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Shadow of the Weird Wizard Is Finally Here!
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<blockquote data-quote="The Soloist" data-source="post: 9273602" data-attributes="member: 7043470"><p>I've continued my little solo adventure using SotDL creatures and I had no problems using them with WW.</p><p></p><p>__________________________</p><p>Here is the rest of the story:</p><p><strong>[Shadow of the Weird Wizard] Rangers of the Wilderlands (02)</strong></p><p>Facing a t-shaped tunnel, the Rangers decide to go [west]. Axton lights a torch (dim light 10 yards, 2 hours). They enter a [small cave].</p><p></p><p>Round one: A [Boneguard] darts forward and attacks Umbar. The fighter deflects part of the blow [combat recovery, reaction, half damage, once per day] and attacks. He hits and inflicts a serious wound (2d6=12!). Axton hits with his sword [Trickery +1d6 damage, once per turn] and inflicts a minor wound (2d6=4). Easton misses. Monte uses his Finger of Fire [pyromancy talent, Will contest against target agility] and deals (2d6=6) a minor would. A small flame appears above Monte’s finger and sheds dim light (for 1 minute).</p><p></p><p>Round two: Umbar [Takes the Initiative, reaction] and strikes the Boneguard destroying the creature.</p><p></p><p>Searching the cave Axton finds [cadaver] the remains of a [man] long dead. In a leather pouch, there are [2d6] 6 coppers and [1d6] 3 silver coins.</p><p></p><p>The Rangers advance further into the cave complex. The next [small] cave is empty. They go south. After a short tunnel, the rangers enter another [small cave]. There is a [pool] in the [centre] of the area. Monte using his staff [senses magic talent]. The [water] is [magical, positive minor]. If you drink [directly] from the pool, heal [3 damage] once per day. For some unexplained reason, the water cannot be bottled.</p><p></p><p>The cave has [two] other exists. The south exit is a [dead end]. The southwest exit leads immediately to a [very small] cave. [Ambush] A large spider descends from the ceiling and tries to attack Umbar but misses. The fighter [Take the initiative] hits (9 damage). Axton misses. Easton hits (5 damage). Monte burns the creature (4 damage) with the flame from his finger. The creature flees upward and disappears into darkness. Axton finds [nothing] will the other Rangers scan the ceiling in case the spider attacks again.</p><p></p><p>The Rangers leave and retrace their steps carefully but encounter [no one].</p><p></p><p><strong>[Shadow of the Weird Wizard] Rangers of the Wilderlands (03)</strong></p><p>The east wing of the caves contains an empty area that leads to a dead end. The Rangers exit the cave complex.</p><p></p><p>As they emerge, a [young woman] greets them. Annora, the [druid apprentice], inquires about the undead in the cave. She is relieved to learn they were destroyed. Since the [natural death] of her old master, she has been unable to defend the sacred cave. The pool is used to heal injured animals. She sent a message for help but it has taken much longer than she anticipated. The Ranger’s fortuitous arrival is very much welcome.</p><p></p><p>The Rangers agree to stay for a few days. During that time they learn that an [unknown] necromancer came by a few days ago. He did not find what he was looking for in the caves. Furious he left the undead to despoil the sacred cave.</p><p></p><p>After (1d6) three [uneventful] days an old druid arrives. Stanton will be Annora’s new teacher and protector of the sacred cave. He thanks the Rangers and gives a potion of healing to each of them. He asks that the sacred pool remain a secret. The Rangers agree.</p><p></p><p>The next morning the Rangers resume their patrol. The End... for now.</p></blockquote><p></p>
[QUOTE="The Soloist, post: 9273602, member: 7043470"] I've continued my little solo adventure using SotDL creatures and I had no problems using them with WW. __________________________ Here is the rest of the story: [B][Shadow of the Weird Wizard] Rangers of the Wilderlands (02)[/B] Facing a t-shaped tunnel, the Rangers decide to go [west]. Axton lights a torch (dim light 10 yards, 2 hours). They enter a [small cave]. Round one: A [Boneguard] darts forward and attacks Umbar. The fighter deflects part of the blow [combat recovery, reaction, half damage, once per day] and attacks. He hits and inflicts a serious wound (2d6=12!). Axton hits with his sword [Trickery +1d6 damage, once per turn] and inflicts a minor wound (2d6=4). Easton misses. Monte uses his Finger of Fire [pyromancy talent, Will contest against target agility] and deals (2d6=6) a minor would. A small flame appears above Monte’s finger and sheds dim light (for 1 minute). Round two: Umbar [Takes the Initiative, reaction] and strikes the Boneguard destroying the creature. Searching the cave Axton finds [cadaver] the remains of a [man] long dead. In a leather pouch, there are [2d6] 6 coppers and [1d6] 3 silver coins. The Rangers advance further into the cave complex. The next [small] cave is empty. They go south. After a short tunnel, the rangers enter another [small cave]. There is a [pool] in the [centre] of the area. Monte using his staff [senses magic talent]. The [water] is [magical, positive minor]. If you drink [directly] from the pool, heal [3 damage] once per day. For some unexplained reason, the water cannot be bottled. The cave has [two] other exists. The south exit is a [dead end]. The southwest exit leads immediately to a [very small] cave. [Ambush] A large spider descends from the ceiling and tries to attack Umbar but misses. The fighter [Take the initiative] hits (9 damage). Axton misses. Easton hits (5 damage). Monte burns the creature (4 damage) with the flame from his finger. The creature flees upward and disappears into darkness. Axton finds [nothing] will the other Rangers scan the ceiling in case the spider attacks again. The Rangers leave and retrace their steps carefully but encounter [no one]. [B][Shadow of the Weird Wizard] Rangers of the Wilderlands (03)[/B] The east wing of the caves contains an empty area that leads to a dead end. The Rangers exit the cave complex. As they emerge, a [young woman] greets them. Annora, the [druid apprentice], inquires about the undead in the cave. She is relieved to learn they were destroyed. Since the [natural death] of her old master, she has been unable to defend the sacred cave. The pool is used to heal injured animals. She sent a message for help but it has taken much longer than she anticipated. The Ranger’s fortuitous arrival is very much welcome. The Rangers agree to stay for a few days. During that time they learn that an [unknown] necromancer came by a few days ago. He did not find what he was looking for in the caves. Furious he left the undead to despoil the sacred cave. After (1d6) three [uneventful] days an old druid arrives. Stanton will be Annora’s new teacher and protector of the sacred cave. He thanks the Rangers and gives a potion of healing to each of them. He asks that the sacred pool remain a secret. The Rangers agree. The next morning the Rangers resume their patrol. The End... for now. [/QUOTE]
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