Before you on the path stands Chloe, the nymph from Encounter #6. She clutches a pidgeon tightly in her right hand while leaning against a tree with her right. The pidgeon’s face is expressionless except for its bulging eyes. Tears stream from all two of the nymph’s eyes, and it’s obvious that she has been crying and not laughing. The nymph is totally naked except for the blouse, vest, overcoat, belt, breeches, fisherman’s gloves, knee brace, galoshes, and ski mask she wears. The ski mask doesn’t make her look like a thief, or a cleric.
“Do what I say!” she cries hysterically and not jokingly. “If you don’t, I’ll get all nekkid! And believe me…you wouldn’t like me when I’m nekkid! I have fearsome powers when I’m nekkid, whether I look like a cleric or no! You don’t want no part of me! I’m real buff and stuff!”
Grimstaff said:I e-mailed Carl Smith about this module, as to whether he felt it came out exactly as he envisioned it or not.
Here is his reply:
"Thanks for the kind remarcs. I know it has bin hard to see the fight for the trees, but the kingdom will have no end. That said, we wer all happe at the response in trade magazines at the time of the module's release. "Astounding!", and "Bewilderingly"-something-or-other were common reacsons. You know, to be onest, in a feather bouncing sort of way, this was really the diving board that broke me into big busines with games like "Tarragon" and the short Adventure Quest module "Blankets for Baalzebub".
Anyway, its been a stong, fun ride, and I hope for the children that we all have many more. Cheers and fun role-gaming!
Hussar said:Pretty, pretty please tell me you are joking.
Chloe appears, once again distraught, as is evident by the fact that she is not singing or laughing loudly. She tarries briefly before running over. She is not dressed as a cleric, and it is pretty obvious she is not a soldier as she is not walking in formation with herself. She is holding a goldfish in her hand. The goldfish looks dead and is not dressed as a cleric. Chloe wrings her hand in distress and cries while looking at the you.
FreeTheSlaves said:Didn't someone write up some material with % "liar" instead of lair. Maybe it was just a minor fluff...
Olgar Shiverstone said:Can't ... breathe ... laughing ... too ... hard. Apparently, the river can detect magic, 'cause it never strips away a magic item!
See if you recognize these quotes from the campaign I love to hate:
Gee, I can't make/play my own character? Well, at least we get to read poetry ...
Lucky our characters all memorized the same poetry in school! At least we can go where we want ...
Never mind, I guess we're just going to area 44! (Never mind that area 44 is in the northeast of the map, and would immediately be cut off by armies advancing southward.) Ah, well, at least we can kill people and take their stuff:
Or not. I'd better hope my PC doesn't get written out of this script.
Rystil Arden said:Ah yes, that reminds me of the way that several 2e modules actually managed to penalise you for having the highest Charisma by making the enemies specifically target "The PC with the highest Charisma"
lukelightning said:I have a solution: Let's write our own encounters!
14. The Winter Wolf. As the party enters the clearing, they see a pile of apples. Read the description below:
The apples have no secret compartments. As the party approaches the apples, they hear a howl. A local winter wolf (AC 5; MV 18"; HD 5+1; hp 27 each; #AT 1; Dmg 1-8 [bite]; SA Surprise on 1-4, cold breath; SD immune to cold) has been collecting all the apples in the forest in order to lure prey to the clearing. If anyone takes an apple or gets too close or avoids the apples, the wolf leaps out of the pile and attacks. Roll 1d6 to determine surprise: 1-2: the party is surprised, 3-3, nobody is surprised, 3-5 the party is surprised, 6 the apples are surprised. The wolf once drank a potion of sleep, but is awake now because it is not near a pavilion. It will attempt to use its cold breath on anyone near the apples, or anyone not near the apples. After two rounds of combat wererats (AC 6; MV 12"; HD 3+1; hp 16 each; #AT 1; Dmg 1-8 [sword]; SA Surprise on 1-4; SD Hit only by silver or +1 or better magic weapons) will leap out of the secret door. Roll 1d6 for the sleep spells target.
After the party kills the wolf, they can take the apples and the golden statue of the dragon as well.
Erik Mona said:http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=4023
That's our boy Carl's resume.
I can only imagine because it makes accountability very hard.Simplicity said:Why are there like sixteen "staff" people on the DL adventure credits? Damn.
How many people did TSR need to write an adventure?