One: The Sea Serpent
Proper Count is a short adventure for four 7th-level characters. The
party may consist of any mix of classes, but since the events here are
sequential with no built-in breaks for recuperation, a cleric may be very
useful. This scenario should prove a reasonable challenge for characters
from 6th to 8th level. The adventure is set on the eastern coast of the
Greyhawk campaign setting, but you could place it in almost any
area where coastal fishing villages abound. Print out the map from the
January Map-A-Week archive (the "Lighthouse"
Two coastal fishing
villages, Rolling Rocks and Hurmstown, have maintained a friendly rivalry
for several decades now. Every year, an impartial judge tallies the
annual catches for each town and awards the trophy -- a 2-foot-long
trident made of silver -- to the one with the higher total. The winning
village keeps the trident for most of the following year, then surrenders
it to the judge two weeks before the next award ceremony. The same trophy
has been in use since the tradition began.
Throughout the years,
the count has always been entrusted to the same individual: Perri Ultharn,
the gnome lighthouse keeper who lives on a nearby island. No one in
either village commands the same degree of trust and respect as he does,
and neither village has ever considered asking for a replacement. Perri
has always taken the task seriously, maintaining careful records of
the fish caught in each village on a daily basis. At the last moon of
the year, he spends two weeks checking through his records and totaling
the figures to determine the new winner. Once he is satisfied with the
results, Perri presents the trident to the winning village in a special
ceremony. Each village then holds a public gala -- the winners celebrate
their victory, and the losers simply take advantage of the chance to
This year, however,
there is a problem: Perri has not been seen for a week. Worse still,
a large serpent has been sighted lurking in the waters near the lighthouse,
where the gnome lives alone. The villagers fear that the serpent attacked
Perri while he was in his longboat running errands -- or perhaps it
even reached up from the sea and dragged him right out of his lighthouse.
has advanced anyone brave enough to take a boat into the serpent-infested
waters. Nevertheless, all the villagers agree that someone must visit
the lighthouse and discover Perri's fate. As concerned as they are about
the competition, they are even more concerned about Perri.
Hooking the Characters
Any time the characters
are traveling along a coastline, they have an opportunity to visit either
Rolling Rocks or Hurmstown. The fate of Perri is the only thing the
villagers want to talk about, so anyone who so much as passes though
either settlement surely will hear of the matter. Still, the PCs may
need further encouragement to become involved. Here are some hooks the
DM can use to get the characters interested.
- Perri is far more
than a simple lighthouse keeper, though the villagers are not aware
of this. Outside immediate area, the gnome is known as Golgor Gilliam
-- an alchemist who has developed a few key innovations in his field.
Perri has thus far kept his alchemical knowledge secret from the villagers
for reasons of his own, which could lead into another adventure of the
DM's design. In any case, the PCs might be after one of Gilliam's secrets
for themselves, or someone might have hired them to find it. A sage
they consulted in their research referred them to "a gnome who
lives in a lighthouse," and directed them to this area.
- Word of a serpent
molesting fishing villages has spread quickly. Whether or not Perri's
name is on everyone's lips, the words "killer serpent" certainly
are, especially in the nearby ports and coastal towns. Naturally, the
magnitude of the serpent's exploits has increased with distance from
the two villages. In some outlying areas, the mysterious marauder has
become a giant kraken that swallowed a lighthouse with a family of ten
inside it. Giant monsters usually attract adventurers, but if that alone
doesn't do it, a merchant from one of these towns might hire the PCs
to get fish production going again. Alternatively, a sage or wizard
who has heard the stories about the serpent and wants to secure its
eye for a spell might employ the PCs to find and slay the beast.
- The two villages
supply a nearby larger town, which happens to be the PCs' current base,
with fish. The supply of fish has recently dried up because the fisherfolk
of Rolling Rock and Hurmstown are afraid to take to the water, and the
townsfolk here want it restored. One of the local merchants or town
officials hires the adventurers to investigate and resolve the problem.
- Perri is known
far and wide as an alchemist who undertakes simple work for passing
adventurers. The PCs have need of such a person to identify a mysterious
potion or perform some other routine service.
Rolling Rock and
Once the PCs decide
to visit the fishing villages, it is up to the DM to decide which one
they enter first. Each has about 500 people and a gp limit of 200.
The DM may stage
the encounter in which the PCs learn about Perri, the yearly contest,
and the serpent as desired. The villagers are open, honest, and willing
to divulge whatever they know. This includes the following:
- The last time anyone
saw Perri was seven days ago. He usually makes a trip into one village
or the other every day or so to get the fish counts and run errands.
- A villager or sailor
has noticed that the light in the lighthouse has been on even during
the day for the past week.
- The serpent has
been seen several times by frustrated villagers gazing out into the
water, but no villager has dared to venture out far enough to get a
good look at it. It is not, however, as large as tales in other towns
have painted it.
- The mayors of both
villages want to accompany the PCs out to the lighthouse. Each is concerned
for Perri, as well as for the trophy and the outcome of the competition.
do not recognize the name Golgor Gilliam, nor do they know anything
about an alchemist, gnomish or otherwise, in these parts.
Encounter 1: Going
to the Lighthouse
Once the PCs are
interested in investigating the lighthouse, the DM should let them arrange
for transportation to the island as desired. Unless any of them are
experienced sailors, their best bet would be to hire a villager to take
them there by boat. A magical trap Perri has placed upon the lighthouse
makes it difficult for anyone to reach it via magical flight (see The
As the characters
approach the island, read or paraphrase the following text:
As you approach
the tiny island, you can see why sailors would be nervous about
coming out to visit Perri -- even without the threat of a sea monster.
The water is choppy, and the waves are up to 3 feet high. The wind
gusts erratically, making any boat trip a treacherous one.
is clearly visible and its light is on, though it seems to twinkle
and blink more than it ought to. The island is little more than
rocks sticking up out of the ocean, and lighthouse sits atop a very
small outcropping that has barely enough surface to support it.
Most lighthouses have an adjoining house for the lighthouse keeper,
but there is not enough room for that here. A spindly dock juts
from a rocky inlet on the tiny island, but no boat is tied there
If the PCs have
enlisted a villager to take them to the island, no skill check is required
for navigating the choppy waters. If they have taken out a boat by themselves,
navigating it to the lighthouse requires a successful Profession (sailor)
skill check (DC 15). Failure means the boat overturns and dumps the
PCs into the cold water about 250 feet from the island. In this case,
each character must make a successful Swim check (DC 15, with a -1 penalty
for each 5 lbs. of gear carried) to swim one-quarter normal speed as
a move-equivalent action, or one-half normal speed as a full-round action.
Any character who fails a Swim check by less than 5 makes no progress
that round. Failure by 5 or more means the character begins to drown
(see Dungeon Master's Guide,
for drowning rules). A new check is required each round.
Any PC who tries
to approach the lighthouse via magical flight quickly discovers the
secret of the twinkling light (see The Cliffhanger, below). Any
PC who falls victim to this effect also lands in the water.
If someone falls
in the water, the "sea serpent" believed to have swallowed
Perri attacks immediately. (Otherwise, this attack occurs when the boat
comes within 200 feet of the island, or at the DM's discretion.) In
fact, however, there are two creatures rather than one, and they are
not serpents at all, but tojanidas -- intelligent but hungry beings
native to the elemental plane of water. It was the clawed appendage
protruding from the upper body of each creature that the villagers mistook
for the head of a serpent.
(2): hp 55, 45; see Monster
The two tojanidas
came through a gate deep in the ocean floor some years ago. Pleased
with the environment, they have been living there ever since. The scent
of their favorite delicacy, green octopus, is what has drawn them here
now. In fact, there are no such creatures in the area -- the smell is
the result of a failed alchemical experiment that Perri performed recently.
Nevertheless, the tojanidas believe their quarry is here, and they intend
to remain in the area until they find the elusive octopus nest. At that
point, they will fight one another for possession of it. They are perfectly
happy, however, to eat PCs while waiting for their desired food.
PCs in the water
have a -1 circumstance penalty on all their attacks. If the tojanidas
attack characters in the boat, it capsizes if there is no villager piloting
it; otherwise it stays afloat throughout the battle.
If the characters
get the upper hand in this fight, the tojanidas flee far enough to watch
the area, taking cover in some underwater rock formations. There they
nurse their wounds and wait for the PCs to leave so they can resume
Should the PCs manage
to speak with the tojanidas in Aquan, the two creatures deny having
eaten, or even seen, the lighthouse keeper. However, they make no promises
regarding the fate of any potential food that comes their way from either
the island or the mainland.
As the PCs get closer
to the lighthouse, they may discover something unusual about its beam:
It is a dispel magic ray. The main mirror in the lighthouse is
slowly turning, but additional mirrors in the light room reflect parts
of the main ray in various directions. (This is the source of the twinkles
noted earlier.) The rays cover the vertical distance from the water's
surface to the top of the lighthouse and the horizontal distance from
10 feet beyond its base to 200 feet out in all directions. As soon as
a PC comes within 200 feet of the structure, he or she is struck by
one of the dispelling rays. Thereafter, as long as the group stays within
range, a ray strikes a randomly determined character once per round
until the party reaches the island.
magic ray (acts as a targeted dispel magic of 10th-level
effectiveness). Affects one random creature within 200 feet of the lighthouse
The origin of this
strange ray is known only to Perri, and the characters have yet to discover
his fate. . . .
Two: Boiling Over
In the previous
installment, the PCs learned about the mysterious disappearance of Perri,
a reclusive gnome who lives in a lighthouse. The local villagers feared
that the sea serpent they had seen lately in the waters near the shore
might have eaten him. On their way to the lighthouse, the PCs encountered
this "sea serpent," which turned out to be a pair of tojanidas
in pursuit of their favorite food. With that threat neutralized, the
PCs are now in a position to investigate the lighthouse and find out
why a dispel magic ray issues from its giant mirror.
The lighthouse is
well maintained and looks like it even has a fresh coat of paint. (In
fact it does, as Perri paints it just prior to the celebration every
year.) The structure consists of four levels connected by a central
spiral staircase. The exterior walls are stone, but the interior walls,
floors, and ceilings (all 7 feet high) are made of wood. Unless otherwise
noted, the doors within the lighthouse are made of stout wood (hardness
5, 20hp, DC 23 to break open). The lighthouse is lit throughout with
continual flame torches.
Once they reach
the island, the PCs can tie up their boat at the spindly dock and clamber
up the narrow path through the rocks to the entrance -- a door that
opens onto Area 13. Since the map numbers the rooms from the
top down, but the PCs are likely to explore the lighthouse from the
bottom up, the descriptions of the rooms are presented in reverse order.
Perri uses this
room to store both food and supplies for maintaining the lighthouse.
Several buckets lined with dried white paint are stacked along one wall
-- more evidence that he has recently painted the exterior of the building.
The most valuable item in this chamber is a 2-foot-diameter concave
mirror made of highly polished silver, which is worth 10,000 gp. This
item is securely packed in a small, unlabeled shipping crate. Any PC
who makes a successful Search check (DC 20) discovers the crate containing
This chamber is
where Perri stores his all-weather gear, including the jacket and boots
he always puts on before setting out in his boat. All of his gear is
still here, implying that Perri either has not left his lighthouse,
or has done so without putting on the proper clothes.
This room is
a well appointed waiting area furnished with plush chairs and nice
wooden tables, as well as an ornate coal stove for heat. The room
is quite cold, as the stove is not lit. On one of the tables are
various unused smoking tools, including cigar cutters and the like.
Perri receives all
his visitors in this chamber. Either or both of the village mayors,
if present, inform the PCs that this is where Perri accepts the silver
trident each year prior to beginning the count. As the gnome has always
been reclusive and somewhat mysterious, he has never invited villagers
into any other room in the lighthouse.
In this small
dining room stands a cabinet filled with fine china, plus four chairs
and a small, but very nice table.
In one of the drawers
of the china cabinet is a set of silverware worth 15 gp. This silver
is an heirloom passed down through Perri's family for generations. If
Perri survives the adventure and discovers any of it missing, he assumes
that the PCs have taken it and refuses to have any future dealings with
them unless they can prove otherwise. Returning the silver after the
fact does not alter his attitude.
Two ovens dominate
this large room, which is obviously the kitchen. Over a firepit
in the center of the room hangs a large iron kettle supported by
a wrought-iron tripod. Though there is no fire in the pit now, something
dark and yellow apparently boiled over from the kettle recently,
because a mass of thick goo hangs over the kettle's lip. After a
moment, you realize that despite the lack of a fire, the boilover
is still going on -- the yellow goo is pouring out of the cold kettle
and onto the floor.
is actually an ochre jelly that is oozing out of the kettle it now calls
home to attack the party.
hp 66; see Monster Manual
Once the PCs defeat
the ochre jelly, they can examine the chamber. At the bottom of the
kettle is a signet ring that any villager present recognizes as Perri's.
Any character who specifically looks in the kettle finds it automatically;
otherwise it can be found with a successful Search check (DC 10) of
The ring is a valued
personal possession of Perri's, and as such it grants a +8 bonus on
Scry checks for anyone who attempts to find the gnome with a scrying
spell. On a successful attempt, the sensor reveals only pitch darkness
and the sound of breathing. If the caster also employs darkvision,
he or she can see that Perri is alive and unharmed, but confined in
a very close, dark space. A few additional minutes of scrying
reveal that he's hiding in what seems to be a large trunk and looks
very afraid. He doesn't have any weapons with him and the trunk is otherwise
In the previous
installments, the PCs learned about the mysterious disappearance of
Perri, a reclusive gnome who lives in a lighthouse. The local villagers
feared that the sea serpent they had seen lately in the waters near
the shore might have eaten him. On their way to the lighthouse, the
PCs encountered this "sea serpent," which turned out to be
a pair of tojanidas in pursuit of their favorite food. After defeating
the creatures, the PCs entered Perri's home, a lighthouse that emits
a strange dispelling ray. There they battled an ochre jelly and discovered
a clue to Perri's whereabouts. In this episode, the PCs continue to
explore the lighthouse, hoping to rescue Perri from whatever it is that
high with stacks of ledgers dominate this room. Hugging the outer
wall are curved bookcases filled to capacity with books and ledgers.
This is Perri's
record room, where he conducts the official fish counts for the annual
judging. Any villagers who have come here with the PCs are very interested
in finding this year's ledger. A successful Search check (DC 15) is
required to locate the correct book.
The ledger reveals
that the count is not yet complete, and that the two villages were roughly
equivalent in fish production at the point where Perri left off. If
members of both villages are present, they immediately begin arguing
about which village is winning. If the PCs leave them alone here, the
dispute escalates from words to blows. The DM should determine randomly
which villager is victorious in a fistfight, should the PCs fail to
Perri keeps the
trident trophy here, in an unlocked glass cabinet trimmed with fine
wood. The trident is 2 feet long and made of silver, with ornamentation
that resembles waves. It is worth 5,000 gp on the open market, though
its reputation and significance would make selling it in this area extremely
The room also contains
the records of all previous competitions and the fish counts for each.
Any character wishing to examine the records carefully may attempt a
Search check (DC 15) to discover two interesting facts. One is that
Hurmstown has won the trident more often than Rolling Rocks; the other
is that the overall catches in both villages have been decreasing over
the past few years. (The DM is free to decide the reason for the decline
in fish population and use it as a hook for future adventures.)
One of Perri's hobbies
is carpentry, and he has built most of the furniture in the lighthouse
himself. This room is his workshop, where he stores his woodworking
tools and supplies as well as his unfinished projects, which include
tables, chairs, cabinets, and curved bookshelves. All of these items
are small enough to be used effectively by a gnome. A successful Craft
(carpentry) skill check (DC 10) reveals that Perri works only in very
expensive woods and has masterwork tools. The items he's built are likewise
of high quality.
A successful Search
check (DC 15) reveals a book under a pile of discarded wood scraps.
This volume is a treatise on building wooden siege engines. A quick
perusal of the notes Perri has scribbled in the margins reveals that
he must have been trying to figure out a method of defending his lighthouse
from siege engines. This is a curious notion, since no siege engine
the PCs have ever heard of has enough range to threaten the lighthouse
from the shore, and no one knows of a siege engine that can be mounted
on a boat.
A second successful
Search check (DC 20) reveals a hand crossbow, apparently discarded,
in the northeast corner of the room. It is loaded with a bolt tipped
with poison -- the result of one of Perri's early experiments as an
alchemist. The mixture is functionally equivalent to sassone leaf residue
(contact poison DC 16, initial damage 2d12 hp, secondary damage 1d6
Con). Though this weapon is an unusual one for a gnome to own, Perri
purchased it with the intention of using it as part of an elaborate
trap for this room. Eventually, however, he decided against that and
forgot about the whole idea. The hand crossbow is the only actual weapon
in the lighthouse, but Perri didn't have time to get to it before the
events that resulted in his disappearance.
On a small table
in the center of this room stands a wooden scale model of Perri's
lighthouse, complete with the small bit of land upon which it rests.
A tiny longboat is tied to the dock outside it. Around the model
are a dozen or so maps, all spread out.
The maps depict
the Duchy of Urnst. In addition to major geographic features, they detail
the locations of the duchy's various natural resources and the wildlife,
including monsters, near each resource. The notes that Perri has scribbled
on the maps indicate that he was planning a trip to secure all manner
of woods and ores from the duchy. The documents are not dated, so there
is no indication of whether this was a trip he was planning to take
in the future, or one that he took years ago. A successful Knowledge
(local) check (DC 20) shows that some of the maps are quite old and
incorrect in spots, while others are brand new and very accurate.
This room is another
of Perri's libraries, complete with curved wooden shelves along the
outer wall. The books here cover many topics, but one common theme among
them is the history of the land that is now called the Duchy of Urnst.
These volumes contain considerable detail about the area's history,
and some even advance theories on how it was first settled by intelligent
beings thousands of years ago.
The room's other
furnishings consist of a single chair and a table stacked with books
and notes about political figures of the kingdom.
A successful Search
check (DC 20) of the books and notes on the table reveals that Perri
was very interested in a sorcerer named Silas Enger -- a human who served
as a war mage during some of the duchy's many battles. Detailed perusal
of Perri's notes makes it clear that the gnome was trying not only to
trace the origins of this Silas, but also to determine his ultimate
fate. Not one of the books or documents here makes any mention of his
death. . . .
Four: Final Reflections
In the previous
installments, the PCs learned about the mysterious disappearance of
Perri, a reclusive gnome who lives in a lighthouse. On their way to
the lighthouse, they encountered the "sea serpent" the villagers
had seen, which turned out to be a pair of tojanidas in pursuit of their
favorite food. After defeating the creatures, the PCs entered Perri's
home, a lighthouse that emits a strange dispelling ray. There they battled
an ochre jelly and discovered a clue to Perri's whereabouts. Further
investigation revealed that Perri was researching a powerful mage, though
the reason remained a mystery. In this installment, the PCs find Perri
and discover whether the ancient war mage Silas Enger is actually dead.
A terrible smell
greets you as you open the door to this area. Only alchemy could
generate such foul odors, and the array of glass tubes, containers,
and small, controlled fires in the chamber attests that this alchemical
lab is quite active.
This is Perri's
alchemical lab. In this room he concocts his elixers and identifies
potions for passing adventurers. A successful Search check (DC 15) reveals
five magic potions: fire breath, heroism, lesser restoration, reduce
and sneaking. Any character whose Search check result is
20 or better also finds a broken beaker labeled "Danger! Ooze!
Do Not Break!"
Even to those skilled
in alchemy or the magic arts, it is unclear what Perri was working on
when he last left the lab.
in this room has been smashed beyond recognition. Bits of wood,
glass, and stone are scattered throughout the chamber.
A successful Search
check (DC 20) reveals footprints through the rubble. A character with
the Track feat can follow these prints with a successful Wilderness
Lore check (DC 22). They lead to Area 3.
Six large iron
chests hug the curved outer wall of this chamber. A seventh chest
stands in the center of the room. Hunched over it, manipulating
the lock, is a hooded man with leathery, white wings protruding
from tailored holes in a large gray cloak. He has smooth, cream-colored
skin, bare feet, and a strange, almost peachlike odor about him.
At your intrusion, he stops what he was doing and turns to face
The man is the lost
sorcerer Silas Enger, now dreadfully transformed into a half-fiend/half-medusa.
Years ago, as an up-and-coming power in the Duchy of Urnst, the young
human decided to make a bid for rulership. Deciding that he needed extra
personal might to pull it off, he made a secret pact with a devil for
support. But he was betrayed, and the devil took his due, laying upon
Silas a dreadful curse that transformed him into his current form and
stripped him of his sorcerer abilities. Upon learning of Perri's investigations,
he came to the lighthouse to find out why the gnome was so interested
in him and whether, as an exceptionally talented alchemist, he might
be able to help Silas regain his sorcerer abilities.
Perri saw Silas
flying toward the lighthouse and, having no means to escape, cast dispel
magic into the light room, hoping to deter or delay the monster's
approach. Then he hid in one of the chests in this chamber.
Silas had tracked
Perri here and was about to open the chest when the PCs arrived. Not
wanting to let anything jeopardize his capture of Perri, Silas attacked
Half-Fiend/Half-Medusa: CR 10; Medium-size Outsider; HD 7d8+14;
hp 50; Init +4; Spd 30 ft., fly 30 ft. (average); AC 18 (touch 14, flat-footed
14); Atk +9 melee (1d4+2, 2 claws) and +4 melee (1d6+1, bite) and +6
melee (1d4+1 and poison, snakes); or +11/+6 ranged (1d6/x3, shortbow);
SA petrifying gaze, poison, spell-like abilities; SQ darkvision 60 ft.,
acid, cold, electricity, and fire resistance 20, poison immunity; AL
LE; SV Fort +4, Ref +9, Will +6; Str 14, Dex 19, Con 14, Int 16, Wis
13, Cha 17.
Bluff +13, Diplomacy +11, Disguise +13, Intimidate +5, Knowledge (local)
+8, Listen +6, Move Silently +13, Sense Motive +6, Spot +11. Feats:
Point Blank Shot, Precise Shot, Weapon Finesse (snakes).
SA -- Petrifying
gaze (Su): turn to stone permanently, 30 feet, Fortitude save (DC 16).
SA -- Poison (Ex):
from snakes, Fortitude save (DC 15), initial damage 1d6 temporary Strength,
secondary damage 2d6 temporary Strength.
SA -- Spell-like
Abilities: 3/day -- darkness, poison, 1/day -- desecrate,
unholy blight (both as 7th-level cleric).
Cloak of minor displacement (specially fitted to allow wing function),
ring of counterspells (hold monster), ring of evasion,
shortbow, 10 arrows.
Silas tries to turn as many PCs as he can to stone before joining melee,
and he uses his gaze attack during battle as well. If he fails to turn
half the PCs into stone and sustains more than 35 points of damage,
he attempts to flee.
The chest that Silas was trying to open is the one that contains Perri.
The other six chests contain coins and gems worth 30,000 gp collectively.
Each is locked with a sturdy iron lock (pick DC 20; hardness 15, 25
The main feature
of this area is a stairway leading up to the mirrors of the lighthouse
Atop the lighthouse
is a fantastic array of mirrors and large crystal lenses. A 2-foot-diameter
silver mirror with a continual flame torch at its center
dominates the array. Another magical aura visibly crisscrosses the
array and is reflected in seemingly random directions as the assembly
slowly turns. This aura becomes invisible outside the glass case
of the lighthouse.
The lighthouse uses
a magical silver mirror to project its continual flame light,
as well as the dispel magic ray that affected the PCs on their
way to the lighthouse. Using his alchemical expertise, Perri has coated
the mirrors with a material capable of catching, reflecting, and projecting
specific magical energy -- in this case, dispel magic and light
effects. He has made the development of this material his life's work,
but thus far, light and dispel magic are the only two
spells for which Perri has perfected a coating.
The Proper Count
Once Perri is safe,
he dismantles his light room assembly and uses the silver mirror he
has packed away (in Area 15) instead, believing that the magical
array was what attracted Silas in the first place. Then he completes
the count and awards the trident to the appropriate village (DM's choice).
Regardless of which one wins, both villages treat the PCs as honored
guests from now on. The two mayors invite the characters to return for
next year's competition, which promises to be as every bit as exciting
as this year's.
There are a number
of areas the DM can exploit for future adventures.
- Perri Ultharn,
the reclusive gnome alchemist and spellcaster, can become a recurring
character in an ongoing campaign.
- If Silas Enger
got away, he will certainly attempt to harass Perri again -- undoubtedly
using a new tactic to do so. He also has a grudge against the PCs and
may decide to harm them in some way in the future.
- After Perri dismantles
the mirror assembly, what becomes of it and the alchemical secrets it
represents? Right now, only the PCs, Perri, and Silas know its true
capability. If the secret of the mirror gets out, will that threaten
Perri or the villages?
- The PCs might think
of a use for the magic mirror in the future, perhaps to help them out
of a tight spot. Perri might be willing to lend it to them -- but at
About the Author
is a former Assistant Editor for Dragon magazine.
his various campaigns, he has developed a loyal following of players
and an exceptional talent for surprise endings.