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The Hare And Tortoise

Review by Tyler Sivret

Slow and steady wins the race…sometimes. In this racing game that’s fun for any age, you’ll find fast and frantic gets it done as well. Made for 2-4 players, the Hare and Tortoise has cute loveable characters, easy to grasp mechanics, deep strategy, great replayability, and a container that travels well.

Those of you familiar with Aesop’s Fables will know the story of the Tortoise and the Hare, (or the Hare and Tortoise). The story goes something along the lines of: A hare was teasing a tortoise for how slow it was. The tortoise responds by challenging the Hare to a race. They race, and the Hare is so far ahead that he decides to take a nap. In the meantime, the Tortoise overtakes him and ends up winning by keep a slow, but steady pace. The moral of the story being: Slow and steady wins the race. The game itself actually includes a small pamphlet with this story as well, told in a much more compelling fashion.

The premise behind the Hare and Tortoise is that those two are up for a rematch. Only this time they’ve invited a few other animals from the Aesop-verse to join in. In addition to the Hare and Tortoise, there’s a wolf, a fox, and a lamb. This is a card game, and each animal is featured on a number of cards depending on who it is. Players draw at random to decide which animal they’re betting on, and they’re also dealt 7 cards and must decide from those cards which other animal to “bet” on. So even if you want to “bet” on the Rabbit, you may not get the opportunity.

Players then take turns playing cards to get their animal(s) to move around a track with 11 spaces…it takes 12 moves to cross the finish line. It’s up to you to assemble the track anyway you like with each space more or less being the same, except the stream spaces which I’ll get to in a hot second. You can play up to 4 cards from your hand at a time so long as they all have the same animal on them. The animals move after 8 cards have been played in total, or one animal has 4 cards featuring them on it. That fires the round and then the animals move.

Each animal moves depending on how many of their cards have been played, and they also move in the order of the Rabbit, followed by the Tortoise, then the Wolf, next the Fox, and finally the Sheep. This way there are never any ties. The Rabbit moves 2 spaces if at least 1 Rabbit card is played. However! If he’s in first place, even if he’s tied for first, and 4 Rabbit cards are played; he doesn’t move. Just like the story he lies down for a nap, confident in his assured victory. This doesn’t apply if he’s at the starting line. The Tortoise always moves 1 space, unless 4 Tortoise cards are played. In which case, he moves 2 spaces. Real slow and steady like. There’s one exception to the Tortoise always moves rule which I’m about to address. The Wolf moves 1 space if at least one Wolf card is played, or 2-3 spaces if 3 or 4 cards are played respectively. The Wolf also has special Wolf Howl cards. If one of these cards is played, the Wolf is the only animal to move as the others are just too frightened by the howl, which is the exception to the Tortoise always moves rule. He can howl from the winner’s podium, so even if he’s finished the race he can still troll the others. The Fox is boring…he moves as many places as cards are out. So up to 4 per round. The Lamb moves X+1 where X is the number of cards played, but he always stops at a stream to take a drink. So, if 4 Sheep cards are played, he moves 5 SPACES!…which is over a third of the track. However, if 4 Sheep cards are played and he’s right in front of a stream, he only moves 1.

The game comes with a cheat sheet for each player that tells you how each animal moves, so you don’t need to memorize a thing. Each race itself takes around 10-20 minutes. It’ll take a bit longer as you try to grasp the mechanics, but once you all get a hang of it, you can finish races quick.
And while the core mechanics of the game are easy to understand, there’s a lot of deeper strategy that goes into playing this game. Which cards to hold onto becomes just as important as which cards to play. Sometimes it’s advantageous to howl even if it’ll prevent your character from moving. Things get more complicated when you get near the finish line and you realize that even though the Tortoise only moves one space, he moves before every other animal except the Hare. Meaning even if you play 4 Lamb cards and 0 Tortoise cards, he’ll end up crossing the finish line before the Lamb if he’s on the final spot. There are also more Hare cards in the deck than any other animal. So while it’s easy to make him move, if he gets ahead, it’s also easy to make him nap. While the outside of the box may look childish, there’s a lot going on here. If the game seems TOO complex for your children, or yourself…don’t be ashamed, there are alternative rules that take away the separate movement rules and card numbers, making things much easier.

This game oozes replayability. You can change the track. Which animal(s) you want to win can change, and each animal has a different strategy. The amount of people playing changes the strategy, I’ve found two-player head to head to be very different from 3 or 4 players.

I’ve played this game for countless hours with a variety of people. People who wouldn’t normally play board games at all, and I’ve only had a couple who say it isn’t for them. Mostly those people didn’t enjoy it because nothing dies.

One final thing that I really like about this game is that it sets-up easy, and gets put away easy. The game box looks like a storybook, and everything fits in there snug. It’s a small case, that’s magnetized shut, so you can take it with you and play just about anywhere.

To make the game even more enticing, the Manufacturer’s Suggested Retail Price is $24.99.

I have to dig deep for criticisms and the only one I can come up with is that it does get old after playing it 300+ times, but I took a short break and now I’m back to playing it again…so…yeah. Also, nobody seems to be able to get 1st place with the Wolf when playing it between only two players. I haven’t played it enough 3-4 player to confirm that this is a real issue. It just seems the Wolf has got some balancing issues. If you have different experiences, let me know, I’d be happy to receive some advice on how to win with this guy. I’ve also found that it’s super easy to win with the Hare heads-up, but this isn’t so much an issue with more players where it’s anyone’s game…’cept the poor Wolf.  

Just a quick recap, The Hare and Tortoise is a great family game made for 2-4 players, it takes about 10-20 minutes for a race, it has great characters, easy to grasp mechanics, deep strategy, great replayability, and it travels easy.

I give this game a 9/10 for what it is. There’s no such thing as a perfect game, and I’m comfortable giving out a 10/10 if the game warrants it. I was going to give this game a 10/10, but I have to take a point away for the balancing issues. I would be happy to bump that up to a 10 if someone can prove that we just aren’t playing the Wolf right.  

Now obviously, if you prefer games with lots of explosions, you will not enjoy this game. For everyone else, I highly recommend you buy it. This game needs to be on your shelf somewhere.

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A Bard’s Guide Issue IV

Hello fellow survivors! I know it’s been awhile since I’ve written an issue of A Bard’s Guide, but things have been hectic for the Enusa Liberation Front (ELF) as of late.

When last I left you, we had just escaped the mines to the east of Balmora. The memory of eight legged, multi-eyed, hairyness still assails my dreams… Upon returning to the city, we reported in to Captain Darkeyes. Quest complete! He then informed us of the missing Archmage who had left to go on an expedition of the ruins of Gometra. Quest Accepted! Gometra will not appear on your map as of yet, and I highly suggest you not try to find it until I’ve had a chance to publish its dangers.

We left and headed towards the ruined city. We camped out in an area which is known as the Bad Lands. In the middle of the night we saw a wandering blue light. Curiosity did not kill this Dragonborn, but it did age it 10 years. You see, the blue wandering light was in fact, a g-g-g-ghost!

The g-g-g-ghost let out a deathly wail, forcing a wisdom saving throw, and caused fear. My roll was poor, I failed the DC by 5 or more, and I aged 10 years as well as being terrified!

Though I think I look more distinguished, my back aches sometimes and I no longer understand this generation. I would recommend not getting close to a ghost if you have a poor wisdom score. It also has the possession ability. We were lucky enough to avoid this, but I imagine using our comrades bodies to attack us would have been bad… 

Other than that, the ghost was slain with relative ease. It does have resistance to just about all damage, save force and radiant, but it only has around 40 hit points, and an AC of 11 or lower.

The Next challenge we faced on our way to Gometra was the Wemic. A half-man half-lion race, they demanded a tribute of 10 percent of our “trade.” As our trade as adventurers is monster slaying, they demanded we take the chieftain’s son on a monster slaying expedition. We agreed and left straight away to fight the Wemic’s enemies.

50% Man 50% Lion, 100% BA

Turns out the Wemic don’t like their Ogre and Minotaur neighbors so much, for that’s who we were sent after.

Now, Ogres often appear intimidating, but they aren’t really all that bad. They only have one attack, and a terrible AC at 11. They have a decent amount of HP, about 60. They also hit kind of hard, but they are slow and dumb. Focus them down one at a time, and don’t let them do the same to you. 

Next, we faced a mated pair of Minotaur. They hit a bit harder, and they’re a bit quicker. Their AC is about 15, and they have about 80ish hit points. They also have a charge attack which you need to look out for, and they can go reckless, meaning they can gain advantage on their attacks, but you’ll get advantage on your attacks against them.

Once the camp was clear, we burned their crude dwellings, salted the earth, put their heads on pikes, killed their horses, took their women and children as slaves…well not really…but we felt like conquering heroes! At least the little Wemic Prince did.

We spent the night celebrating our victory with the Wemic, and made our way towards Gometra in the morning.

I’m afraid I have to end this issue on a sour note. That day we entered an area known as the Black Heart Caldera. We skirted the edge as much as possible because we were warned that it was dangerous, and it is. While traveling along the northern edge, we ran into another adventuring party. They were on a quest to help all you folks up in Lumino. 

We parted ways to pursue our individual goals, and heard their cries for help minutes later. We rushed as fast as could to see them under attack by Fire Snakes and Large Fire Lizards…Salamanders I’m assuming.

            Now That’s Hot.

The Fire Snakes were easy to dispatch, but there were several of them. They had an AC of 14, and 25 hit points or less. They also had multiple attacks for low damage.

The Salamanders had an AC of 15, and about 100 HP. They have two attacks as well for a good amount of damage. Both creatures were also resistance to physical damage, and their bodies emit heat that will do damage to you if you strike them in melee.

I recommend cold damage and fire resistance if you’re going to be traveling the Black Heart Coldera.

Despite our best efforts, a man who went by the name of Bladelock lost his life that day. He didn’t have a soul stone. Bladelock died a hero. He sacrificed himself pursing the means to put an end to the Bandit King. The assaults on Lumino have claimed the lives of too many of our friends and comrades in arms. ELF is joining the fight against the scourge known as Blackthorne. His end is near, and we will be in the vanguard when the time comes.  

Be safe out there, friends. Make sure you travel with a healer, and a tank, fight together, and watch each others backs. Don’t go into the unexplored wilds without a full, well-rounded, group, and keep reading A Bard’s Guide if you want to know what dangers are out there! 

Thanks for reading!


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A Bard’s Guide Issue III

Hello Readers! Boy, have we been busy…you may have noticed a new location spring up on your maps recently. The Enusa Liberation Front (ELF), formerly known as the Knights of Inusa, were sent on a quest by his Majesty to secure a mine off to the east of the city. This important mine provides iron for the city. Needless to say, it was of utmost importance that we secure it for the good of the realm!

mineIt took us about two days to reach the mine, it’s about one by horse, and met with the mine foreman. He informed us that after collapsing a wall into a natural cavern, the mines were overrun by giant spiders! This news gave us pause. Now, personally, I find spiders to be…terrifying…and those are the regular sized ones. The thought of giant spiders…that just invokes fear on a whole nother level. However, after taking a few moments we were able to steel ourselves against the thought of facing these hairy, disgusting, multi-appendaged, freaks with the glassy dark pits that are their eyes and when you stare into them you see the empty void of death and despair that is…ah…anyway, I’m sure they’re a very important part of our delicate ecosystem here in the Omega Chronicle.

Shortly after entering the mines, we had our first encounter with a large mosquito looking thing. Known as Stirges, these little jerks hide in the shadows, but we were able to spot them and attack first. So my first piece of advice when in this mine is look up! They are a little difficult to hit, being tiny beasts (AC 14), but if you do manage to strike them you will squash them like the literal bugs they are (hps 4 or less). If they manage to latch on to you and suck your blood, they’ll flee with their ill gotten gains.

We advanced into the next part of the mine where we ran into what we were dreading…these spiders were much larger than most, but not quite “giant,” that would come a bit later. Though we looked for them, we couldn’t spot the eight legged horrors before they descended on us. They attacked in a large group, but we were able to slay quite a few, and the others scattered. Easyish to hit (AC 13) and easy to kill (10 hps), the worst thing about them was their poison attack. Requiring a Con Save of 13 to resist, being poisoned by these beasts puts you at a disadvantage to your attack rolls.

After triumphing over this encounter, we proceeded into the next chamber. Here is where we found the spot the miners broke into the natural cavern and where the spiders had poured out from. Looking up in this room…was a bad idea. It was literally crawling with spiders. Hundreds, if not thousands of them. After confirming this room was infested, but not a danger, we went further into the cavern. South of this chamber was another room filled with treasure, bits of armor, and a magical short sword (+1). After finding this we turned around to discover the infested room was in fact, dangerous. A Giant, much bigger this time, spider descended from the ceiling and was upon us.

Again…this mine has creepy crawlies hiding everywhere. We turned to face our…foe…and in our vigor to get rid of this beast we blew an impressive amount of spells and skills. Probably too many. The Giant Spider only has an AC of 14, and around 30 hps. We killed it quick. I want to stress that if you see this thing, don’t panic and unload everything you have on it. There are far worse things in this mine.

                 Gross and Scary, Kinda Hairy

After dispatching the Giant Spider, we discovered a way down into a lower level in the room to the south. It would require a twenty foot drop through a webbed up passage. Descending into the darkness, we found more treasure, bits of armor, and a few corpses. Our Human Ranger, Dale, also discovered a insignia that let him know these were Drow. Apparently he has some history with them. I’m not quite clear on that part…but he seems to have some sort of grudge against them.

While we were digging around in the ground, the bones started to rise up and attacked us! These undead skeletons wore rusted armor and struck out with rusted swords. Even so, they hit rather hard, but with an AC of 14 or less and only about 10 hps…they were made redead rather easily. 

We continued on to another confrontation with some spiders. After this, we decided we needed to take a long rest before continuing further into the darkness. We had used a lot of our spells and abilities on the Giant Spider, and were being ground down by the smaller encounters. After we had taken our long rest, we went back down into the darkness and trudged along until we came to a large open chamber with a statue of Lolth at the center of it. Dale was able to detect that Drow were lurking about here, and disguised himself as one of them.

He crept through the darkness and eventually they called out to him. He managed to convince them he was one of them, and discovered they had a few Quaggoth with them. That’s when we realized this plan wasn’t thought out all the way through. We waited for Dale to return…and waited…and waited…finally, I decided to use my Mage Hand to carry a torch and pretend I was an invisible person by throwing my voice. One Drow took the bait and shot towards my torch. Once I knew where they were, I unleash a shatter spell on their location.

       Always Room For Gooey Yellow Demon

After that, it was on. We soon found out that the Drow had a priestess with them, and they shot poisoned crossbow bolts at us. Dale was able to cleverly take away their ranged advantage by using a fog cloud to encompass the battlefield. In melee, the Drow were less capable. They have an AC of 15, and have 14 hps or less. The Quaggoth, however, hit very hard with two attacks. Their AC was low at 13, but they had a higher amount of health, about 50 hps. They also seem to frenzy when their health gets low.

The Drow Priestess enhanced her armor and used a terrible viper whip of sorts. When she lashed out with it, it hurt. Her AC was 16 with the shield of faith, 14 without it. She also had about 50 hps. Dale dispatched her with an arrow to the back, but before she went she placed a curse on Dale that would be a headache for all of us…she sent a Demon after him. 

The Demon crawled out of the statue of Lolth. It was a yellow gelatin type looking waxy/goo? and it lashed out for a large amount of poison damage, and it also dominated the mind of our Barbarian, Voss. We threw what we had at it, but it seemed to be resistant to all but magical weapons, and even some forms of magic. It was also immune to poison. Radiant and force damage seemed to do full damage. It had advantage on its spell saves, but only an AC of 14. It had a reach of 10 ft, and also a web attack. After a short time, we were depleted of spells and abilities and were forced to advance to the rear.

We explained to the miners what had happened and camped outside the entrance to the mine, in case that thing emerged. We managed to grab a short rest before it did escape and struck at us again. This time it took the form of a Drow woman before shifting back into a yellow goo. It chose our warrior Vee as the target of its domination, and turned him against the target of the curse, Dale. Dale put the warrior to sleep with a poisoned bolt, but not even that was enough to break the domination effect. Dale then proceeded to run…away…after doing around 100 points of damage to it, the goo turned into a cloud of mist, and escaped.

With it gone, we collapsed a tunnel in the mine, and hopefully cutoff any Drow reinforcements. Unfortunately, the Demon escaped, and I don’t think it’ll rest until it takes down its target, Dale.     

That’s it for this issue, friends, good luck out there, and stay safe!   






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Dungeons and Dragons – Omega Chronicle: A Bard’s Guide Issue 2

A Bard’s Guide Issue II  

        It didnt have armor, but you get the idea

Good Day Friends! Last I left off, we had just rescued the Captain of the Prince’s Guard. We learned his name was “Dark Eyes.” No, that’s not my pet name for him…that’s his actual name.

Anyway…Dark Eyes…kept watch as we slept off the brutal combat of which we had just partaken…partook?…the combat that had just occurred. Upon awakening, he told us about the horrors that awaited us. A labyrinth of sorts that would test our mental fortitude. Other groups had tried to navigate the puzzles ahead, only to falter and meet a grizzly end. Undeterred, I assured my comrades that we would emerge from the other side of this maze unscathed.

What awaited us was a series of doors and riddles. Outside the first door sat a man and his son. They introduced themselves as Migosh and Lowen, respectfully. Though they appeared human, it was quite clear that they were some sort of illusion used by the maze to deliver the riddles.    

Migosh and Lowen tried their hardest, but they were unable to stump the razor sharp minds of myself and my companions. Until the very last question which…involved…math…relying on math to save ones life is a terrifying experience to be certain…one I hope never to repeat. However, through patience and process of elimination, I was able to ascertain the answer to the riddle. I would share with you the answers to the riddles we faced, but the Captain told us they change and I’d hate to lull you into a false sense of security. Just be forewarned, strength of arms is not the key to triumph here.

After managing to thwart the maze, we came face to face with more blue fiends, which we dispatched. For the stats of these monsters, please refer to the very first issue of A Bard’s Guide, available at the Auction House.

Once this combat ended, we discovered that they had been using player’s Soul Stones as some kind of power source. Dale, our delightful yet impatient Ranger, removed the stones from their pedestals and proceeded through a door that had opened…with the rest of us were unaware that he had blazed ahead.

Through the room, there was a dark, sinister man on a dais with the Prince. He escaped as we came to blows with more Red and Blue Demons, as well as something new. We faced a creature that can only be described as an Undead Minotaur. It had glowing red eyes, and shot Lightning Bolt as a breath weapon. It also had a mark on its chest which caused a Wisdom Saving throw for anyone near it. Failure meant you would become confused. It was a bit difficult to hit (AC 16), but with persistence, we were able to fell the foul beast.

                       Knights of Inusa Org Chart

After the combat had ended, we recovered the Prince and left through a teleportation rune in the back. This part you probably know, but for those who don’t…we traveled with celerity to the City of Light, where we delivered the Prince to the Castle. With great fanfare, the Castle was opened to us, and we were allowed to proceed inside.

We were introduced to the King. He thanked and awarded us for rescuing his son. He also suggested we start a guild of our own, and requested we return in the morning. We set off immediately to start the guild, as per His Majesties instructions.

After much agonizing and debate we settled upon the name: Knights of Inusa (name may change). Come check out our Guild House, and sign up to see if you’ve got the right stuff! Talent and ability in your class are top priority for the guild at the moment, but a positive attitude and fighting spirit are major pluses as well!

We’re also going to need members with good organizational skills to become leaders in the near future. So come join the Knights of Inusa today, and lets survive this together!

That about does it for this issue, good luck and stay safe out there everybody!    


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Dungeons and Dragons – Omega Chronicle: A Bard’s Guide

A Bard’s Guide

Good Day Friends! Benwyndll Nimvelwyn, Bard extraordinaire here, just trying to do my part to make your time trapped in the game a little less miserable. The following will act as a story to help kill your boredom as well as a guide to slaying the monsters which inhabit this world. Each week I will try to bring you an exciting tale of harrowing adventure and I’ll also share with you any tips I’ve discovered for slaying the beasts that I encountered during my adventures. For this, all I ask is a nominal fee which you have, no doubt, already paid.

The first adventure which I will be sharing with you involves the Whispering Wood, and the Dragonspine Mountains. Yes, that’s right, friends! My compatriots and I have not only delved into the unrelenting darkness of the Whispering Woods, facing its many perils, but we have also defied death by creeping into the unexplored Dragonspine Mountains.

Let me begin at the…beginning. By sheer force of presence and devilish charm I was able to assemble a group of six battle hardened men and women to accompany me into the Whispering Wood. My companions are Dale, the Human Ranger, Nyx, the Tiefling Warlock, Stanton, the Human Cleric, Garth the Half-Orc Warrior, and Nia, the Half-Elf Paladin. At first, some of them were afraid, but my confidence and daring proved to be a beacon of hope and inspiration in the dismal darkness and despair of which many of us have succumbed.

Upon entering the wood, we stumbled upon a beleaguered Dwarven Cleric named Dinmall who had come to the Whispering Wood to help a woman in the city of Balmordal. Her child had been taken away by goblins, and this poor fellow had gone to help with a group of his own. But they promptly ditched him upon receiving his quest, and then the fools went about the business of getting themselves killed. Once Dinmall had divulged this information to us, and the location of the child, we immediately set off to help.

Dale did what he does best…sneaking and peeking. He spotted several goblins and hobgoblins, and tried to creep around the camp to see if he could spot more. Unfortunately, he was spotted and we were forced to engage the enemy. We waded into combat with a battlecry on our lips and courage in our hearts!

Nia was the first to strike a blow against our foe by tossing a javelin through a goblin’s chest. Goblins are a troublesome foe when they can muster numbers. They are difficult to hit, but they don’t have many hitpoints. Kill them quick though, or they’ll surround you, and poke you to death.

Much more difficult were the hobgoblins we encountered. Our ummm “healer,” Stanton, managed to dispatch several with an area of effect spell hitting at max damage (24 damage). However, there was a much tougher one that also took the full force of the spell and was still in the fight. I managed to slay the hardier Hobgoblin by putting myself into an advantageous position and forcing it to retreat by casting a dissonance whispers spell, then stabbing it through the heart as it ran (19 more damage putting it at around 40 hps).

Once we had cleared the camp, we rescued the child, and a few guards who had also been trapped along with him. The guards told us that the Prince of the City of Light, Balmordal, had been kidnapped and taken to a temple in the Dragonspine Mountains. We selflessly offered to pursue this quest post haste. Dale volunteered to take the child back to the City, and departed with the boy on horseback. He soon caught up to us at the entrance of the temple.

The Temple had a giant dragon carved into it above the entrance. Stanton was able to discern that this was a Temple to Loviatar, the goddess of pain. With that in mind, Dale snuck into the temple and started to search around. Almost immediately, he was able to find a couple of corpses that rose up from the ground and started to attack the party.

The Symbol of the Goddess of Pain
The Symbol of the Goddess of Pain is not pleasant. 

Zombies are slow and easy to hit, but they have a decent amount of hitpoints themselves. Luckily we were only facing two, and managed to deal with them with relative ease.

Further along, we ran into a trap that did some minor damage to our Ranger. Tip when spelunking dungeons, use stealth, and remember to investigate for traps. It might save your life.

The next foe we came upon were ape-like Fiends. We stumbled upon them as they were feasting upon the corpse of an unfortunate guard. They were squat little devils, and excreted a foul smelling gas 10 feet from themselves that would linger. Anyone who inhaled the gas would

have to try and overcome it (Constitution save) or become sluggish in their actions. They also seemed to be resistant to lightning attacks, but luckily, they were easy to strike (13 AC or less) and went down with few strikes. We slayed them with with little effort. Their corpses dissipated when they fell to the hard, stone floor.

In the next room, we came across another two guards. The two we had rescued recognized them, this put us at ease. Though, that would turn out to be a mistake. They told us that they had accompanied the Prince here, and that he was still alive, further in.

With renewed hope that our mission would be successful, we pressed on. We entered a smaller room that was adorned with whips, chains, and cat-o-nine tails. Resisting the urge to take a few with us, we pressed forward!

In the next room we found a poor man chained to the floor, his body was bloody and scarred, his mouth was gagged. Obviously, he had spent some time in the previous chamber. We didn’t have time to discuss the circumstances of his capture, however, as the room was filled with those gas expelling Fiends. There were about twice as many, and this battle was about twice as difficult, but we managed to overcome our foes once again!

After the fight, I strode up to the platform our friend was anchored to, and calmed him before removing the rag from his mouth. “They aren’t guards!” was the first thing out of his mouth. With that, we wheeled about to face what we had thought were our allies.

Big, Hairy, Mean...
Big, red, and deadly…

The guise the “guards” wore melted away to reveal a much more terrifying foe than we had faced thus far. Big, red, and deadly, these fiends would not go down as easy as their little cousins. Their masquerade ended, they appeared ape-like, but with a much tougher hide (AC 14 or 15) and a hardier constitution. They struck out with two heavy fists, and chomped on us with a mouth full of teeth. They too seemed to resist lightning damage.

That day we flirted with Kelemvor as we danced a jig with the servants of the Abyss in the House of Loviatar, but the Outer Planes would have to wait, as we stood triumphant over our foe.

Once they were dispatched, we turned our attention to the chained up man, and released him. He thanked us, and explained to us that he was the Captain of the Prince’s Guard. He retrieved his gear from a nearby chest, and offered to stand watch while we rested. We were in much need at this point.

And I’m afraid that is where I must take a pause, for though our adventure has just begun, this part of it has concluded…