 from rusty sword



If you want, you can just toss a Vial of Holy Water at it, if you have one, and insta-kill it. Otherwise you have to stomp it.

If you finish it off, you may not take the sword, it’s too badly corroded. There is nothing else here, so head back to 34 and choose another path.
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Old 04-16-2013, 08:50 PM   #107
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You move to the doors that open on a large meeting hall. It’s a pseudo-throne room for a Vicomte who really had little use for an actual throne room. It held official meetings, such as adjudicating issues or meeting with people from a position of strength.

You open the doors and inside are several people who have made the Keep their home . One draws a dagger and throws it at you and misses. You hoist your things and move out.

As your group moves to inside the room, the floor gives way in a large 15’ by 15’ square and you all fall down a trap. As you black out, you hear someone shout, “good as dead.”


Turn to 34
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Old 04-16-2013, 08:51 PM   #108
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108

With the enhanced power of the Power Crystal, your Blastbones is powerful enough to clear them out from range.



You always like a nice explosion! Head to 67
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Old 04-16-2013, 08:51 PM   #109
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109


Yes, you need a place to stay and food as well. The innkeeper takes 2 gold coins from you (mark them off your sheet – if you don’t have the money, you have to sell some things and return and pay him).

After securing your things and room, the innkeeper tells you about a local street of merchants nearby and you decide to check it out. Head to 73.
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Old 04-16-2013, 08:52 PM   #110
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After freeing the man, he takes a few moments to gather himself and his thoughts. He introduces himself as Jaster. He tells you that he wanted to go fishing, and his fiancé joined him so they could get some time away from their town of Kythore. They spent an hour fishing before she caught a giant fish! Unfortunately, something else wanted the fish too and two tentacles sprung out from the river, one that grabbed her around her head and one for him.

Jaster spends a few moments mourning her, and then begins to raise himself up. While gathering his thoughts, you check her things and find a backpack and some fishing equipment in a kit. You ask if you can have those items, and the man agrees. After all, you saved his life. It’s the least he can do in repayment.

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.

You ask the man if he wants to accompany you back to the village, but he tells you no. He has to bury his fiancé now. If the sun sets on a person’s corpse, they will not make it to the afterlife.

Before you leave, Jaster grabs your arm. “Once you arrive at Kythore, tell the innkeeper at the Foggy Bottom that you saved my life and give him this.” He presses a silver badge in your hand. You agree, and you write it in as a special item.


Then you move out. Turn to 27
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Old 04-16-2013, 08:52 PM   #111
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You have managed to clear out the front, but the situation looks dire. Better to run and move on than continue this battle! You move away from the Rockman behind you. It slashes you as you leave and you take 2 hit points of damage.

If you are still alive, you slip away and manage to escape from the slower rock creature. After fifteen minutes, you have left it behind and continue down the trail.

Go to 128.
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Old 04-16-2013, 08:53 PM   #112
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You kill a variety of spiders and animate them. You have five undead zombie spider young

Zombie Spider Young

Combat Ability – 5, Hit Points - 1, Damage 1d2

You have five of these. Remember to check off the spell as being used for today. Return to your previous section and choose a different selection. If you want, you may use Animate Dead Animals more than once, there are enough spider young to feed your army up to 15 zombies if you memorized it three times.
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Old 04-16-2013, 08:53 PM   #113
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There is something pulsating instead the flask. The jar itself and the wax are not magical,, so they are not glowing, but what is inside is clearly reacting to the spell. This is common for potions. Whatever you have in here, it’s magical. Return to the section you were just at.
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Old 04-16-2013, 08:54 PM   #114
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114


You decide that Mercenaries and Myrmidons seems like an interesting place to visit. You head into the musty building, and there is a couch here. You sit down, and in a moment, an aged warrior joins you. He tells you that, unfortunately, he has few services to offer right now – business has been poor. But he does have one mercenary who is between jobs and looking for work, if you want to hire him.

This hireling costs 10 gold. He comes out for an inspection He is armored, sports a sword, and looks like he can carry his own, but his is also clearly part trow and part human, called the trollborn. He is a man of few words, letting his sword talk for him. If you want to hire him, pay ten gold.


Paltar the trollborn

Combat Ability – 16, Hit Points – 19, Deals 1d8 damage in battle

He will serve you until his hit points go below 5. Then he flees battle and will not return.



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, 08:54 PM   #115
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115


You ready the Detect Magic spell and it has been used.

What do you have?

Did you take Dagger #1 from the bandit and still have it? Turn to 21

Do you have the Metal Flask with Wax Seal? Turn to 36

Do you have the Lucky Coin? Turn to 44

Do you still have the mace from the bandits? Turn to 53


If you have none of these, then you have no magical items. Sorry. If you have not yet used Animate Dead Animals and would like to do so before heading to bed, check out 61

After detecting the magic on any of these that you have, if you have a Scroll of Identify and wish to use it, note this section, and then please turn to 90.

Otherwise, it’s time for some sleep after a busy day! Turn over to 72.
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Old 04-16-2013, 08:55 PM   #116
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After your encounter with the hell hound, it is much easier to search the kitchen. You pull out food, silverware and more, but there is nothing in here that jumps out as an important item, save for two things. Two large kitchen knives may be used as daggers. They do 1d4 damage in combat, and are a one handed weapon. You may put them in weapon slots or backpacks ones if you do not want them to be used in battle.

Once you are done here, you return to the great room. Do you want to head to the small door? Hit up 22. Otherwise, swing into the double doors at 52.
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Old 04-16-2013, 08:56 PM   #117
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117

You pull out the compass and take a reading. Due north is exit #5. So you take it. Head to 80.
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Old 04-16-2013, 08:56 PM   #118
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The 4th path is good, right? This corridor moves out and you begin to feel a gentle tug on your senses. After five minutes, you arrive at a pile of bones, which suddenly begin to animate and move in towards you. This is a skeleton.

Because it is a minor undead, you may try to control it. You have a low chance of success and you will skip a turn to do so, and it will automatically hit you for damage during that turn.

Do you want to try to control it? Swing by 51

Or just destroy it? Head to 106
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Old 04-16-2013, 08:58 PM   #119
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Sure the rock was a nice find, but it’s done. You have broken it and your party shimmers and quiets. You open the door and the sound is muffled to your ears. You head out and look around.

You are in the back of a large meeting hall that you fell from about an hour ago. All of your foes have gathered here for one big party to celebrate your death in the spoke of traps.

There are eight people here, and you sense this is the final battle. You have your nit prepare.

Turn to 105 and fight the battle. Because of the invisibility spell, you will get one free attack in on your foes, and all of your surviving troops get +3 for their Combat Ability for that attack, +2 to it for the second round, and +1 for CA for round three.
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Old 04-16-2013, 08:58 PM   #120
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120


You cast Locate Object and soon you can sense the rock. It’s back on the ledge in the magma chamber. You head back, grab the rock, and inspect it in your hand. It’s invisible, and when looking through it, your hand disappears.

This special item can be crushed to make your entire party invisible and inaudible for a short duration.

Now that you have the rock, swing back to the temple and head on out to 41.
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Old 04-16-2013, 08:58 PM   #121
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121

You cast Animate Dead Animals and can get one flock of skeleton bats.


Flock of Skeleton Bats, Combat Ability 12, Hit Points 5, Damage 1d3


They cannot fly, because they are undead bats. They just move around and bite people. You can only use one Animate spell here, there are not enough dead bats for another use of the spell.


Head back to 34 and choose another path.
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Old 04-16-2013, 08:59 PM   #122
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122

You fail to break open the lock or the door. It’s sad that you failed to succeed and now you are heading back to 52 to pick a different direction to head, wondering what you missed in the closet.
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Old 04-16-2013, 08:59 PM   #123
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123

You jump up at the trow and hail it. Confused for a second it pauses and that gives you just enough time to cast Forget. You intone three magic words as you drop tin bells from your hands. They disappear and are used to fuel the spell. The Trow forgets everything that happened in the last few minutes and the next one. You walk past after breaking both his spear and his large war club. You slip past the trow and move into the keep. Turn to 133.
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Old 04-16-2013, 08:59 PM   #124
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124


This is a magic Dagger +1. When used in combat it increases your combat ability by one and also deals an 1d6+1 damage due to its magic ability. Which is more than a normal dagger does.



Return to the section you just left
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Old 04-16-2013, 09:00 PM   #125
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Considering how much fighting you are doing, this seems the right place to come! The Blacksmith is attached to an armory and weaponsmith, so you can shop with all three places at once. The smith is done working for the day and tidying up his things as you enter. His smile broadens as you walk in and he shakes your hand strongly.

Not only will he buy any weapons, armor that you have, but he will also sell you any items that he has

He will buy these items

Quarterstaff – 2 gold
Dagger – 2 gold
Mace – 4 gold
Buckler – 2 gold
Ore – 2 gold per 100 pounds of rock
Suit of Leather Armor – 5 gold


He will also sell you these:

Quarterstaff – 3 gold
Dagger – 3 gold
Mace – 5 gold
Sword – 8 gold
Warhammer – 6 gold
Halberd – 10 gold
Buckler – 3 gold


The Halberd is a two-handed weapon like the staff and doles out 1d10 damage. The mace deals 1d6, the dagger 1d4, the sword 1d8 and the Warhammer 1d6+1. If you buy the buckler, you may use it with any one handed weapon, from a dagger to a sword.

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, 09:00 PM   #126
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126

As the last of your foes are gone, you gather yourself. Suddenly the woman begins to flee down the path after running from the woods a bit down path. You cannot reach her in time.

Is Megala still alive? If so, turn to 103.

Otherwise search the bodies at 37
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Old 04-16-2013, 09:00 PM   #127
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127


You trip in an indentation and bark your shins against some sharp roots. Ouch! You lose 2 hit points. Turn to 26.
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Old 04-16-2013, 09:01 PM   #128
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128

The day winds on and the canyon does as well, with nary a break. The river and the sides have been slowly moving closer together as the day draws to about an hour after noon. The distance between the gully and the edge is about a third less than it was when you began traversing it.

As you move down, you hear a large cry for help ahead, and you move up ahead. You quickly arrive at a scene where two people were fishing. A large tentacle is sticking out of the deep, swiftly moving river and grabbing one person towards the water, and that man is holding onto a tree stump. Another person, a woman, has been slain.

Do you help rescue the man by attacking the tentacle? Turn to 75

Do you investigate the dead woman’s belongings to see if there is anything useful? Turn to 136

Or, do you just walk on by, ignoring the scene altogether? Head over to 49.
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Old 04-16-2013, 09:01 PM   #129
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129


You move into the area and begin to search these quarters for any objects of value. After a half hour of rummaging through clothes, linens, and other random crap, you eliminate any potential for treasure or booty save for a closet at the end of one of the rooms. It’s locked though, and that makes you sad.

You can leave and return to the double doors just past the large first room, and choose a different path. That’s at 52.

Or you can use a Vial of Acid, if you have one unused, and break open the lock. That’s at 99

Or you try to break it. That’s at 16
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Old 04-16-2013, 09:01 PM   #130
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You head into the hallway and suddenly two spikes slash the air in front of you and you take one damage from them. The sight of poison on them scares you at first, but you look closer, and it is old and crusted, and you take no poison effects from it. Lucky!

Over to 41 you go
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Old 04-16-2013, 09:01 PM   #131
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You quaff the potion (remove it from your sheet). All of your minions and yourself hold hands and walk across the lava, and reach the other side safely. You are on the landing and all is well. Turn to 98.
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Old 04-16-2013, 09:02 PM   #132
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You are feeling the 7th choice. It’s time to smack down the Keep. You head down the hallway and suddenly it begins to tip. Apparently it’s not a hallway but a see saw. You have passed the halfway point and a shelf has lifted from the other side, revealing a tub of something green and moving and that’s not a bath you want to take. You manage to force everyone back. Close call!


You head back to 34 and pick a different route
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Old 04-16-2013, 09:02 PM   #133
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You find yourself in the front room of Kythore Keep. It is a large room, with older tables, and chairs, now mostly aged by neglect. You might have expected them to be broken or bashed, but they are merely disused

You step in and note that the place has been largely picked over. There are few items here beyond furniture – no books, no silverware or plates, no tools – nothing at all. The great room has a small door to the right, a large double door across from you, and a hallway that stretches off the left. You listen for a bit, but hear nothing. You consult the map.

To the right is a library and study. To the left are the kitchen and pantry areas. Forward heads into a large hallway and deeper into the keep. You hear nothing inside, so which way to you go?

Open hallway to the left? Turn to 104

Door to the right? Turn to 22

Large double doors in front? Turn to 52
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Old 04-16-2013, 09:03 PM   #134
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This is a magic potion that, when quaffed, will heal all damage either you, or a humanoid ally you have has taken. It takes a round, and that person may not attack that round. Yay for Healing Potions!



Return to the section you just left
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Old 04-16-2013, 09:03 PM   #135
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You move to the town and there are no walls or gate here – there are not enough people or threats to warrant such expensive measures. Here Kythore is at the head of the canyon. You turn around and see the long river snaking behind you. You have arrived at the top, and this is the way out, via Kythore.

The first building on your right is a local Temple of Harkangi. A priest is outside healing people as they pass, and he calls you over, sensing your wounds. He tells you that he is out of magic and there is one other that can heal your wounds tonight. He will arrive precisely at six hours past noon, in about an hour and a half. After using all of his magic, he will conclude for the night. To have you and any other companions healed will take just 5 gold total. Needing the healing magic, you agree to pay it.

If you do not have enough gold to pay right now, when you return, you must have sold enough things to cover the cost. Being healed is your priority right now. Otherwise, go ahead and pay the 5 coins now.

Right next to the temple is the only inn in town, the Foggy Bottom. You head inside for shelter. The innkeeper is just inside cleaning and getting ready for dinner. There are six tables, each with four chairs around them, a warm glowing fire, and a kitchen. A waitress is sweeping in the corner, and stairs heading upstairs to sleeping quarters are in the far corner. The innkeeper addresses you and asks if you would like to stay the night.


If you have a silver badge, turn to 62.

Otherwise head over to 109
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Old 04-16-2013, 09:03 PM   #136
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The man yells at you, and then begins to curse you as you bend down to inspect the dead woman. She has some fishing kit beside her, a backpack she brought her things in, and her head was rent by a giant tentacle.

The man is beginning to slip into the river now. Do you finish investigating her stuff and take some of her belongings? Head to 55.

Otherwise, head over to help him at 75
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Old 04-16-2013, 09:03 PM   #137
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You recite Speak with Dead and her spirit hovers into view. She tells you that her fiancé wanted to go fishing and she joined him so they could get some time away from their town of Kythore. They spent an hour fishing before she caught a giant fish! Unfortunately, something else wanted the fish too and two tentacles sprung out from the river, one that grabbed her around her head and one for him.

She tells you that her town is about three hours journey away, and the fishing near it is bad, because of minerals in the water, so they have to journey pretty far to get fish. There are a variety of services at Kythore. That’s all she can tell you before the spell ends.

It’s time to move out. Head to 27
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Old 04-16-2013, 09:03 PM   #138
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Before they know what you are doing, your hand snakes into your belt pouch, pulls out some sand, and you drop it from your fingers as you intone the magic words. Two of the bandits fall asleep! The others move in to attack.

Remember to mark off Sleep.

If you know Charm Person and want to use it, and have not done so yet, turn to 91.

Otherwise, turn to 19, but ignore the first two opponents - they are sleeping. After battle you will slit their throats to finish them.
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Old 04-16-2013, 09:04 PM   #139
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That was a powerfully difficult fight, but you managed it. You bandage wounds, and collect items for a magic pile, in case you want to cast Detect Magic later. You have the rest of the Keep searched, which include the personal chambers of the royal family, and the baths, plus an inner well and a few other smaller places. There are no more foes, but all of the stuff is the Vicomte’s. You have squirreled away a few of his things already, too many more and he will suspect. So you keep them three and take the stuff of the bandits as your loot.

Three days later, Vicomte Kythore has a large ceremony as he moves officially back into the Keep. Any cure that was here was excised with the blood of the bandits. The locals are moving back in.

You are awarded and celebrated and a feast is held in your honor, where you are presented with a small cask of gold, as per your reward. With your surviving items and friends safely tucked away elsewhere, you spend the evening in food and fun, before heading out the following day to regain your lost ghoul familiar and to restart your trek, stopping only to resupply at the village of Kythore.

Once again, for completely selfish reasons, you have saved the day. It’s a rare honor, right?
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Old 06-11-2014, 12:10 AM   #140
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Bumping to see if a new crowd is interested...check out comments thread linked in first posts if you have questions or anything
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Old 09-27-2015, 12:01 AM   #141
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Another bump, just in case a new batch of people want to try it out.
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