Almaric's Tale

Almaric’s Tale - Homeward Bound

After catching his breath, Almaric sorts through his equipment and checks over the other items he acquired from the campsite. After noting that nothing appears missing or damaged, he repacks his kit and sets off back for the Travelling Man, mindful that Tar-Gallin could still be hiding somewhere close by.


Not long after passing through the first crossroads and on the way to the next, Almaric is suddenly confronted with a burst of activity from the bushy undergrowth he is just passing.

[/OOC Surprise rolls: Almaric (3), Boar (6). Neither is surprised. Reaction roll for Boar (11), Indifferent/Uncertain]

He finds himself in the presence of a boar that is clearly a little unsure as to what to make of Almaric, but showing no signs of immediate violence. The animal snuffles at him and then at the ground around it. The beast is big, although not overly so, and would make some excellent eating if he were inclined to try his luck. However, he is currently not in any danger so he may want to just leave things alone for now…

[/OOC: You are not currently engaged in combat. You have gained: Thieves Tools, 34pp, 68gp, Silver Necklace, Silver Ring with Opal inset, 4 bloodstones and a ‘Skin Map’. Almaric is injured. He is on 6 of 9 Hit Points. Almaric still has MIGHT, LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - The Bored Boar

Slowly backing away from the boar, Almaric considers taking the creature on. However, since he is injured, he will have to be careful.

Setting his pack down, Almaric looks for a tree to climb, that will allow him to shoot the boar without it being able to get to him. However, as he is scanning for a suitable tree, the boar takes the decision out of his hands and with a snorting grunt, moves off across the path and into the thick undergrowth, quickly vanishing from sight.

Not quite sure if he is disappointed or relieved, Almaric picks up his pack and resumes his journey back to the Travelling Man. This time nothing interrupts his travels and he is back in the inn before the afternoon is done.

[/OOC: Almaric is injured. He is on 6 of 9 Hit Points. Almaric still has MIGHT, LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Back at the Travelling Man

Once back at the inn, Almaric unloads his loot into the chest and puts the skin map out to dry.

Going down for an evening meal, Almaric talks to Hugo and asks about Sages in the area and does he have any parchments he could have. Hugo informs him that they get an occasional Sage travelling through once in a while but that there are none living anywhere in the near vicinity. Since Sages tend to have speciality areas of interest, the chances of one such travelling scholar having an interest in maps would be very slim indeed. Hugo suggests that the capital city, Dolmvay, might be his only real chance to find such a person since it has a renowned mapmaker named Dyson and the famous Houses of Learning. The city lies almost a week in the wrong direction. Hugo is however, able to provide Almaric with an inkpot, quill and sheet of parchment.

Almaric then spends the rest of the evening copying the map onto parchment. Although he has basic map-making skills, Almaric cannot read any of the annotations that are on the map so the topography may be more or less accurate but the writing is going to be problematic since it is not made up of regular letters but rather a strange mixture of symbols, shapes and stylised letters. He does his best and produces something that he thinks he could follow, given his understanding of the woodlands he has been exploring.

Knowing that whatever else he decides to do, he will need to be healthy. To that end, he elects to spend a full day resting and tending his wounds.

[/OOC Almaric heals for (2+1)=3 HP]

Over the course of his resting at the inn, Almaric goes over what he has learned and experienced so far. He knows that Har-Assad is searching for some kind of dragon treasure containing a famous green gem. He also knows that according to what Tar-Gallin told him, backed up by what he learned from Seb and could decipher from the map, the mage was on the verge of finding it, assuming he has not already done so in the time that Almaric has had to recuperate. Even without being able to read the writing on the map, Almaric thinks he could probably follow the wizard’s progress.

[/OOC Almaric earns 844XP (including bonus, but NOT using the Automatic Success bonus card) - this gives him a total of 2,673XP and he is now a 2nd level Fighter. His Saves and Attack Throw have changed and he has gained more Hit Points (+1d8)]

Two days after arriving back at the inn, Almaric awakes feeling fully healed and filled with a new-found vigour. The thought of further adventure adding a slight spring to his step.

[/OOC: Give me a HP roll for your new level (1d8). Almaric is uninjured and has gained a level of experience. Almaric still has MIGHT, LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - In search of the Wizard, again

[/OOC A HP gain roll of (1)… OUCH! At least it gets doubled by his CON bonus!]

Feeling confident, Almaric packs his gear and decides to go back to see if he can find the Dragon’s treasure, or at least take care of some more brigands and possibly a brutal Wizard.

After bidding Hugo and Osgar farewell, the latter with a couple of apples, Almaric walks back to the forest.


Before going to the lake, he decides to travel a path he missed on the last two occasions. This time he continues on southwards at the second set of crossroads.

The path takes a big loop east before continuing south again. Almaric hears the gurgling sounds of the stream not far up the path. But of more interest is the collapsed form of a cottage that comes into view. The ruins are clearly very old and weather-worn. The roof has collapsed and what little stonework remains upright looks very unsteady. This pitiful collection of rubble gave up all pretence of being a building long ago. It’s stone husk has been picked clean by whatever passes for intelligent scavengers in these parts.

Moving around the cottage and making sure to stay concealed in the forest, Almaric can see the stream runs directly behind the building. The cottage appears in total ruin and no movement is evident inside its walls. On the south side of the stream, the heavy green fog forms the same familiar twenty feet high wall running east and west as far as he can see. The fog does not seem to move at all, it’s almost as if it has been there for ages. Almaric notices birds avoid entering the fog as they flutter from tree to tree.

[/OOC: Almaric is uninjured. Almaric still has MIGHT, LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - The Collapsed Cottage

Almaric readies his sword and shield, not trusting that the ruins are empty. Picking up a stone, he throws it in amongst the ruins to see if it will gain a response.

With the exception of dislodging a little more unsafe stonework, the missile has little effect. Moving forward, Almaric examines the ruins for anything that scavengers may have missed, including perhaps a trapdoor to a cellar.

A brief search of the collapsed interior confirms that the building is a total ruin, although by the looks of it, the last of the damage was caused only a day or so ago. Whilst scanning the dirt floor for any signs of a trapdoor or hidden cache, Almaric discovers a few boot prints. Some appear human-sized but one set in particular gets his attention - they are almost fifteen inches long and seem to have been made by boots that have had the front cut off to accommodate the big, gnarly toes that clearly poke out the end. Even though he is not a tracker, Almaric thinks it a safe bet that these belong to that Ogre he saw a while back. Other than the tracks, the ruins are bare and empty.

[/OOC: Almaric is uninjured. Almaric still has MIGHT, LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Once more unto the beach…

Leaving the ruins, Almaric heads back up to the crossroads and then west to the final crossway where he continues on west and south down to the abandoned canoe by the lake.

This time, making sure his pack is well fastened, he wades into the water and dives down just before getting to the fog wall.

Upon surfacing, he takes a look around to see if there are any signs of the Wizard or his hirelings before wading ashore. Seeing none, he emerges from the lake and begins tipping the water out of his belongings on the shoreline. Once done, he heads off south to the burned-out tower near the cobbled path and platform. All of the bodies, kobold and human, are absent. There is no sign of any graves but there is evidence that the tower has been re-ransacked. Not wishing to waste any more time on the ruins, Almaric steps on to the road and strikes out east.

The road rises and falls with the topography and twists and turns just enough that Almaric can never see more than a hundred yards to his front. Massive trees, gnarled by hundreds of years of growth flank the road and restrict his vision. The forest seems more ancient here and something dark and sinister claws at his mind. He feels as though he does not belong here, but his curiosity is winning the battle over fear. Coming around a particularly sharp turn, Almaric sees six men in what appears to be a heated argument. The men notice his approach and weapons are drawn in a flash. Five of the men carry swords and armour. The sixth man, clearly from the east, wears colourful red and purple robes. The largest of the bandits slashes at the wizard, but his strike only cuts the wizard’s robes. The wizard runs eastward, while the brigands turn their attention to Almaric. They charge.

[/OOC No surprise as both sides saw each other at roughly the same time. Initiatives for Round 1: Almaric (17+1)=18, Bandit #1 (8), Bandit #2 (16), Bandit #3 (7), Bandit #4 (13) and Bandit #5 (6)]

Almaric thinks about shooting at the fleeing Wizard but that would leave him without his shield and amongst five thugs. Instead he opts to move up and engage the bandits using his sword and shield.

[/OOC Almaric attempts to hit Bandit #2 (the closest). He needs a 6+ and rolls, (16)-**(Bandit AC)=HIT
Damage from longsword, (4)+STR mod.(2)+Fighter mod.(1)+Sword mod.(1)=8 HP. KILLSHOT]

Moving quickly up to the lead villain, Almaric’s head to hip slash leaves the man sprawling on the road as he deftly spins around and into the man behind…

[/OOC Almaric attempts a CLEAVE attack on the next bandit (#4). Again, he needs a 6+ and rolls, (17)-**(Bandit AC)=HIT
Damage from longsword, (4)+STR mod.(2)+Fighter mod.(1)+Sword mod.(1)=8 HP. DOUBLE-KILLSHOT!!]

…who falls under a ferocious follow-through blow. Almaric takes one final step forward and lunges at a chain-clad bandit…

[/OOC Since Almaric has gained a level, he can make up to two CLEAVE attack attempts each round. This one is directed at Bandit #1. Yet again, he needs a 6+ and rolls, (12)-**(Bandit AC)=HIT
Damage from longsword, (1)+STR mod.(2)+Fighter mod.(1)+Sword mod.(1)+MIGHT bonus card(1)=6 HP. TRIPLE-KILLSHOT!!!]

…who runs himself fully on to the extended blade, eyes wide with shock. The dead bandit slips to the ground just as the remnants of his crew gather their wits.

[/OOC Having seen over half of their number die in a single round, the bandits must make a morale check at -2. They roll (8)-2=6… Fight on!]

The leather armoured Bandit stabs at Almaric with his shortsword…

[/OOC Bandit #3 attacks Almaric. He rolls, (19)-Almaric’s AC(7)=12. HIT
Damage from short sword, (4+1)=5 HP]

Caught momentarily off-guard, Almaric takes a deep cut to his right shoulder. The mailed Bandit sees this as a possible chance to rid themselves of this dangerous foe and slashes his longsword at Almaric…

[/OOC Bandit #5 attacks Almaric. He rolls, (13)-Almaric’s AC(7)=6. MISS]

…but this time the young warrior is ready and easily blocks the blow.

Almaric and the two remaining bandits square off against each other. The Wizard vanishes over a rise along the road.

[/OOC: Almaric is injured, he has lost 5 of his 11 HP. Almaric has used his MIGHT bonus, but still has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Fighting the Road Brigands (round 2)

Fighting on, Almaric ignores the pain from his wound and throws everything into his attacks against the last two brigands.

[/OOC Initiatives for Round 2: Almaric (11+1)=12, Bandit #3 (10), and Bandit #5 (10)]

The two bandits act almost as one, but our hero’s blade is the fastest off the mark.

[/OOC Almaric attempts to hit Bandit #3. He needs a 6+ and rolls, (9)-**(Bandit AC)=HIT
Damage from longsword, (5)+STR mod.(2)+Fighter mod.(1)+Sword mod.(1)=9 HP. KILLSHOT]

Almaric’s sword-tip leaves a crimson spurting gash across the neck of the leather-clad bandit as he grabs in futility at his ruined throat. With a quick roll of his wrist, Almaric send the reverse stroke whistling at his remaining enemy…

[/OOC Almaric attempts a CLEAVE attack on the last bandit (#5). Again, he needs a 6+ and rolls, (14)-**(Bandit AC)=HIT
Damage from longsword, (8)+STR mod.(2)+Fighter mod.(1)+Sword mod.(1)=12 HP. MAX-DAMAGE DOUBLE-KILLSHOT!!]

…who foolishly weaved when he should have bobbed. The razor sharp edge of Almaric’s longsword removes the upper third of his head and ends his pitiful existence.

As the final body falls to the ground, Almaric finally takes a breath and is rewarded with a deep stabbing pain from his wound.

[/OOC: Almaric is injured, he has lost 5 of his 11 HP. Almaric has used his MIGHT bonus, but still has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Fighting the Road Brigands (aftermath)

Quickly rummaging in his pack, Almaric takes out a healing salve and smears on half the pot and then bandages his wound.

[/OOC The dose of Healing Salve heals back (1) HP and the application of First Aid takes care of another (4) HP. Almaric is fully healed again.]

After ministering to his wound, he discovers that things were not as bad as he first thought and between the numbing effect of the salve and the tight bandage, it is almost as if he had not been injured at all.

A quick search of the five bodies nets him a pouch of gold and silver coins. Without taking the time to count them, he pockets the coins and then Almaric takes off east after the escaped Wizard.


The road makes another turn, but this time it levels out and straightens. About fifty yards ahead, the road approaches a platform nearly identical to the one at the start. At the centre of the circular platform is a bowl-shaped fountain that is easily twenty feet in diameter. A statue of a dragon is in the middle of the fountain and it faces the sky. A steady stream of green smoke – not unlike the green fog – erupts from its open maw. The statue faces away from Almaric and slightly upward. Not very far up the road the green smoke forms a low cloud, just above the treetops, that blocks the sky as far as he can see. It is like a blanket covering everything to the east, only the road continues onwards to the east, clear beneath the canopy of fog

The fountain and statue are made of some sort of green stone, most likely a form of granite or marble. Standing next to the fountain is the eastern wizard. He seems preoccupied with something in the bowl of the fountain. With an uncanny deliberateness he turns to face Almaric. “It is time for us to work together,” says the wizard.

[/OOC: You have gained: a pouch of gold and silver coins. You have lost/used: a dose of Healing Salve and a bandage. Almaric is uninjured. Almaric has used his MIGHT bonus, but still has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - The Wizard behind the green curtain (of fog)

Knowing what little he does of the man, already Almaric does not trust him and is ready to kill him without a second thought. With his hand resting on the pommel of his sword, Almaric asks, “What is it you want of me Har-Assad, that your late cohorts could not provide? And why should I trust you in the first place?”

“You seem like a perfectly reasonable and intelligent young man,” begins the wizard with a bow. “My name is indeed Har-Assad, and I am from a place called Gehedad.”

Almaric’s mind races to digest the name, Gehedad. He has heard that name, but only in dark stories. It is the old name of the city of Southport - an arcane city of black magic and sinister men, now fallen, like so much of the continent of Herth, under the control of Emperor Xanne. Of the remaining cities of The Great Desert, it is the furthest south, at the edge of its continent. Almaric knows it is an evil place, full of evil men.

“I see you know the name. Do not fear adventurer, the dark reputation of the city and its citizens is vastly exaggerated, I assure you. When I was yet a young apprentice I came upon a map, a map lost and forgotten in one of the lost libraries within the Acaeum.”

The Acaeum – that name stirs more dire memories. It is the formal name of the Citadel of Lost Knowledge. Before the cataclysm that engulfed The Great Desert, it was the legendary gathering place of sages, wizards, and priests. It was the depository of the knowledge of the Baladi people, located deep in the heart of their lands. As the cataclysm engulfed the region and its peoples fled the continent, the gates of the Acaeum were closed. It is said that none have entered its chambers and vaults in more than a hundred years. Even the dark, nomadic desert people of the Baladi rebels fear what stirs within the citadel. Now Har-Assad claims to have entered the Acaeum and lived to tell the tale?

“Again, you know of the Acaeum. Whatever you think you know, it is nothing compared to the secrets and darkness that stirs within that black citadel. The young fool that I was then was lucky to have survived the endeavour.

“But survive I did and with a map that I thought useless. It was only years later that I truly discovered what I had found. The map is a guide to the grave of a great dragon and its treasure hoard. The hoard is protected by a wall of death. Yes, the green fog. No living thing can penetrate it. Yet no wall is perfect, as you and I have discovered.” Turning to the statue and bowl beside him, he gestures at it.

"This fountain is inspiring, is it not? Somehow the water in the bowl is converted into the death fog. I can only assume it is fed by an underground stream. But I care not for that curiosity. Come and look into the water and see the treasure of the dragon.”

[/OOC: Almaric is uninjured. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - The Dragon Treasure

“You still haven’t told me what you want of me, and please forgive me if I don’t put my head near the killer fog generator. You’re a Wizard, can’t you use your magic to stop it?”, Almaric asks.

“There is no need to stop it, we are safely beyond its danger here”, says the wizard. “The fog is meant to keep intruders out, not harm or hamper those beyond it. Behold! This is the treasure of the dragon, lying here within the water bowl of the dragon statue,” exclaims Har-Assad. “It is ours for the taking. There are more gems here than you or I could carry or hope to use in a thousand lifetimes. I propose we simply take what we please and be on our way. I am a fair man and I have waited long to find this treasure. My treacherous comrades have betrayed me out of greed and avarice. They have attacked you without regard and for that I must share some responsibility. Therefore, as a means of apology, you may select first. Take what you will and be on your way with my best wishes for a long and healthy life.” With that, Har-Assad indicates to the stone bowl while stepping to one side to allow Almaric to come forward and take his place next to it.

[/OOC: Almaric is uninjured. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Rejecting the Wizard’s offer

The wizard’s offer is tempting and seemingly honest. But something about his demeanour triggers suspicion. Almaric declines his generous offer. “Tell you what, this is your great find so you can have the first pick of the treasure - I insist.” He must imagine me a fool, Almaric thinks to himself.

Almaric regards the wizard with a smile but stands ready to gut the man if he makes a move to attack or cast magic.

“That is most generous”, responds the wizard with a wry smile. “But I see the charade is nearing its end.” In a flash the wizard pulls a jar from his robes.

[/OOC No surprise as both have been expecting some form of trouble from each other. Initiatives for Round 1: Almaric (4+1)=5, Har-Assad (15)]

The jar is filled with what looks to be water. “I took this water from the fountain before your intrusion, dog. Now taste what you have declined.” With that, Har-Assad hurls the jar towards Almaric.

[/OOC Har-Assad throws the jar (treated as a flask of oil for combat purposes) at Almaric. He rolls, (14)-Almaric’s AC(7)=7. MISS
However, the jar breaks on the ground and Almaric is splashed with the liquid, which immediately begins to blister his skin. He takes (1) HP of damage. Note, there was no save against this damage!]

The jar lands at the young fighter’s feet and even as he jumps back from the shattering glass, clear liquid splashes onto a small part of his exposed skin. Immediately Almaric feels the burning sensation of acid eating into his flesh.

[/OOC At this point Almaric needs to make a Save vs. Spells. His target is 16+, he rolls (16). SUCCESS]

As the pain of the acid ebbs, Almaric suddenly realises the jar did not come from the direction of the wizard. Almost in disbelief, the image of the wizard flashes and disappears. It was an illusion! A slight movement catches his eye and he sees the wizard on the opposite side of the fountain. A devious smile crosses the caster’s face.

“Ah, you have seen through the veil of my illusion. It matters not. You shall fall at my feet, dog!”

No sooner has the exclamation left the wizard’s lips than Almaric rushes around the fountain to attack, his sword a blur as it slashes at the robed magician…

[/OOC Almaric attacks Har-Assad with his longsword. He needs a 6+ and rolls, (15)-**(Har-Assad’s AC)=HIT
Damage from longsword is (4)+STR mod.(2)+Fighter mod.(1)+Sword mod.(1)=8 HP]

The keen blade slices easily through the silks covering his foe and Almaric is rewarded with the sight of blood, welling up in the fabric.

With a hiss, the wizard manoeuvres cautiously around the swordsman, all pretence of casual banter gone. Now he truly looks mad…

[/OOC: Almaric is uninjured. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Confronting the Wizard

Keeping closer and personal seems the way to deal with this man, Almaric thinks to himself.

[/OOC Initiatives for Round 2: Almaric (13+1)=14, Har-Assad (17)]

Before Almaric can make a move, Har-Assad barks a short phrase at him while pointing a finger and then with a clawing, twisting gesture, coils the digit into a clenched fist as he draws his hand back towards his chest.

[/OOC Har-Assad casts a Hold Person spell at Almaric. Almaric needs a 16+ to save. He rolls, (5)-penalty for being the only target(2)=3. FAIL!]

Almaric experiences a brief moment of pain, almost like a full body cramp and then discovers he cannot move! Taking a breath, he is relieved to discover that his lungs are not paralysed but when he tries to curse the foul spellcaster, he finds that he is also unable to talk. He is completely at the mercy of this heinous man.

With a clear sigh of relief, the wizard relaxes.

“You have fallen to my obvious superiority! But I shall deal with you soon enough. For now, there are more pressing matters.”

The wizard turns his attention back to the fountain. He casts another spell and Almaric sees a barely visible figure form at the edge of the fountain. The figure reaches into the water and pulls forth a small emerald. It shakes off the excess liquid and the wizard pours a small amount of water from his wineskin over the gem. Har-Assad carefully takes it from the translucent figure and holds it up to the sky to examine its facets, an expression of satisfied rapture spreading across his smug face.

What Almaric sees next is horrifying but due to his paralysis, the young hero is unable to look away or even close his eyes. The wizard is oblivious to the movement. The green dragon statue stops emitting the fog and with a surprising suppleness it turns to face the wizard. The wizard suddenly becomes aware of the movement and he looks up just in time to see the dragon open its mouth and emit an intense cloud of the green vapour. In an instant the wizard is consumed by the deadly cloud and he disintegrates to the bone while screaming in agony. His bleached skeleton falls to the ground even as the tortured, dying scream echoes away through the wood. The dragon returns to its previous stance and the fog resumes.

A few minutes later, Almaric feels the sensation of life enter his muscles. He is free to move once more.

[/OOC: Almaric is uninjured. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Confronting the Wizard (aftermath)

After massaging his muscles awake, Almaric regards the pile of bones.

Looking down upon the remains of the wizard, he can see not much survived the deadly fog. The bones are white, but a tinge of green laces through the pile. Nothing looks to have survived with the exception of a small pile of coins from a disintegrated pouch, a silver ring which dangles from a skeletal finger and a curved dagger. The emerald that the wizard removed from the fountain lies on the ground, off to one side, where it rolled upon Har-Assad’s demise.

[/OOC: Almaric is uninjured. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - The end of the road

Not wanting to incur the wrath of the dragon statue, Almaric carefully scoops the coins, ring and dagger into a small pile before scraping them into a sack - all the while taking care not to touch them with his bare hands.

Regarding the gem on the ground, Almaric wonders whether to pick it up himself. Since nothing happened until the Wizard took hold of the crystal and held it to the light, he decides to put some distance between himself and the statue before attempting anything.

Carefully watching the dragon statue for any signs of movement, he flicks the gem east with his boot and rapidly follows it. Nothing untoward happens, so he repeats the process until he’s at the edge the clearing before finally rolling it into the sack with the rest of the loot. The statue does not move. Standing motionless the anxiety slowly erodes and Almaric realises the emerald is his.

Once done and without any further thought of the wizard, Almaric continues down the road, east.


After the harrowing battle at the fountain Almaric is almost relieved to take to the road once more. It continues twisting and turning through the wood. The green fog overhead is thick and he can’t see the sun, but when the trees break he can feel the warmth of the sun’s rays. Somehow, the sunlight penetrates the fog providing illumination and life to the wood. At last Almaric can see what appears to be the end to the long road.

The road again forms a circular platform, only this time it is twice as large as the previous two he found. The north and south sides of the platform are lined slabs of green marble. The slabs are twenty feet tall and ten feet wide and spaced roughly ten feet apart. All of the slabs have etched markings. Some have many lines of markings whiles others have only a few.

At the east end of the platform Almaric sees a massive valley that falls away from the area. The valley is lined by towering cliffs that stretch miles into the distance. From the edge of the platform, the valley floor must be a thousand feet below where he now stands. The ever-present fog cloud enshrouds the valley like a blanket. Not a single bird or animal can be seen in the valley.

[/OOC: You have gained: Har-Assad’s dagger and silver ring, some platinum and gold coins and a large emerald. Almaric is uninjured. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - The Tablets

Almaric goes around the platform and examines the tall slabs of marble, searching to see if there is anywhere that would allow the emerald to be slotted into. He finds no such sockets and so he looks at the markings, trying to see any patterns that would give a clue as to their possible purpose.

The writing on the slabs appears almost alien, but then something about it strikes a chord in Almaric’s memory. Some of the symbols match those on the map he found in the bandit base camp.

As he stares at the slabs he suddenly feels as if he is being watched. With a slow turn, he is frozen with shock. Not fifty feet from where he stands, a massive apparition begins to take shape. A giant green dragon, clearly an ancient creature, appears. The dragon stares at Almaric while wisps of green vapour float from its nostrils. The monstrosity moves with a deliberate motion that reminds him of his venerable grandfather. This dragon is very, very old.

“Do you see anything you like, young adventurer?” says the dragon as more of a statement than a question. “I have watched you while invisible and I can see you are no threat, but as you are curious about what you have found, I am curious as to what has brought you here. Tell me your story, and do not leave out a thing!” commands the dragon with a powerful, but cracking voice.

[/OOC: Almaric is uninjured. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Telling his tale

"Great Dragon, my name is Almaric and whilst travelling to the village of Larm, I was attacked by brigands. After being rescued by kindly folk, I decided to track down the villains and recover my belongings and horse.

"I spent several days exploring the forest north of here, battling Killer Frogs, Stirges, Zombie Soldiers, Monster Centipedes and a Giant Bird. I also encountered Orcs, an Ogre and a Shade but I didn’t have the skills to fight them, so I avoided them.

"I found an altar deep in the forest which imbued my sword with magic and a wall of green fog that remained stationary over the lakes.

"Not long after that, I found a cabin that had three bandits in it. I killed two and, after he had told me what was beyond the fog wall, I let the third man go free. He had told me that a Wizard, Har-Assad, and his bandit followers were looking for a Dragon’s grave or lair - they didn’t know which they’d find - and they had a slave woman in his tent. I vowed I would rescue the woman and free her.

"I found her after I’d had a run in with a small group of Kobolds, but she was actually an Assassin working with the Wizard. I wounded her and she agreed to tell me all she knew in exchange for her freedom. I agreed and, after hearing her tale, I let her go. Also in the Wizard’s tent I located an old map of the area, drawn on animal hide, with strange writings on it - which look the same as the markings on these stones. I took the map to a safe place, out of the Wizard’s reach before pressing on.

"I followed the Wizard and his men down a cobbled road and found the bandits turning against the Wizard. He ran and the five bandits attacked me, but I prevailed.

“I caught up with Har-Assad at a fountain with the statue of a Dragon, that seemed to be the source of the fog. He tried to tempt me into reaching in to the fountain but I declined, so he cast a spell on me which froze me to the spot. Har-Assad then used his magic to retrieve the green crystal, but as he examined it the statue moved and breathed the green fog over him, leaving nothing but bones, the crystal and a few metal belongings. Eventually, I began to move, collected up the treasures and ended up here.”

Pausing to take a drink from his waterskin, Almaric regards the dragon.

"That, to the best of my knowledge, is my tale to this point. I was looking at the great stones to see if there is any way to remove the fog, perhaps a place to put the crystal as it seems to be of the same material.

“I feel that you are a powerful entity, and I know my life would be yours for the taking if you so wished. If you tell me to return the crystal to the fountain and leave, I will. I await your judgement.”

To emphasise the point, Almaric drops to one knee and bows his head to the Dragon while he awaits its judgement.

The dragon pauses and considers what the young human has told it. Finally, it speaks.

“A grand adventure for someone so young. I suppose you are wondering what this is,” says the dragon as it sweeps a wing toward the slabs and valley. “I will tell you if you give the map to me, everything else is of no import.”

Almaric quickly realises the dragon is not asking for the map. His tone is more of a demand.

[/OOC: Almaric is uninjured. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - A deal is agreed

“I would gladly return the map to you, but it will take me a couple of days to collect it and return, unless you know of a quicker route that I may take.”, says Almaric. “Would this be acceptable to you?.. If I may be so bold, by what name may I address you?”

The dragon peers intently at Almaric.

"Since I know not where you need to go, how then can I tell you of a faster route? Perhaps you are not as bright as I had hoped. I give you one day to bring the map to me here. Do not tarry or dawdle, since there are forces in play that will seek to snuff out your insignificant life and I can only hinder them so long.

“My name would be unpronounceable to you, but in ages past I have been called ‘Tiolth’ by races such as yours. Go now and make haste. Do not seek to trick or evade me mortal - others have tried, all have failed.”

With that, the beast fades back out of sight and Almaric finds himself alone at the end of the road, standing amongst the inscribed stones.

Deciding that he had better do as instructed, Almaric sets off back to the Travelling Man at his best speed.


[/OOC Roll for surprise. Almaric rolls (1)-1=0, Bugbear rolls (4), Almaric is surprised. The Bugbear is 23 yards away.]

Almaric has just passed through the final clearing and is almost back to the road leading to the inn when he suddenly encounters a large, hairy beast-man who looks like a cross between a hobgoblin and a bear. The creature charges towards the startled warrior, bellowing a war-cry just prior to throwing a spear.

[/OOC The Bugbear attacks Almaric with a thrown spear and rolls (17)-Almaric’s shield-less AC(5)+surprise mod.(2)=14. HIT
Damage from spear, (7)HP]

The spear strikes Almaric hard in his right side, almost spinning him off balance.

[/OOC Initiatives for Round 1: Almaric (1+1)=2, Bugbear (10)]

The Bugbear continues its run at Almaric and closes the last of the gap before the warrior can react. It swings a morningstar two-handed at the injured human…

[/OOC The Bugbear attacks Almaric with a morningstar, rolling (19)-Almaric’s AC(7)=12. HIT
Damage from morningstar, (2)HP]

The impact rocks Almaric but although he is badly injured, he remains standing and retaliates…

[/OOC Almaric attacks the Bugbear with his longsword. He needs a 6+ and rolls, (14)-**(Bugbear AC)=HIT
Damage from longsword, (6)+STR mod.(2)+Fighter mod.(1)+sword mod.(1)=10HP]

The blade bites deep into the shaggy hide of the creature, drawing forth blood and an angry roar, but still the beast stands ready to attack.

[/OOC: Almaric is engaged in combat with a Bugbear. The Bugbear is injured and Almaric is badly injured (having lost 8 of his 11 HP). Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Fighting the Bugbear

[/OOC Initiatives for Round 2: Almaric (1+1)=2, Bugbear (10)]

The Bugbear swings his morningstar at Almaric once again…

[/OOC Bugbear attacks Almaric, rolls (14)-Almaric’s AC(7)=7.A VERY CLOSE MISS]

…but Almaric manages to get his shield in the way just at the last moment. The impact still knocks him back a step.

Knowing he’s in trouble, Almaric calls out, “Shennan, I need your aid!” and slashes out at the ferocious beast-man.

[/OOC Almaric attacks the Bugbear, he needs a 6+ and rolls (11)-Bugbear AC(**)=HIT
Damage from longsword, (2)+STR mod.(2)+Fighter mod.(1)+sword mod.(1)=6HP]

The sharp edge of his blade carves across the beast’s chest, opening up a deep gash. The Bugbear looks severely wounded.

There is the sound of a far-away rallying horn and then a spectral image begins to form alongside Almaric. The spirit of Shennan, one of the fallen soldiers laid to rest by Almaric, has heard his call for aid and responded. Within seconds the shade fully forms and draws his sword to attack the Bugbear…

[/OOC Shennan attacks the Bugbear. He needs an 8+ and rolls (11)-Bugbear AC(**)=MISS]

…but his swing is slightly off and all he manages is to shave a tuft of fur from the creature’s ear.

[/OOC Initiatives for Round 3: Almaric (19+1)=20, Shennan (5) and Bugbear (5)]

This time it is Almaric who is quicker. He launches a series of left and right feints at the Bugbear, followed up by a straight-ahead lunge with his sword-tip…

[/OOC Almaric attacks the Bugbear. He needs a 6+ and rolls, (19)-Bugbear AC(**)=HIT
Damage from longsword, (6)+STR mod.(2)+Fighter mod.(1)+sword mod.(1)=10HP. KILLSHOT!]

…which stabs through his foe’s abdomen, ruining his vitals before exiting his back. With a last fading howl, the Bugbear falls.

As he staggers back from the combat, Almaric is greeted by a sword salute from the spirit of Shennan. “A final farewell young hero, be safe.” And with that, the shade fades from view to a war horn sounding recall.

Almaric finds himself alone, in sight of the road, with a dead Bugbear at his feet and blood seeping from his wounds.

[/OOC: Almaric is badly injured, with only 3 HPs remaining. He will no longer be able to call to Shennan for aid. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - Back to the Travelling Man

After quickly checking his fresh wounds and bandaging himself…

[/OOC First Aid administered for (3)HP
NOTE: You can only use a Healing Salve once/day. However you do have a Healing Poultice and Healing Potion available]

… Almaric examines the Bugbear for anything of value. His search uncovers forty-nine gold, fifteen silver and five copper coins, as well as the bloodied morningstar. Taking them all and adding them to his packs, Almaric once more presses on to the Travelling Man.


It is almost midday when Almaric enters the welcoming atmosphere of the inn where the sounds and smells of cooking are coming from the kitchen. He estimates that he still has enough time to complete the round trip to deliver the map to Tiolth and get back before nightfall with maybe an hour to spare.

[/OOC: You find/gain: 49gp, 15sp, 5cp and a morningstar. You use/lose: 1 bandage. Almaric is injured, down to 6 of 11 HPs remaining. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]

Almaric’s Tale - The deal completed

Dashing upstairs to his room, after putting the coins and the morningstar in the chest, Almaric quickly grabs the strange skin map. Clashing his door behind him, he thunders down the stairs into the taproom just as Hugo emerges from the kitchen, a towel over one shoulder, a ladle in hand and a slightly alarmed look on his face. Before he can speak to the young warrior, Almaric is out the door and back along the road to his meeting with the Dragon, leaving a bemused Hugo in his wake.


The return trip to the end of the strange paved road is uneventful and by the late afternoon, Almaric finds himself once more amongst the strange stone tablets. Within moments of his arrival, Tiolth appears.

Almaric places the map in the dragon’s enormous taloned claws and the creature grunts with approval.

“This has been lost for far too long. It was a certain inevitability that someone would find it and make their way here. However, I believe the wizard has erred in his conclusions and mixed his research sources. The green gem he sought is nought to do with my Green Flame. You have discovered, though purely by chance, the Grave of the Green Flame. A grand title for a graveyard. This is where we green dragons come to die. You see, we are not like our brethren dragons who die on their mounds of treasure. Green dragons preserve our history and lineage. That is what you see on the slabs. Each slab represents the entire history of each of the clans. The name of every green dragon in each clan, barring the occasional accident or banishment, is recorded on the family stone. There are more details, but I will not share that with you. When we are close to death, we come here. We record what is needed and then take our final flight into the valley. As you can see, there are tall cliffs with innumerable perches and ledges large enough to accommodate a dragon of my size. I will find one to my liking and that will be my grave. This has been the way of the green dragon since the first of our kind hatched.

“From what I understand of your story, the wizard you battled thought the map led to an unguarded lair filled with treasure. I suppose it was simply a matter of misinterpretation. While some of us do bring an item or two of sentimental value, we do not bring our hoard. That is typically disbursed among our offspring prior to our departure, and as for the valley, I assure you, it is not unguarded. You know of the green cloud and fog, but there are other hidden defences in the valley itself.

“I know of only one such gem that could match the description of this legendary Green Flame. It was rumoured to be in a city beyond a black wall, or was it a wall of blackness? I do not rightly recall as it came to my attention many years past and I had other, more important things to concern myself with rather than a pretty bauble. Seek it if you wish, chances are that anyone capable of gaining and keeping such a gem will most certainly have collected other treasures as well. Perhaps your destiny lies along that path. Perhaps only your doom.

“But my time draws near, and as much as I have enjoyed our conversation, I must leave and so must you. As I have said, there are guardians in the valley and they do inspect this lost road from time to time. If they discover you after I leave, you will perish. I thank you for sharing your story with me. It gives an old dragon some comfort. Here is a gift. Now be gone as fast as your feet can carry you.”

The dragon turns and strides slowly to the edge of the platform overlooking the valley. He spreads his massive wings and takes flight. The grace of his flight is intoxicating but then his words of warning awaken your sense of self-preservation. Looking at the ground where the dragon stood, you spot a jade ring in one of the gouges left by its massive claws when it took flight.

[/OOC: Almaric is injured, down to 6 of 11 HPs remaining. Almaric has LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time.]