Of Sound Mind the Halfling Way

the Jester said:
Examining the split in the passage, our heroes find that the left branch leads to a dead-end chamber with a raised portcullis leading into it. It appears that the beetles live in the chamber and the portcullis was raised, presumably by the halflings’ prey, to release the bugs and slow the party down.

The right-hand passage is blocked off by a portcullis. A lever in the wall beyond it tantalizes our heroes; one can only assume that it controls the mechanism blocking them from following Rimmer. The halflings, small as they are, cannot move past the portcullis without raising the lever.

Ari uses his ability to summon animals to bring out a monkey on the other side of the portcullis, and then speaks with animals and asks it to raise the lever. Scampering to the wall, it complies, and with the sound of hidden chains groaning, the barrier rises, allowing our heroes passage.

It wasn't a monkey that opened up the door, it was a Dwarven drummer-bard. Erasmuz used his cool magic wand of Summon Bard (cydra homebrew spell) that brings a bard from within 100 miles to listen to the summoner's stories and then go back and spread them. The party convinced the dwarf to flip the lever on the wall (for a small fee) and then proceeded to tell him tall tales of their adventures, heavily embellishing their deeds.

I'm sure Erasmuz will be using that wand for some fun times in the future as well. Stay tuned!
 

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Ah, yes, the wand. :)

Fixed the incident in question... I couldn't recall how you guys got past it, I remember Ari thinking over a monkey and couldn't recall what else you guys came up with. :)
 

One of the biggest proponents of the Halfling Warwagon was Sandy, one of Sandy's ambitions and dreams was the warwagon.

Ari decided that the warwagon was best destroyed as opposed to going into the hands of the serpent folk.

In a spiteful twist of fate Sandy and Ari was/is played by the same player. Ari destroying the warwagon seems to be a symbolic gesture representing a new direction for the Halflling party. Old friends lost, new friends made, the forging of new aspirations in between elevensies and lunch. What awaits the future of the Halflings? Perhaps only the prophet Nara knows.
 
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To Get Paid

11/4/369 O.L.G., Noon, Sritivara

Our heroes have officially returned to civilization.

The deep halflings (Nara and Erasmuz) have, of course, never been anywhere like this city in the upper world. The ocean amazes them- they have underground seas, yes, but nothing like this. Humans, barely known to their kind, are everywhere, along with strange, light-skinned elves and a smattering of scowling dwarves.

“Are there halflings here?” inquires Nara.

“We should probably avoid the halfling quarter,” Naomi says hurriedly.

“Why?” the two deep halflings and Ari chorus at once.

“Mistakes were made.” She will not elaborate.

***

Most of the group spends the first portion of the day at their inn. Erasmuz identifies the party’s two wands- they are a wand of cure moderate wounds (taken off Sandy’s corpse) and a wand of fireballs (used by the serpent-folk in the initial battle in the cave of death). While he does that, Ari visits a local druid of some repute named Monli, and they discuss the problem of the serpent folk. Monli knows little about them, and has never encountered them personally. He listens attentively to Ari’s tale but has little to add to it.

In the afternoon, Martini manages to charter passage for them to Methwo. The ship sails on the morning tide.

That evening, despite the warnings of the others, Erasmuz and Nara make a trip to the halfling quarter. When they leave after a good meal and a few drinks, they are quite puzzled as to why they shouldn’t go to such a friendly, welcoming place.

Well, it doesn’t really matter. In the morning they will leave for Methwo.

***

11/9/369 O.L.G., Noon, Methwo

Our heroes disembark, happy to be off the rolling seas. Immediately, Ari leads his friends to a nice-looking wooden mansion in the nicer part of town. When he announces who he is, and that he has the ring that he was sent to retrieve, the group is ushered to a waiting area for a very brief time, then shown to an older human gentleman named Vrem. He is extremely pleased to have the ring back, and gives the group two platinum trade bars. According to their marks, each is worth 1200 gp. Quite a nice reward!

The party discusses with Vrem the issue of Zacradose and its “king” Stackler. “They have territorial ambitions,” Martini states, “on Dyshim.”

“We need to go there in order to prevent a war,” adds Naomi.

“That’s a worthy cause,” remarks Ari.

“Can you help us find discrete passage?”

Vrem looks thoughtful. “I believe so, but it will cost you.”

“How much?”

He shrugs. “I will have to find out. Tell me where you are staying and I will send you word when I know something.”

Naomi, always fearful of treachery, uses her empathic powers to read the man. He seems merely pleased at the return of his ring, and he is feeling magnanimous. The increasingly obese Naomi relaxes.

The group sells off what loot they can and divides up treasure. The wand of fireballs goes to Naomi; as an elementalist she can make good use of it. The healing wand goes to Nara. Various other items are dispersed. The party does some shopping; most of it is unremarkable, but Erasmuz does hoodwink a retired adventurer out of a ring of water breathing, trading what he claims is a potion of longevity for it. The old adventurer falls for it, as they say, hook line and sinker, and trades straight across for the potion, which is as yet unidentified but is in reality a potion of spider climb.

For the next three days, our heroes keep a low profile, mostly staying in their rooms. They don’t know that anyone’s after them, but they fear agents of the snake-folk, agents of Zacradose, and even perhaps revenge-dedicated friends of Heather Peachtree (well, only most of our heroes fear them at this point). Finally, word comes from Vrem, and they hurry to his very nice home.

He tells them that he has arranged passage on a vessel called the Proud Pentor for them. It is a very fast and very discrete ship, and very reliable; but it will cost each of them 250 gp. Grumbling, they reach for their coins, but he shakes his head. “Pay the ship’s captain, not me. I only arranged things to help you because you helped me.” He smiles. “Now, good luck to you!”

Thanking him for the well-wishing, our heroes return to the inn and proceed to have dinner. As another pitcher of beer is coming their way, another patron bumps into the waitress, and Ari and Erasmuz notice him drop some kind of powder into it. With a muttered apology, the fellow leaves the building.

“Hey, buddies, nobody drink the beer, that guy just put something in it!” Erasmuz declares.

“What?” exclaims Jawbreaker. “Someone try to poison Jawbreaker’s beer?”

Ari, meanwhile, slips out the door after the man. Catching sight of him down the street, the little druid wild shapes into a dog and follows.

Next Time: Where is the guy going? Who else is there? And what’s going on??
 

Ari got bracers o' wis +2.

While JB was speculating that the perp was trying to poison us, Nara detected poision and it was poisionous. Nara's default spell list includes a dectect poision, as whenever anything is encoutered by the party one of the first reactions consists of "is it edible, is it delicious?"
 

The Warehouse

The human walks swiftly down the packed earth road. He seems to be heading towards the warehouse district. Ari- in the form of a large dog- casually trots half a block behind him. The man occasionally glances behind him as if half-expecting pursuit, but he pays no attention to the mangy-looking stray. He is watching out for halflings. After all, he did spike their drink with poison.

The man slips into a large warehouse, shutting the door behind him. Ari watches for a minute or two, and then hurries back towards the inn where his friends are anxiously awaiting his report. Turning back into a halfling just before reaching the door, Ari breathlessly tells the others, “I followed him to a warehouse. Should we go attack him?”

“Who is this guy?” wonders Naomi.

“There might be a bunch of them,” Erasmuz points out.

Nara’s eyes roll back in her head. She starts to shake and drool. Everyone stares at her for a moment; then she comes out of it. “We should do it,” she says, wiping her chin. “It would be to our benefit.

“I am a prophet. I know.

***

The party breaks into the warehouse. The main part of it is a single large, empty room. The back wall has four doors in it. Our heroes cluster around the leftmost one. Erasmuz backs away- there’s nowhere to stand near that door, with everyone else up in there- and heads to the rightmost door. It’s not locked; he opens it-

Three formidable looking humans are behind the door. A greatsword slashes out and draws a crimson line across the backpedaling Erasmuz. “Hey, buddies, can I get some help over here?” he cries, as the poisoner and another man, wielding a morningstar, leap out and move in to flank him. “Help!” Erasmuz calls again.

But the other door has led to a threat as well- a trio of foul-looking undead! Two of them cast magic missiles at Jawbreaker, while the third rushes forward and attempts to gouge him with its claw. He parries, and then swings his greataxe against the undead. It leaps back, avoiding the blow.

“I can take care of these guys,” Nara says, and turns undead. The wight at the front squeals and scampers back into the corner, cowering. The other two undead fire more magic missiles, this time at the prophetess; but an instant later she turns them, too. Then she spends the next few moments finishing them off.

Meanwhile, Erasmuz is dodging and weaving as the three enemies attack him. The greatsword wielder’s blow glances off the force screen the halfling manifests, while the morningstar and sap the other two are using he dodges away from. Ari, hoping to aid his friend, starts summoning. Seconds later, three thoqquas appear! Jawbreaker engages the swordsman, and the two hew at each other, sword and axe dancing a dangerous dance together. Each scores several telling wounds on the other. Then the thoqquas moves in on the other side of the swordsman, surrounding him! He grits his teeth and starts cutting through them. Wolves bound in against him as well- Ari is pulling his customary ‘army of creatures’ trick.

Meanwhile, Naomi drops the morningstar-wielding assassin with a recall agony. She turns on the wounded swordsman, who has destroyed all the thoqquas and most of the wolves, and hits him with an augmented mind thrust. He reels and falls.

“Take the last one alive!” cries Ari. “Let’s find out what they wanted!”

The sap-wielder who poisoned them grimaces fiercely and attempts to back off a pace as the others surround him. They try- they really do- but Jawbreaker cuts him nearly in two.

“I can speak with dead in the morning anyway,” shrugs Nara. She takes the heads of the swordsman and the fellow who slipped the poison into the party’s beer.

The party searches their adversaries, and already things get interesting. The sword wielder wore a signet ring with a griffin symbol on it. The fellow who had wielded a morningstar wore a ring of green stone shaped into a serpent, much like the serpent-folk monks that our heroes have fought in the jungle had. The party wonders at the significance of this. They become more interested when, while investigating the warehouse, Erasmuz finds crates of weapons and shields.

“It’s almost enough for an army,” muses Naomi.

They also find a letter in some kind of code or cipher. This they tuck away for the present.

“We should leave a note for Vrem about this, so he knows,” Ari says. The party mostly agrees (though Jawbreaker just shrugs and admits he’s not so good with “funny lines on paper”). They compose it and leave it for him; and then they snatch a few short hours of sleep. Then, bright and early, they rise, gather their effects and leave, heading for the ship they’ve chartered and Zacradose.

Next Time: The Return of Laodegan! The return of Weeweerinwee! And, as always, trouble at sea!
 

At Sea

11/13/369 O.L.G., 6:45 a.m., on board the Proud Pentor

The Proud Pentor is an interesting vessel, with strange lines, odd-shaped sails, and a generally very different look from the other ships our heroes have seen before. To the deep halflings (Nara and Erasmuz), this is not unusual; almost everything on the surface world is bizarre-looking and made out of unfamiliar materials.

The first mate of the Proud Pentor is named Grey Jorn. He is weather-beaten, with wild, unkempt hair going grey and the sort of half-beard that shows inattention rather than cultivation. He is a half-elf, and the party quickly gets the sense that he handles the ship’s business while the captain remains mostly sight unseen. He is polite and deferential, but when he needs to he barks as fiercely as anyone could expect from a ship’s mate. There are a total of about a dozen crewmen aboard the ship, scrambling up ropes and masts, tying things, untying things, moving this and that, checking netting, swabbing the decks- in general, doing the sorts of things that sailors do, which are pretty nearly completely unknown to the party since the loss of their sole boatman, Sandy.*

“We’ll be takin’ a discrete path to Zacradose,” comments Grey Jorn. “It should take us about fifteen days to get there, if the winds’re average.”

“Fifteen days!” exclaims Ari.

Grey Jorn eyes him. “Aye, ya want to avoid any unnecessary entanglements, don’t ya?”

“Yeah...”

“Well, we’ll be takin’ a route to avoid unnecessary entanglements.”

***

9 a.m.

Shut up in the cabin the party has been assigned, Nara pulls the heads she took from the poisoner and the warrior from her backpack. She stares at intently and casts speak with dead on the head of the human who attempted to poison the group.

“Why did you poison us?” she demands.

The head’s eyes open and its tongue lolls out. ”Gold,” is groans. “Gold, gold, gold- gold to make me rich!”

Nara shakes her head. “Name the being that put you up to this,” she says.

“Can’t. Don’t know.” It shudders, gnashing its teeth.

Nara considers; she may ask it only one more question. We should have taken the third guy’s head too, she thinks ruefully. Well, maybe she can eliminate some possibilities right away. “In the group you were with, was the guy with the greatsword the leader?”

”Yes,” the head moans, then gasps, shudders and falls still.

Nara looks to the other head. She casts another speak with dead, but it manages to resist the spell. She leans against the cabin wall, thinking. Tomorrow, she thinks.

She casts gentle repose on the head of the warrior. That evening she throws the head of the poisoner overboard.

***

11/14/369 O.L.G., 11 a.m.

Late the next morning, Nara tries to speak to the dead fighter’s head again. This time she forces some answers from it.

“Whom do you serve?” she demands as her spell takes hold of it.

“Father,” it groans.

“What is your family name?”

“We are... the Cloudriders,” the head responds.

“What does the coded message say?”

“Instructions.” The head gurgles and lapses into silence.

Not too illuminating, but better than nothing, thinks the prophetess. That night she makes ready to discard the head, but Erasmuz protests. With a shrug, she lets him keep it.

“Hey, buddies, what we need,” he announces the next day, “is a read with dead spell.”

“A... what?” Nara stares at him, dumbfounded.

“Yeah, then we could make it read the note to us.”

“Is there such a spell?” asks Ari.

“Not that I’ve heard of,” Erasmuz admits. “But we should make one!”

“Why, are you a cleric?” Nara asks.

“No, no, uh- I’m more arcane,” the shaven headed fellow demurs. Inside, he is most amused at the question. Clerics, he scoffs mentally.

***

The party spends the next couple of days on the ship doing very little. Their mounts are tied in the hold. Using his snake familiar, Erasmuz tracks down some wriggling baby rats from deep in the hold and feeds them to the magic snake that he took from the serpent-folk. This, of course, is Beau, animal in body and mind.

A storm rolls in one evening, and our heroes put themselves below decks, in their cabin, and stay dry. The next morning the rain continues, and the party amuses itself by playing cards with the crew, gambling some loose silver and copper away. (Erasmuz actually comes out slightly ahead; his skill at bluffing serves him well in cards.)

Then there is the sound of a hail from on deck. Investigating, our heroes find that several Imperial Strogassian vessels are bearing down on them! Initially, the halflings try to hide, but a sailor tells them, “As long as yer not wanted fer anything ya should be okay. But if they catch ya hidin’ they’ll be takin’ ya away for sure.” They heed his warning and head up to the deck. The captain has even emerged from his cabin for once.

“I thought we were taking a discrete route,” Ari says to Grey Jorn.

“We are,” the half-elf sighs, and spits into the water. “These fellas are fairly out of their way here.”

The Proud Pentor heaves to as the Strogassian ships slide in alongside it. The captain and first mate keep their faces still as the Pentor is boarded, and soon marines are searching for contraband. When the Imperial captain comes aboard, however, it is a human that several of our heroes recognize. Dressed in a fancy pressed uniform showing a medal on his chest, his sword at his side, the officer is clearly-

“Laodegan!”

Next Time: Our heroes do a little catching up with an old pal over dinner, saving the captain of the Proud Pentor a considerable sum! Plus: the return of another old friend!


*Sandy, as a stout, was from a more water-loving breed of halfling than most.
 

the Jester said:
“Hey, buddies, what we need,” he announces the next day, “is a read with dead spell.”

“A... what?” Nara stares at him, dumbfounded.

“Yeah, then we could make it read the note to us.”

“Is there such a spell?” asks Ari.

“Not that I’ve heard of,” Erasmuz admits. “But we should make one!”

If any readers want to help me out with the creation of that spell, check out the thread. [THREAD=135473]Erasmuz’s Exhumed Exposition (aka read with dead)
[/THREAD]
 

Old Friends

11/19/369 O.L.G., 6 p.m., Captain Laodegan’s stateroom on his lead ship

The clanking of cutlery and forks on fine Imperial china mixes with the sounds of chewing and the decanting of fluids into thick naval cups. The tablecloth is functional if not fine, and the napkins are clean and soft. The food, though mostly fish-based, includes some fresh vegetables (maintained, though our heroes don’t know it, by a magical larder that would make them salivate), rice and hard biscuits.

The group chats with Laodegan, and it is abundantly clear from the start that their old friend (well, at least some of them know him from their journey to the Asylum of Advanced Mental Treatment) is rising quickly through society.

From what the halflings have discovered over the course of their adventures, the Dark Emperor, long the absolute master of Strogass and its satellites, died (or at least vanished) sometime in the last few years. Things on the continent have begun to fall apart politically, with some provinces going so far as to try to break away. (Zacradose, where they are headed, is one such place; and though it nominally governs Dyshim, the isle they have departed within the last few days, Dyshim has- with their aid- broken even from Zacradose).

The party mentions the ruler of Zacradose, former governor and now self-styled ‘king’ Stackler, who has tried to conquer Dyshim already. Laodegan nods. “We’ll deal with him,” he promises firmly.

It seems that Laodegan’s faction backs his own father, who was the administrator of the Imperial capitol for the Dark Emperor. He was in a perfect position to make a grab for the reins; Laodegan describes it as a bid to maintain proper order in society. He admits there are a lot of ‘separatists movements’ on Strogass at the moment, but insists that, when al is said and done, “daddy will put them down.”

Laodegan is clearly glad to see those of our heroes that he still recognizes, and though he looks at them with a jaded view, he happily meets the other halflings in the party. The truth is, he is glad to have a new set of voices for a few hours- a group that isn’t slavishly devoted to him. As nice as that is, it grows monotonous after a few months at sea.

When Ari remarks that the Strogassian vessels are patrolling far afield, Laodegan nods. “Yes, we’re looking for arms smugglers. There are a lot of weapons being trafficked at the moment. Obviously that’s a problem. So we’re keeping an eye out on the extended trade lines. My men tell me that they didn’t see anything suspicious on board your vessel. I’m sure we can waive some of the other inspections and fees.” Laodegan smiles magnanimously.

***

8:30 p.m., on board the Proud Pentor

The journey continues. Grey Jorn informs the heroes, “You saved us some money there.”

“What do you mean?” asks Nara.

“Their captain pulled them off of us before they could steal much or charge us a bunch of fees. You guys are good to know.”

The Proud Pentor travels only a short distance before dropping anchor. It is full dark already, and a cold, light rain rattles down onto the deck off and on. Our heroes rest, and bright and early the journey continues through the rain.

***

11/22/369 O.L.G., Noon

Most of our heroes are on deck. Erasmuz prefers to stay below decks; it’s more like the caverns he is used to. He finds all the open space somewhat unsettling, and he’s never seen open water like this, dancing with waves, thick with fish. Yes, below decks is better for now.

Up above, Ari spies a whale. The great creature seems to be approaching the vessel. Whales are usually friendly, the druid thinks to himself, and shouts to the crew. “Hey, there’s a whale!” He gestures off the port bow.

Grey Jorn hurries over and squints out across the water. “Looks like he’s wounded,” the half-elf remarks. Soon the vessel and the whale are next to each other.

The whale is wounded. Moreover, as our heroes hail it and begin to talk to it, it becomes evident that it is Weeweerinwee, who towed them to Dyshim after their long marooning in the small cluster of uncharted isles that they named the Dogtooth Islands.

Nara, Erasmuz and Ari all apply some healing to the whale as it tells its tale, begging for the party’s aid. Weeweerinwee had been traveling with “a beee-YOUUUUtiful mermaid friend of mIIIIIIIIne” when they came upon a fishing vessel under attack by “deevil men of the DEEEEEEEEEP”. The whale’s voice rises and falls, extends some sounds while truncating others. Were it not for Weeweerinwee’s desperation, the effect would be almost comical.

The whale and the mermaid intervened in the attack, slaying many of the sea devils and driving off the rest. Then Weeweerinwee rescued two elven fishermen and was going to return them to another ship. Unfortunately, the monsters returned and managed to wound Weeweerinwee badly, taking away both the mermaid and the elves.

“They went intooooo a lair tooooo smaaalll for me to enter,” the whale laments. “I once helped YOOOOUUUUUU, now yoooouu must help meeee.”

“What are these devil men of the deep?” Erasmuz asks nervously. “They don’t sound like fun.”

“Sea devils,” grumbles Grey Jorn. “Sahuagin. Very dangerous. They’re devil-worshiping fish-men.”

“PLEEEEAAASE,” begs Weeweerinwee.

“Fish-men?” This seems to perk Erasmuz’ interest.*

The party discusses it, and the newer group, Ari, Erasmuz and Nara, decides to use some water breathing magic and check it out. Grey Jorn and the captain are clearly very nervous about remaining in shark-infested waters for any length of time, and it requires a bribe of 150 gp to get him to agree to stay for a full 24 hours. “That ought to give us enough time to take a trip or two down,” Nara states.

“Dooon’t delay,” Weeweerinwee says. “Sahuagin eeeat peeeople.”

A combination of water breathing on everyone, freedom of movement on Nara and wild shaping into a shark follows, with Nara and Erasmuz then grabbing onto the whale as it swims out to the sahuagin lair. There is deposits them, promising to stay relatively close, but warning them that it cannot enter the small passage. Plainly, this is nothing short of literal truth. The passage is shaped from a living coral reef, extending back into the darkness.

Ari slowly moves in- then jerks back. A starfish that is easily 6’ across starts to reach a massive arm at him from the ceiling. He returns to his halfling form, drawing out a dagger. “Starfish!” he cries. Both Erasmuz and Nara retreat, as well. Her hair waves in the water; he is shaven-headed and has no such aesthetically pleasing element. He does, however, cast mage armor, following this with a manifestation of force screen.

Nara strides forward. “What’s a starfish?” she asks as she enters the cave. “Oh- that!” She jabs her morning star at the creature, nailing it with the spike. Suddenly, several squids appear, summoned by Ari, and they begin trying to tear the starfish to bits. Nara continues to pound away, and taking heart, Erasmuz moves up with his wee little rapier. Poke! He pierces it too. The starfish is looking to be in pretty bad shape, but then suddenly our heroes have other things to worry about.

The devil men of the deep arrive.

Hideous shark-toothed brutes, green in color, the sahuagin are tenacious foes of mankind. They are shark-like in appetite, brutal in approach, without remorse in character. They serve the Great Shark, He Who Devours, the Eater of Everything, Sekolah. With them are a pair of large sharks. One of the sharks twitches its tail and shoots forward, chomping at one of the summoned squids. Behind it a quartet of sahuagin fire underwater crossbows, their bolts whizzing past. At the rear, barely illuminated by the light on Nara’s morning star, another of the sea devils mounts the second shark.

Ari pulls out all the summons he can. The party turns to repelling this formidable assault, and more and more summoned allies pop out to help them. The sahuagin and their shark tear into the squids (mmmm, calamari) and eventually our heroes are driven off having only slain a single sahuagin. A timely entangle keeps any pursuit from slaying and eating our heroes, and a quick call for Weeweerinwee soon leads to a quick departure back to the ship.

“We can’t do it,” Ari says pessimistically. “They’re too tough.”

“Maybe if we go in in force,” suggests Naomi. But she wonders: Will my pyromancy work under water? Probably not.

“Well, either way,” Erasmuz says, “we should summon a bard and tell him all about it!” With a flourish, he produces his wand of summon bard and activates it. A dolphin appears, dropping onto the deck with a squeal of surprise. An instant later, it shape changes into a silvery-skinned humanoid- a merellin.

“Who are you?” he demands. “Where am I? How did you bring me here?”

“Hey, relax, buddy!” exclaims Erasmuz with a smile. He explains the party’s situation (recounting some exaggerated stories along the way) and asks him, “Do your people live around here? Do you think they would help us?”

“I could ask,” the bard replies uneasily. “And we hate the sea devils- they are our worst enemies. Them and their shark allies.”

“When could you get here?”

“I don’t know where I am,” the merellin reminds him.

Fortunately, the ship’s captain has charts of the local hazards and features, and using this the merellin ascertains his position. He says, “If they left immediately upon my return and swam hard, they might make it by dawn.”

“We have until noon,” Erasmuz nods. “We have plenty of time.”

“We should go. This is asking for trouble.” Ari shakes his head balefully.

“All right,” says Martini. “In the morning, hopefully with allies, we storm them in force.”

Next Time: Our heroes make their strike on the sea devils!

*Terrible irony time here. Erasmuz is all kinds of multiclassed. He has one level of ranger, with the favored enemy of humanoid (aquatic) with the intent of using it against kuo-toa, so he thought, “Hmm, sahuagin = aquatic humanoid?” Well, I started to design these sahuagin encounters with half a nod to his favored enemy, and then discovered that sahuagin are monstrous humanoids, not humanoids. It was only after that that he looked up kuo-toan and realized that they are also monstrous humanoids. :) So now it’s become part of his back story- he dropped out of rangering after he chose the wrong favored enemy. :lol: Funny, but sad at the same time. On the other hand, mermaids are humanoid (aquatic) so if they find Weeweerinwee’s mermaid friend... who knows? (So are those tasty locathah!)
 

the Jester said:
*Terrible irony time here. Erasmuz is all kinds of multiclassed. He has one level of ranger, with the favored enemy of humanoid (aquatic) with the intent of using it against kuo-toa, so he thought, “Hmm, sahuagin = aquatic humanoid?” Well, I started to design these sahuagin encounters with half a nod to his favored enemy, and then discovered that sahuagin are monstrous humanoids, not humanoids. It was only after that that he looked up kuo-toan and realized that they are also monstrous humanoids. :) So now it’s become part of his back story- he dropped out of rangering after he chose the wrong favored enemy. :lol: Funny, but sad at the same time. On the other hand, mermaids are humanoid (aquatic) so if they find Weeweerinwee’s mermaid friend... who knows? (So are those tasty locathah!)

I'm actually planning on doing a slightly different take on Favored Enemy for Erasmuz. I'm going to play it more like he is fascinated by them (aquatic humanoids) than he hates them. Although there may be a dark secret there. We'll see. ;)
 

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