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^ THE\\ PENTEPILA ^
| Dungeon for Character Levels 1-3((Modified to read Levels "2-3")) |
| Connects to Dungeon Module L1\\ (The Secret of Bone Hill) |
| Point of departure: RESTENFORD (II37)((This designation refers to a grid on my original world map which seems to have been filtered from my life by the passage of time.)) |
//Note: This adventure has the distinction of being the first adventure I wrote
that I consider to be part of my gaming world. It was inspired (in part)
by the "wilderness" map included in the module [[wp>The Secret of Bone Hill|L1:
The Secret of Bone Hill]]. The gaming sessions that emerged from this adventure
were also the basis for the first chapter in "The Chosen" saga:
[[chosen1|"Looks Are Deceiving"]].//
==== Nearby Encounter Possibilities ====
1. __RAT LAIR__ - This small mound located in a small area of bushes is only
about 100 yards from the Pentepila. Total population of __GIANT RATS__ (AC7,
HD 1/2, Move 12"%%//%%6", D1-3 + 5% disease) is 34 with at least twice that number
of normal rats (AC10, hp 1 each, Dnil). In battle, the normal rats will swarm
out with the Giant Rats and cause all hits on the Rats to be at -1. Here is
a breakdown of the hit points of the Rats: (8x4, 12x3, 11x2, 3x1). In the mound
(digging must be done) is located the following treasure: __1,088cp; 1,224sp;
68ep; 1 40gp gem__; and a __Ring of Spell Storing__ with one first-level
Clerical Spell: Light.
2. __LARGE SPIDER LAIR__ - Between several trees on the edge of this forest
is located the lair of 12 __LARGE SPIDERS__ (AC8, HD1+1, Move 6"*15",
D1 + poison at +2). Hit points are as follows: 2x9, 2x7, 3x6, 5, 3x4, 3.
In their lair is the following treasure: __174cp; 111sp; 95ep; 43gp; and 46pp__.
3. __ORC LAIR__ - [ //This section was stricken from the original notes,
but is included here for completeness// ]\\
This lair is located in the ruins of an old fortress
just outside the forest. There are 149 males, 100 females, 200 children
as well as 5 leaders, 15 assistants, 1 subchief with 8 bodyguards, and
the chief with 22 bodyguards. The political hierarchy is set up such
that each of the five "leaders" controls about 30 male orcs
and all females
==== Descriptions ====
The Pentepila consists of 4 hollow pillars and 1 solid pillar arranged
in a pentagon with 100' between each pillar. On the maps, the pillars are
labeled A to E. Here is a brief description of each pillar: They are
about 7 feet in diameter and roughly 28 feet tall. The walls of the hollow
ones are nearly one foot thick and all are grooved vertically just as in
Greek columns. The dimensions are perfectly symmetrical and there are
no designs or additions to any of the pillars. However, pillar B has a
definite crack extending about 5 feet down from the top. Here is a
detailed description of each:
__Pillar A__
At the bottom of this pillar is a 3' x 2' oval trap door made of stone.
It is very heavy and requires a roll of "Open Doors" to open. From
below, this roll is at +1. On the inside of the pillar are iron rungs
extending down to the ground. //One is bent: 50% chance to notice.
If not, then 50% chance to fall (d6 damage). 1 in 4 chance for
"broken" ankle (Move to 1")//. Below the trap door,
there is a 3' wide tunnel leading directly down with iron rungs
every foot.
If any creature is able to climb this pillar, a magic mouth will appear
on the outside wall and say, "This is the home of Ossa, the Perfect.
All who enter shall be slain."
__Pillar B__
This pillar has about two feet of water in the bottom. The water is quite murky,
yet at the bottom is a mud-covered __bracelet__ made of silver with 4 20gp gems
set in it. As a whole, it is worth about 200 gold pieces. A person looking from
the top will have a 5% chance of spotting "something that is somewhat
shiny" at the bottom. Anybody at the bottom has a 100% chance of seeing
and identifying the item.
__Pillar C__
This pillar is entirely solid.
__Pillar D__
Set in the SW side of this pillar at the bottom is a small trap door
roughly 21/2' square. The door is flush against the pillar and
must be located as a secret door. The door is simply a tight-fitting
portal that is opened by pushing in. No strength requirements are
required for opening but any person entering must remove all backpacks
and sacks, etc. to get through. A similar trap door as in pillar A
is here. In the dirt here is "buried" a small strap
of leather and the hilt to a small dagger.
__Pillar E__
This pillar is flooded as is Pillar B, yet has nothing of value within
except the skeletal remains of a Kobold.
==== Areas below ground: ====
{{ PentepilaMap1.jpg?400|First Level Map}}
(1) Below the trap door is a tunnel (as in Pillar A) and below that
a wooden ladder to ground level. The wood is not very stable and
for every 5 pounds of weight put on the ladder there is a 1% chance
per round for the ladder to break. To the SW from the laddr, the
ground goes down and that corner is flooded. Nothing of interest
remains here.
The hallway is thirty feet long and dug out of the dirt.
The door is locked and no key exists. The lock can withstand
20 hit points and the hinges take 30 each.
(2) The pillars in this room are solid wood and are basically there
for decoration only. The two doors are identical to the door
in (1) in all respects.
(3) In this room are three __SKELETONS__ (AC7, HD1, Move 12",
D1d6, hp 8, 5, 4) who have been told to attack all non-elven
or half-elven who enter the room. The south pillar in this room
has a hollow space in it about 5' off the ground. Roll the
normal secret doors roll to find a small wooden latch.
Inside are two __golden rings__ (valued at 20gp each)
and a leather pouch with two large __silver bars__
(value: 50sp ea.). The secret door on the south side is merely
a wooden panel covered by a worthless rug.
(4) This irregular-shaped room was used as
a storage facility and contains four
rotting wood barrels and 1 large wooden
chest. The wooden barrels have spoiled meat
which makes the room small __very__ bad.
The chest has several blankets made of
wool. Careful examination will reveal
that the food has been eaten slightly
and in fact on one barrel a large
hole has been gnawed out. The cause of
this is a pair of __GIANT RATS__ (AC7,
HD 1/2, Move 12"%%//%%6", D1-3 + 5% disease, hp 3, 2)
that frequent this area. They enter in
the SW corner and will not attack
unless someone ventures back to that area
and begins prodding around their burrows.
Also, there is a 25% chance that they
will not be present. The tunnels are
only about one foot in diameter and
cannot be entered. However, they eventually
lead to a small mound about 100
yards SW of the Pentepila. Near this area
is a Giant Rat Lair.
(5) The door on te North wall of this small
hallway is stuck hard and requires
an "Open Doors" to open. Once open it will
remain open until pushed close. The other
two doors are easy to open.
The brick on the west wall in the Noth
has been charred slightly and laying in a
hump on the floor is a badly burnt half-orc
corpse wearing what is left of leather armor.
(6) This huge hallway at first appears
empty but if the party reaches the
point marked (a) two __ZOMBIES__ will
appear from behind a layer of false
bricks at point (b). There is a 10%
chance per non-elf; 15% for a half-elf;
and 20% for an elf to locate the
false bricks. If actively searching, these
percentages are at +40%. (The ZOMBIES
are AC8, HD2, Move 6", D1d8, hp 12, 9). The
zombies are distinctly the corpses of
half-orcs.
(7) This room was the secondary study for
Ossa and contains a large reading
table (10' x 5') in the center. In the NE
corner is a short bookshelf with several
books hand-written in elvish. The titles
are written on the front of each book
and are: //Restenford Area Elf Clans//; //The Supreme
Gift of Corellon Larethian//; //The Magic of Hecate//;
//A Compendium of Elf-eaters//; //The Slaying of Lolth//;
//The Re-birth (A History of Half-Elvens)//; and //Dwarven
enemies of the Past.//
On the south end of the tables lies a
flint and steel tinderbox that has all
the components. In the SW corner of the
room on the floor is a box with two
dozen wax candles. Beneath the box is a
small tunnel from which 7 __GIANT CENTIPEDES__
(AC9, HD 1/4, Move 15", D1 + poison at +4, hp 2x2, 5x1).
They have no treasure.
(8) This odd shaped room contains an altar to
the goddess Isis and is painted entirely
crimson and white (floor, ceiling, and walls).
Around the corners to the East and West
are 4 __ZOMBIES__ (AC8, HD2, Move 6", D1d8, hp 12, 10, 7,
11). They will attack any person other than
Ossa who enters this room.
In the very center of this room is a
two foot wide pure white stone pillar
that is 31/2' tall and is enchanted with a
Glyph of Warding. Atop the pillar is a
large, beautiful __diamond__ valued at
about 500gp. [ //Margin note: "Pillar knocked over"// ]
The glyph will shock anybody
who touches it for d8+2 points of
damage. The diamond can easily be knocked off.
Above the door to this room (on the outside)
is a magic mouth that will say (in the
common tongue) "All but the master will be
slain in this room." if any person other
than Ossa touches the door.
(9) This long hallway has a simple trap
located where the arrows point at.
Stretching between the two arrows to the
north is a series of trip stones that
will cause a large set of bars to fall
from the ceiling where the other set of
arrows are. There is a 10%/15%/20% chance
for non-elves/half-elves/elves to discover
either the bars on the ceiling or the trip
stones. If someone is caught under the bars
they will be inflicted with 1d6 points of
damage initially and then 1 point per
round until the gate is lifted. On the
north wall of the East-West section of this
hall near the corner is a iron crank that
will lift the gate. The crank gives any
person +50% to lift the gate. Any attempt
to turn the crank while the gate is
up will be futile. [ //Margin note: "Spiked
in place - at 4 full revolutions (No effect) Gate is up"// ]
The trip stone will only
be tripped 25% per person crossing it.
The floor of this hallway (and all other areas
beyond here) is covered with bricks. The
ceiling, also, is covered, however very
occasionally a brick has fallen from
above. The distance between the bars on the gate
is about 5".
(10) The ceiling in the NE corner of this room has
collapsed leaving a small pile of bricks
blocking the north door as well as leaving
a dirt ceiling in that area. [ //Margin note: "plus
21/2-3' wide hole from ceiling to surface. poison
dagger in mound - 25% chance / person - 1 pt + poison// ]
[ //Margin note: "12 Rats (dead) placed at X// ]
The supports are the same as in area (2).
There is a long tabe split in the middle
and caved in lying against the west
wall. Underneath it (only seen if examined)
is a pair of silver candlesticks values
at about 20gp each.
(11) Ten feet into the hallway here lays the body
of a half-orc wearing no armor. An
arrow shaft protrudes from his back about
2". He has a belt pouch with a vial of
holy water (still intact) and 3 gold pieces.
The cause of his death is an arrow trap
located on the far wall about 4' above the
ground. A strip of trip bricks (as in area 9)
will trigger the arrow which will inflict
d6+1 points of damage and hit at +1.
(The arrows are non-magical and there are only
4 shots left). Aside from the arrow in the
half-orc, there are 5 other arrows (all broken,
but 1) laying about. The only unbroken arrow
is firmly planted in the door and will break
if retrieved. Note that this will prevent
opening the door casually more than halfway.
In the main area is another half-orc whose
head appears to be missing. The reason for
his death is an animated __OGRE SKELETON__
(AC7, Move 12", HD4, D1d6+2, hp 19).
The skeleton will attack any person other than
Ossa who enters this room.
The skeleton guards a large, iron, locked chest
in the SW corner. Inside are three fine silk
__tapestries__ worth 250 gold pieces for all three
(100, 100, & 50); one well-worn leather-bound
book (//Southern Legends of the Humans//);
two sacks with __82gp and 94sp__ respectively;
and two small __daggers__ (one of which is a __+1__).
The book is worthless and written in elvish.
The lock on the chest
can withstand 10 points of damage.
[ //Note: A deleted section of the text included a
second book (titled "The Pentepila") which
"gives a detailed map of the main dungeon level
(complete with most traps) and describes the
two entrances into the dungeon levels
through the pillars.// ]
(12) This room is empty but for a few fallen
bricks. Any loud noise or prolonged stay
will cause 2-12 __GIANT RATS__ (AC7, HD 1/2, Move 12"%%//%%6", D1-3 +
5% disease, hp - rollup) to come swarming
up the stairs. There is a 25% chance per
round of the rats attacking.
(13)-(20) (General) All of these rooms were guest areas
and other living quarters. Ossa, himself, lived
in room 20. All pillars are as in area (2).
The doors to all but rooms 15, 18, and 20
are easy to open. In each room is one
bed: 3'x6' and resting on a 2' high frame.
The mattress is simply a straw-stuffed
blanket. On top of that are two other
blankets. On the opposite wall from the bed
is a simple dresser with three drawers.
(13) This room is identical to (16) except for the half-orc.
(14) In the dresser here is a full set of clothing for
a female half-elf of 5'1" height. On the
bed is a female half-elf of 5'1" height with
a spear firmly planted through her remains
and into the bed.
(15) This room is entirely empty and the bed is intact.
(16) The drawers are empty and the bed is torn
apart in this room. On the floor in the
NW corner (behind the door) is a half-orc
skeleton (non-animated) with a dagger between
two of his ribs.
(17) In the dresser is a suit of leather armor for
a 6'3" human and a __long sword__ (non-magical). Around
the bed are five dead half-orcs and
one dead 6'3" human still clutching a
Battle Axe in his right hand and a mace
in his left. Under the bed is a small
wooden box with the following: a full suit
of clothing for the dead human, a dozen
darts, a tinderbox, 2 flasks of oil, 50' of
rope, and __14 gold pieces__.
However, there are two __LARGE SPIDERS__ in a
web in the SW corner (AC8, HD1+1, Move 6"*15",
D1 + poison at +2, hp 8, 4) who will rush to
attack any who enter this room.
(18) This room is the same as (16) except for a small
silver bowl below the bed valued at about
10gp.
(19) This room is identical to (16) except for a small
wooden box in the top drawer of the dresser.
Inside are three vials of liquid. The first
is a vial of holy water, the second a __potion
of healing__, and the third is a __Heroism potion__.
(20) This was the room of Ossa for a short period
of time and was not looted so it is
lavishly furnished. The bed is in perfect
condition and is stuffed with goose down
or some such soft material. The dresser is
full of __fine clothing__ valued at about 20gp
for the lot. In the 15' wide alcove is a
small desk (5' square) with a lantern (empty)
on it. Under the bed is a locked chest that
contains __243 gold pieces__ in a sack as well as
a __potion of healing__ wrapped in cloth. The
lock can withstand 20 hit points of damage
and each hit on the chest there is a 10%
chance that the vial will break. In another
small chest in the SE corner is a ring of
keys (8 in all) to the doors to room 13-20.
The secret door is set in the brick wall
and has a false brick which conceals a
latch.
(21) This small room is entirely empty except for
the remains of a broken wooden ladder which
used to extend from the trap door tunnel
in the ceiling to the floor. Any person falling
from above will sustain d6 points of damage.
The doors can withstand 20 points / lock and
30 points / hinge. In between the two locked
doors in the 25' hallway is a __ZOMBIES__
(AC8, HD2, Move 6", D1d8, hp 9) who will
attack any person (other than Ossa) who
enters here.
----
{{ PentepilaMap2.jpg?400|Second Level Map}}
(22) In this room are 12 __GIANT RATS__ (AC7, HD 1/2,
Move 12"%%//%%6", D1-3 + 5% disease, hp 4x4, 3x3, 3x2, 2x1)
who will attack any who enter this room.
Remember that any rats not in room (12) must be
subtracted from this number. The rat
tunnels are bare and are too small to
go through. In this room is a long (15')
table on the far wall with a large
pottery jar set on the east side. Inside
is a dagger on a sheath on top of
__93 silver pieces__.
[ //Margin note: "shattered pottery jar"// ]
The east door is stuck
while the west door is locked. The west door,
however, can only withstand 10 points of
damage on the lock and 10 on each of
the hinges.
(23) This long hallway is very dank and
stuffy. Around the corner (toward area (24))
is a __GRAY OOZE__ (AC8, HD3+3, Move 1",
D2d8 + corrosion, hp 15) who frequents area
(26).
[ //Margin note: "Dead Tizha in hall (acid kill)"// ]
Because of this, the door to area (26)
has a large portion of its lower half
gone. Every 5' on either side of the North-South
length of the hallway is mounted a weapon or armor
of some sort. They are as follows (from
South to North): On the west wall: Long sword;
Long sword; Morning Star; Studded Leather armor;
Plate mail; Long sword. On the east wall: Light
crossbow; Short bow; Military pick; long sword;
Large shield; Broad sword. All but the second
__long sword__ (which is +1) are non-magical and in
perfect condition. Both suits of armor fit half-elves (63").
(24) Guarding the inside of this room are 5 __SKELETONS__
(AC7, HD1, Move 12", D1d6, hp 7, 5, 4, 2x2) who
will attack all non elven / half-elven characters
who enter here.
[ //Margin note: "short swords"// ]
In the SW corner is a large,
locked, wooden chest with __43 platinum pieces__
as well as a __Know Alignment Clerical scroll__,
and two vials of holy water.
[ //Note: two healing potions were stricken from the description// ]
The lock can withstand 10 points
of damage and every hit will have a
5% chance per container to damage it. The
secret door in the SE corner is the same as
in area (20).
(25) Lying in a crumpled heap in the NE corner
of this room is OSSA himself. His body is
not at all decomposed. Instead, he had had
a Temporal Stasis spell cast on him and is
currently "frozen" in time. On his right hand
is a __gold ring__ valued at 50gp and
around his neck is a __jeweled medallion__
valued at 200gp. If any attempt is made
to touch him, however, a magic mouth
will appear above him and say, "No one is
to disturb Ossa, lest he be slain!" Also
here to guard the body are 4 half-orc __ZOMBIES__
commanded to attack anybody (AC8, HD2, Move 6",
D1d8, hp 15, 14, 12, 8). Next to Ossa is his spell
book. Unfortunately, it has been deliberately
destroyed (burnt mostly). Close examination
by a magic-user or Illusionist will reveal the
identity of the books remains. Note: If Ossa is somehow
awoken, he will serve the party for only a short period
of time and will desert at the first possibility.
(26) This room is full of many wooden barrels
that at one time held quite a bit of
food. There are thirty barrels arranged in
three rooms of ten along the north wall.
Numbering from the NW corner, they are:
1-8: Empty; 9: Wheat grain (inedible); 10-12:
Empty; 13: A very dead half-orc wearing
padded armor (he is 5'4" tall), a belt
pouch, and clutching a broad sword.
In his back is firmly planted a dagger
and his body is stuffed deep into the
barrel. In his belt pouch are __13 platinum
pieces__ and a __gem__ of 100gp value; 14-15: Empty;
16: Years old meat with a thick layer of
normal green mold on top; 17: Empty; 18: Stacks
of blankets (worthless); 19-27: Empty; 28: One dead
Tizha (5'2" tall) wearing loose rags and
carrying absolutely no treasure; 29-30: Empty.
In the center of the room is a large table
with several chairs set around it. There
is a pottery plate with a set of __silverware__
(valued at 5sp) here. In the SE corner of
this room is a female human wearing leather
armor (5'8") and also carrying a belt
pouch with a vial of holy water, a flask
of oil, and a tinderbox.
[ //Margin note: "valued at 20gp"// ]
[ //Note: A deleted section adds the following:
"__4 loose gold pieces__ and a shiny __golden ring__
which is actually a Protection ring +1."// ]
Around her left arm
is a large shield and there is a large
hole in her neck. She has no weapon.
(27) This hallway is the home of a __GIANT
POISONOUS SNAKE__ (AC5, HD4+2, Move 15",
D1-3 + poison, hp 23) who uses the tunnel
to make trips to the surface.
[ //Margin note: "Type B (3d6)" (which I
believe refers to the snake's poison)// ]
The tunnel
is about 5' in radius and extends nearly
400 yards before opening //(sic)// in a 5' diameter
entryway hidden in a fairly large (20')
clump of bushes to the NW. In the snake's
nest are several blankets and torn clothing
from some of the snake's victims. Mixed in with
all of this are two leather pouches containing
__18gp; 19sp; and 3cp__ in one and a broken glass
vial; a blank scroll [ //Note: It was a "Protection
from Undead" scroll, but that part was deleted// ];
and two __small agates__ valued at 15gp each. There
are eight bodies here (positions shown on the
map). Here is a brief description: 1) a male
human wearing torn leather armor and no weapons;
2) a male half-elf wearing padded armor (5'7")
and "sitting" on a long sword
[ //Margin note: "Through her (sic) back; out her (sic) chest (point up)"// ];
3) a male human
wearing only a robe with a leather pouch on his
belt (Inside is a flask of oil, some rags, and
a tinderbox); 4) a female human wearing only
a robe and clutching a dagger; 5) a male
half-elf with a broken long bow and eight
arrows in a quiver on his back; 6) a male
elf with a short bow and nine arrows (one of
which is silver tipped); 7 and 8) two dead Tizha.
The rubble to area (28) is about 6' high and
very sturdy. It could be climbed over easily,
but clearing it away would be next to impossible.
The tizha are afraid of the snake and will not come here.
(28) This room has three blood-stained bedrolls
in the SW corner. Two are spread out and have
__12gp__ and __3gp + 12sp__ respectively in a small
pouch connected. The third has a __25gp gem__
but must be unrolled to find it. The
remainder of the room contains a table
(empty) and six chairs. Every turn that the
party remains in this room thre is a 25%
chance that 1-4 Tizha from area (30) will enter here.
(29) This small room was used as a storage
area and has fourteen barrels and three
large, sealed, wooden crates. There is a 25%
chance that 1-4 Tizha will be here (from
area (33)). In the barrels are #1-#13: Empty;
#14: Fresh roots and other Tizha food. All
the crates have cloth in them and
weigh ~100# each. [ //Note: Deleted section:
"The cloth is worth ~50gp per crate."// ];
(30) [ //Margin Note: "See (31)!"// ]
8 __TIZHA__ (AC7, HD1+2, Move 9"(3"), D1-6,
hp 10, 4x8, 6, 5, 4) use this room as their
main living quarters. Strewn about the floor
are several bones (the remains of a human)
and quite a bit of other debris from normal
Tizha lifestyle (leaves, roots, dirt, etc.). By
searching carefully, the party will find a set
of good thieves' picks and tools and several
__gold, silver, and copper pieces__.
(31) This area is the same as above as per debris
and __gold, silver, and copper pieces__. There is a 25%
chance that 1 or 2 of the Tizha from above are here.
(32) Empty except for the debris as in areas (30), (31).
(33) 7 __TIZHA__ (AC7, HD1+2, Move 9"(3"), D1-6,
hp 10, 9, 8, 7, 3x5) use this area as their home.
Here are the remains of two human skeletons
(scattered around the area) as well as an
intact flask of oil; two daggers w/o scabbards;
and a blank scroll. There is also many __gold,
silver, and copper pieces__.
(34) Every 5 rounds in this area represents a 50%
chance that 1-3 __Tizha__ will come from areas
(35)-(37) and meet the party. At the point marked
(a) on the map is a small wooden chest that
contains __three +1 magic arrows__, a pouch with
__61 platinum pieces__, and two __magic-user scrolls:
Ventriloquism and Magic Missile__.
(35) There is a partially eaten half-orc here (wearing
destroyed Padded armor, yet wearing a belt
pouch with __44 gold pieces__). [ //Deleted text:
"There is a 25% chance that 1-2 __Tizha__ will be here
from area (36)."// ]
(36) 7 __TIZHA__ (AC7, HD1+2, Move 9"(3"), D1-6,
hp 8, 2x6, 2x5, 2x4) live here as in areas (30) and (33).
On the floor (amongst the debris) are
two broadswords (one of which is broken) and
a pouch with __7 platinum pieces__.
(37) In this area is a small chest with __4 gems__
in a leather pouch inside (valued at 100gp, 120gp, 100gp, and
10gp). [ //The first gem was originally listed as "5,000gp"
and the following description was deleted: "the big one is
a big, bright ruby"// ]
The chest is locked and 4 darts will
spring out at anybody who opens it ("to hit" as
a monster of 4 hit dice).
(END)
==== Ossa, the Perfect ====
^ OSSA, THE "PERFECT"/THAUMATURGIST((When first created, this NPC was given titles based on the AD&D PHB level descriptions for Cleric/5 and Magic-User/5. Due to a typo in the books (and ignorance on my part), he therefore became Ossa the "Perfect", instead of Ossa the "Prefect". Years later, though, it made a kind of sense due to his insanity -- and so I dropped "THAUMATURGIST" from the name and featured his new name in [[chosen1|"The Chosen" episode #1]])) ^^^
| Male Human | Chaotic Neutral | Human((Was "Half-Elf". Modified March 1986 for story purposes)) |
| Cleric/Magic-User | Level 5/5 | Deity: Isis |
| Strength | 12 | Height 5'6" |
| Intelligence | 17 | Weight 175# ((was "97#")) |
| Wisdom | 15 | Age 27 years ((was "59 years")) |
| Dexterity | 13 | |
| Constitution | 15 | Hit Points: 20 |
| Charisma | 11 | |
| Spells in Book | ||
| __First Level__ | __Second Level__ | __Third Level__ |
| //Charm Person// | //Audible Glamer// | //Explosive Runes// |
| //Comprehend Languages// | //ESP// | //Fly// |
| //Dancing Lights// | //Forget// | |
| //Enlarge// | //Invisibility// | |
| //Erase// | //Pyrotechnics// | |
| //Feather Fall// | //Ray of Enfeeblement// | |
| //Find Familiar// | //Shatter// | |
| //Friends// | //Wizard Lock// | |
| //Hold Portal// | //Magic Mouth// | |
| //Jump// | ||
| //Magic Missile// | ||
| //Mending// | ||
| //Shield// | ||
| //Ventriloquism// | ||
==== Treasure ====
//This list was hand-written after the session was originally run -- and is
included here only because I'm curious who "Kitty" was//
^ ^ ^ Sell ^
| Roy | Ranseur | 2 |
| (Kitty) | Studded armor -- Human 85" | 20 |
| | Leather backpacks, 2 | 2 |
| | Small belt pouch | 1 |
| Chris | 100' of Rope | -- |
| | Waterskins, 2 | 1 |
| Matt | 10 Iron Spikes | -- |
| Matt | Hammer | -- |
| Matt | Small locked Iron box w/Spell book: Push; Ventriloguism; Protection from Evil; Dancing Lights; Detect Magic; Read Magic | -- |
| Matt | Longsword +1 | -- |
| Matt | Large shield | -- |
| Roy | Long bow + 32 good arrows | -- |
| Roy | Small shield | 7.5 |
| | 2 unsheathed daggers | 2 |
| Matt | 2 unsheathed broadswords | 15 |
| | Leather backpack | -- |
| Chris | Tinderbox | .5 |
| Kitty | Gold ring (50gp) | 50 |
| Matt | Thieves' Picks & Tools | 15 |
^ ^ ^ 106 ^
\\ (<- No Previous Adventure) [[adventures|(Back to Adventures Index)]] ([[Telmore Island]]->)