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Return to in8sworld.net The last 5 years have reshaped the countryside, but nowhere but the dark forest has the change been so evil. Quikbutt dood will feel the change soon after leaving the desmesne of Dunwich. The trees, growing along the banks of the Wash, have been altered by the foul water. Something evil has spawned here, and it is not going to be pleased with intruders. Most of the trees are actually sentient (more so as they near the banks of the river). They will wait until the adventurers near Canon's Kill (or along the South Road) to act. The trees are like Treants but evil [AC-0, HP-80 (10HD)]. They attack twice per round (4d6). There will never be more than 5 in the range of the party, but they can move slowly, and will attempt to close off any escape (fire attacks are at +4, saving at -4). They cannot rouse normal trees, but good Treants can paralyze them by touch. The trees have no lair, and despise all living things, sometimes attacking each other particularly when crowded.
Last saved: 08/21/2005
Written by Ned for a gaming session now lost to memory.
pg1. Cabinet members under my influence will be told that a band of Rogues and Thieves have been ravaging the countryside to the North. Destroying farms, burning fields, robbing and killing many peasants, etc. They are told to find a talented and capable band of adventurers, like Rob, Morgan, etc. to crush and stop this marauding horde. "It is rumoured," the cabinet members say, "that they are led by a powerful warrior who seeks the destruction of all that is good. It is said he heads at this very moment for the Druidic forest to reak havoc and death." pg2. Ramses is starting to become a little perturbed. The mayor's {scns}(illegible) will be at the meeting place, in pieces contained in a small box. A note is attached to the box, "Do not tempt my wrath any further or your fate will lie in such a snall box as this..." An attempt on Bennie's life will be made when the group has left him alone, if possible (assassins, poison darts, etc.). The mayor shall be destoyed later on. I am always watching, if I can.
Last saved: 08/21/2005
(based on the events of a game that began in Aug, 1990) It all began along the shores of the river Delb. North of the imperial city of Altdorf 100 years ago this year. A traveling group of entertainers happened into adventure and this is their tale. It is a tale of Dwarves and Men, their trials and tribulations and of a friendship thicker than blood... At least human blood, anyway. After performing for the good people of Delberz in what would be their last public performance, the FLYING PYTHONS summarily disbanded. Amoung the swelling ranks of street people were then Karak and Kroven, Dwarven twins who had decided to leave the glitzy show biz world of tight-ropes and clowns for more lofty aims and they decided to take along two humans for luck. Karak had been what was known as a strong-man, but he never had had much fondness for the title, being a Dwarf and not related to men in any way! Karak's twin brother Kroven was a fighter in the pits and quite good. Both (obviously) were 70 years of age and quite in the prime of their dwarven lives, and both were restless for gold and glory, eager for the ancient strongholds of their ancestors and hungry for greenskins. Maesltrom, of human lineage, had been the hypnotist in their merry troupe, dazzling audiences with his wit and wisdom (more former than latter), and Rexor, also unfortunately human (as Karak often reminded him) was the erstwhile druggist for their act, concocting all manner of potions to sell as legitimate and sometimes dubiously legitimate herbal cures. This unlikely band of four would create legend. Songs recounting their countless deeds were sung and
Last saved: 08/14/2005
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