The Second Annual Dungeons and Dragons Extravaganza Produced and DungeonMastered by Alex and Ethan Starring Jim, Mike, Tim, Greig, Bret, Steve, and George Story brought to you by Jim Burmeister Our story begins with a dwarf. Not your ordinary dwarf, mind you; this is none other than Hjorvard Narlagh, famous Dwarven Fighter/Cleric! At the young age of 54, he has already achieved 5th/5th level, a prominent position in the hierarchy of the local temple of Hephaestus, and performed many heroic deeds. He is sitting in his favorite pub relaxing, when all of a sudden, Foom! A tall thin man materializes next to Hjorvard. After introducing himself as Jenkins the Magician, the man tells Hjorvard that he has been selected to be a part of a great business venture. Promising excitement, adventure, and great fame and fortune if successful, Jenkins hands Hjorvard a scroll, and then leaves as quickly as he appeared. The dwarf looks at the scroll: it is a map to a castle somewhere north of his homeland, and a date: four days hence. In four days, we find Hjorvard standing outside the castle. He shows the invitation to the gate guard, and he is immediately whisked inside. Before he can protest, servants separate him from his belongings and his clothes, give him a bath, a shave, a haircut, and new clothes, and finally return his possessions. They then whisk him into a large hall. Within a few moments, six more men are brought into the hall, dressed in new outfits similar to Hjorvard's. When all are assembled, the servants withdraw, and a small figure steps into view, followed by a tall, thin man. The short figure turns to the group of men and says, "Welcome! I am your host, Pherondondelae, and I believe you have already met Jenkins the Magician." Pherondondelae, a middle-aged halfling dressed in outrageously flashy clothes, climbs to a seat on a dais and begins his explanation. He says that he is a prominent merchant from the city of East Lansing. Each of the men assembled here is a brave adventurer, with great renown in his own land. Though they have never met each other before, Pherondondelae has brought them here to form a team; a team which will has the potential bring great reward on itself, and its sponsor (namely Pherondondelae!) He continues: The great City, State, and Kingdom of East Lansing has an interesting way of selecting its rulers. Every five years, a competition known as The Great Hunt is held. Each prospective ruler enters a team in the hunt. The person whose team wins the hunt becomes King, and the sponsors of the teams who finish later become the Council members. He says that while he has been a Council member for several terms, (his teams always seem to finish 7th), he is fed up with it, and decided that he is going to win this year. That's where the team comes in. The team is to be Pherondondelae's entry into this year's Great Hunt. If they win, and Pherondondelae becomes King, he will reward us with one *million* gold pieces each. He then snaps his fingers, and servants start bringing out chests overflowing with gold, jewels, and other treasures; all of it very real, and it certainly seems like enough for a million each. As the men reach for the treasure, the servants quickly haul it back away. Pherondondelae then says that since he brought you all together, he expects you to win. In fact, if you do not win the competition, or if you try to get out of it, then you must suffer the consequences. Jenkins the Magician then speaks. He says that he has this spell, which, when cast, will hunt down and kill any creature, with no second chances. All he needs to cast this spell is a lock of that person's hair. He then pulls out of a pocket a small wad of hair; each of the men think back to the haircuts they were given when they arrived... The halfling then tells the team that they will leave for East Lansing first thing next morning. The team will travel by land, a journey of about three days. This will give the team time to get to know each other. Pherondondelae and Jenkins will meet them at the city. Next day, the team starts their journey. Over those three days, they find that although none of them had ever met, many had heard of each other because of their great skill as adventurers. The team consists of: Hjorvard Narlagh, the dwarf Fighter/Cleric; Big John Drott, a human Gladiator; Crunch, a half-orc fighter-Berserker; Raji Binderlu, an elven thief; Steeltooth, an gnomish mage; Crutches the Thief, a half-elf cleric/thief; and Slobbabeef, a halfling fighter/mage. [Editor's note: Everything so far was given to us as background information to the adventure. The characters were all made up, including their possessions, and were distributed at random to the players. Our character packets included everything we needed to play, including photocopies of manual pages, lead figures, even a set of dice. We weren't allowed to use any of our own rulebooks. After telling the initial story, the DM gave us some time to get to know our characters and discuss them with the other players. Then the play began.] After three days of travel, the party reaches the gates of the city. The guards demand to see their "papers", and when the team admits that they don't have any, the guards set them to work filling out hundreds of forms for themselves, their weapons, their spell components, etc. After finally wading through all the bureaucracy, they are allowed to enter the city. Just then, Jenkins shows up, and tells them there is a party tonight for all of the teams, and that they should go and check out the competition. Some of the other teams in the competition are a team of all half-elf fighter/ magic-users (last year's winners), a team of paladins, a team of old sages (calling themselves the Bookworms--turns out they have been competing for years, but have never even finished the hunt). There is a team of thieves and assassins, a team called the Aquatics made up of an aquatic elf, an intelligent squid, and various other marine creatures. There is another team made up of two barbarians and Bigaxe the Fighter, and a team called the Really Rottens, led by a witch, and having a vampire, a werewolf, a mummy, and some creature in a covered cage... The team tries to ask questions of members of other teams, but most of them aren't very talkative, so eventually everyone just leaves. Next morning, Jenkins takes the team to a tent behind a platform in the city square. There are similar platforms for each team. A huge crowd is already beginning to gather, and by noon, the square is jammed with what looked like nearly everyone in the city. A large scoreboard is erected at one side of the square, with team names listed and blanks where betting odds will be listed as news of each team's progress came back to the city. At last an announcer came out and began introducing each team, and its sponsor. Finally, he announced "Pherondonderama!" The team figures that must be them, as Jenkins shoves them out onto the platform to stand in front of the crowd. Then the announcer begins explaining the rules of the Great Hunt of the Great City, State, and Kingdom of East Lansing. Each team will receive a list, with a number of items on it. The team has to gather the various items on the list (there are some choices), and return with them to the city. Upon return, the items would be verified as to authenticity. The first team to have all of their items verified would be declared the winner. Some other rules: Teams will receive 10,000 GP in a special parchment currency which would be negotiable anywhere in the land. However, the team is to use this money ONLY, not any other. Various permits will be issued, indicating that the team members had the right to travel in the land, use weapons, etc. Finally, a scroll of Supplemental Rules is in the packet, which must be followed. The three Judges would be watching all the teams, making sure they followed the rules, and the teams would be penalized if they didn't... With that, the announcer says, "Let the Hunt begin!" Then, a trap door opens in each platform, and a box rises up out of the hole. Inside each box is the list, rule scroll, permits, and currency for each team. [Ed.: At this point, the DM gave us a box with the list (below), the rules (several pages of all sorts of bizarre rules), the permits (a whole stack of them: license to use weapons, license to use magic, license to use excessive force, etc.), and the money (they actually made and printed money for the game: when we bought stuff, we paid with this money).] The List ======== Alive (choose 1): Gnomish Prince The Goose that Lays the Golden Eggs The Vortex Weapons (choose 1): Demonsbane Maxwell's Silver Hammer Shaflukas' Bass Guitar Miscellaneous 1 (choose 2): The Magic Bus The Nullifier Isaac's Bar The Wand of Orcus Miscellaneous 2 (choose 2): Water from the River Styx Tribal Standard of the Brantorkl Orc Tribe The Book of Thoth As soon as they get their box of stuff, the teams begin to leave the square, followed by the crowds. Jenkins tells Team Pherondonderama to get going, then disappears. So the team begins the first step of the Great Hunt: research. [Ed.: The way the DM handled research was pretty cool. They gave us a list of buildings in the town (libraries, shops, guilds, taverns, etc.). To do research, we told them what location we were going to, which item we were researching, and how many man-hours we spent searching. If we looked in the right place for long enough, they gave us information. Most of the time, the information was in the form of a piece of paper, representing a section of a book containing the information. A lot of the sheets were pretty funny, incorporating inside jokes that most of us got, since we had played D&D together before (in fact, much of the adventure was like this).] The first stop is the Great Library of East Lansing. The team spends the better part of the day there, getting basic information on most of the items. Over the next couple of days, the team works on a local Library of Magic and the University Library. The Musician's Guild yields a couple of tips, as well as a few other places around town. The party finally decides they have enough information to start searching. Here is a short summary of what they find out about each item: Gnomish Prince: There is a tribe of gnomes, led by a king, not far from East Lansing. However, they are not very friendly with humans. It is said that in the past, they created many amazing devices, among them the Magic Bus. The king and each of his line is said to receive a distinctive tattoo at birth in the shape of the Magic Bus which identifies them as Gnomish royalty. The Goose that Lays the Golden Eggs: Didn't find much information on it, so the team basically gives up on it. The Vortex: These ferocious creatures, the few that are left, live in the Valley of the Vortex. [Ed.: description of the creature is that of a Tasmanian Devil from Warner Brothers Cartoons]. They are hardly seen anymore, although there must still be some left, as the destruction of the men of the Brantorkl Orc Tribe demonstrates. It is said that they can be tamed by music of exceptional beauty. Demonsbane: A very powerful sword of lawful good alignment, it was forged as a weapon against the forces of the netherworld. Got a tip that a shopkeeper on a southern island knows more about it. Maxwell's Silver Hammer: Didn't find anything quickly; decided not to bother. Shaflukas' Bass Guitar: This guitar produced music of exceptional beauty, which would cause all to forget what they were doing and listen, enraptured. Once activated, the Guitar would continue playing by itself. The Magic Bus: The bards at the musician's guild had an interesting song about this item, though it wasn't very informative [Ed.: they played Magic Bus by The Who]. Elsewhere, we found out that the Bus was build by the Gnomes of ancient times at the request of two of the Elder Gods: the god of the Earth and the god of the Sea. The Bus could be used as transportation across the land or the sea equally well, and required no wind or other energy source to move it. The party found a lead that it was partially buried under a mountain far to the north. The Nullifier: This device completely nullifies all forms of magic in a 10 foot radius sphere about itself. It is supposedly in the hands of an eccentric collector of magic items. Further inquiries lead to the location of the island on which he is supposed to live. Isaac's Bar: Didn't find anything quickly; decided not to bother. The Wand of Orcus: This is an artifact belonging to the demon lord Orcus. Supposedly it is currently in the possession of someone here on the Prime Material plane, but the team decided not to find out who. Water from the River Styx: The river Styx, of course, is the river which flows through most of the lower planes. Its water can only be held by certain objects: for instance, the helmet of a paladin, a cup forged by Hephaestus, or the bilge sponge from a Gnomish vessel. One book talked of a well in an ancient city (now ruins) which led to the river. Another gave the location of (supposedly) a gateway to the 238th plane of the Abyss, where the river could possibly be found. Tribal Standard of the Brantorkl Orc Tribe: Found a book all about local Orcish history. The Brantorkl was once one of the most powerful orc nations, but declined steadily in recent ages. Most recently, the Brantorkl army went to the Valley of the Vortex in response to rumors of great riches to be found there. None of them ever returned. The remnants of the tribe still living in a land not far from East Lansing. The Book of Thoth: This is an artifact belonging to the god Thoth. It is said to be in the possession of The Spellmaster. The team decided not to find out who the Spellmaster was. Satisfied that they have enough information to begin searching, the team prepares to leave the city. They decide to seek out the magic item collector who has the Nullifer. They make their way to the coast, and hire a ship to take them to the island. When they arrive, they find that is an old volcano. The party is surprised, but the ship captain assures them that this is the right place. The party goes ashore and climbs up the side of the mountain. Reaching the top and looking down in, they find large stairs carved into the rock leading downward. They climb down the stairs to find a passageway leading deep into the mountain. They enter that, and follow it. Eventually, they round a corner and the cave walls change. Instead of being plain rock, there are niches of all shapes and sizes carved in the rock, each with a label below it. The labels bear names of various magic items, many that various members of the party recognize from tales and legends. However, all of the niches are empty. The party rounds another corner, and is surprised by a couple bolts of energy firing forth from someone in the room beyond. They quickly retreat around the safety of the corner. They look around, and find a convenient statue, behind which someone can see into the room without getting shot at. What they see is a large room, with a 6 foot high wall running across the room, except for a gap in the middle. On a pedestal in the middle of this gap sits an amulet. Guarding the amulet, and peering over the top of the wall, are six small creatures which appear to be made of flames. Each carries a wand, which must be what they used to shoot the energy bolts. The party tries shooting some arrows at the creatures. However, the arrows don't seem to be having much effect, and a couple party members take pretty hefty damage from energy bolts. Then, the dwarven cleric Hjorvard gets an idea: these creatures seem to be made of fire, so maybe water will damage them. The party agrees, so Hjorvard casts a Create Water spell over the heads of the creatures, allowing gallons of water to crash down on the heads of the fire-creatures. Sure enough, four of the creatures were killed outright, while the two standing next to the amulet on the pedestal were not affected at all. In fact, the water did not seem to work around them. The party realized that the amulet must be the Nullifier. With only two creatures left, the party decides they can probably finish the monsters off hand-to-hand. Though the creatures were tough, and the party took quite a bit more damage, all the creatures are destroyed and the team gets to the Nullifier. Just then, a door in the back of the room opens, and an old and very sad- looking fire giant appears. He says that we passed his test and could take the Nullifier. The party realizes that the fire giant must be the collector. He goes on, lamenting that adventurers have come and taken all of his items, and that he no longer has anything to live for. He tilts back his head and lets out a roar, and all of a sudden, the ground beneath the party begins to shake. They quickly decide that running away very fast is probably the best course of action, and immediately begin doing so, as rocks begin tumbling around them. They make it out of the volcano, and back to the ship. As they leave, the volcano erupts behind them. But all party members are safe, and they have their first item. They quickly sail away from the island. Suddenly, a loud Foom! is heard, and a man riding a flying carpet materializes in the air above the ship's deck, in front of the party. Next to the man is a large spinning wheel. The team realizes that this must be The Wheelmaster, most feared of the three Judges of the Great Hunt. "Congratulations on getting your first item," he says. "But I am afraid that you have broken the rules in doing so." An evil grin appears on his face as he turns to his great wheel and prepares to spin it. The team begins to protest: What did we do wrong? He replies, "Why, you forgot the Victory Dance. After each item, the team must dance the Victory Dance. Says so right here in the rules." He picks up a large book, flashes a page at the party, then sets it back down. "I'm sorry, you'll just have to pay the price." No amount of protest would change the judge's mind, and he spins his wheel. Around it goes...and finally stops pointing to a space labeled "Lose one magic item." "I am so sorry," he says with a smile, "I will just have to take one of your magic items. Hmm...let's see...I think I'll take Big John's Ring of Invulnerability." The ring on John's hand disappears. The party protests some more, but the Wheelmaster ignores them. He does, however, agree to teach them the victory dance before he disappears. The party is rather upset, since the ring was one of their more powerful items. However, they realize there isn't much they can do, so they press on... Since they are already at sea, they decide to continue to the southern island to find out about the sword Demonsbane. The sea journey is quite long, over three weeks, but they make it. There, the team seeks out the shopkeeper who is supposed to know the location of the sword. They find him, and he says that it is in the possession of a troll who lives in a mountain, a ways inland. The party convinces the shopkeeper to guide them there, and they set off. After a fairly uneventful land journey, they find the mountain, and start up the path leading around its edge. After going a ways, they encounter what appears to be an old man coming down the path. Instantly suspicious, Hjorvard casts a Detect Magic, and the "man" shows intense magic. Hjorvard communicates this to the rest of the party, and they draw their weapons. The advancing creature realizes what's going on, and shifts to his natural state: not a troll, but an Ogre Mage! After a furious battle, the team slays the ogre, and advances up the mountain. In his cave, they find a great black sword, covered with runes; they realize that this must be the item they seek. They take it, and remember to perform their victory dance. The shopkeeper from the village thinks this is rather peculiar behavior, but doesn't say anything since the party did just destroy the monster that had been bothering them for years. Back to the ship, then another three week sea voyage back to the mainland. Upon arrival, they get news of the other teams. It seems that some of them are doing pretty well, gathering items while Pherondonderama was sailing all around the southern seas. The party realizes that they had better get moving if they are going to have any chance of winning The Hunt. So they look at their options for the next item. After some discussion, they decide to go for the Gnomish prince, as he seems the most likely choice in the Alive category. So they travel overland, and eventually find themselves in Gnomish territory. Some time later, they near the capital city, where they presume that they can find a prince. However, despite discussing it intensely during the journey, the team still didn't have a plan for how to even contact the prince, let alone convince him to join the party. As they ride over a hill, they encounter a group of gnomish guards on patrol. Before they know what's happening, the gnomes attack. The party defends itself, and quickly decides to fight to subdue, rather than kill, since they hope to eventually befriend a gnomish prince! Soon, all the guards are subdued and tied up. When the leader regains consciousness, the party starts pumping him for information. He doesn't want to talk to them, though, and the party is forced to use a Charm spell on the guard to get him to talk. The spell is successful, and the guard reveals that there is indeed a prince who lives in the city. He is not happy, however; he lives with in the palace with his father, the King, but has run away 3 times in recent months. Each time, the guards have chased him down and brought him back to the city. The party realizes that this may be easier to get the prince to join them than they thought; all they have to do is help him escape, and he should want to join them. So, they write a letter, and have the charmed guard take it in to the city to give to the prince. They then move to a group of trees close enough to the city to see it, but far enough away that the guard patrols wouldn't find them. That night, as the party watches the city, they see a single figure move away from the walls and up towards them. When he reaches the trees, the party meets him. He says he is the prince, that he got their note, and wants to join them. The party asks to see his birthmark, and he does: it is a solid black rectangle, on his leg. The party is skeptical at first, but the prince assures them that this is indeed the tattoo which identifies him as a prince. The party then looks back to the city, and seeing the parties of gnomish guards which are moving out, apparently searching for the prince, they decide his story must be true, and they quickly leave, after performing their victory dance, of course! Next, the party decides to go north and look for the Magic Bus. After several days of travel, they reach the area where their research said they would find the bus. They find it, and see that lies in the side of the mountain, mostly exposed except for what look like large vines growing up and over the bus. They approach and try to hack away at the vines, when all of a sudden, the "vines" come to life! They begin moving, then the end of one pulls out of the ground, and there is a head on the end. Then, more heads begin popping out of the ground and attacking the party members. The battle quickly becomes intense. Not only do the heads bite at the party members, but the occasionally spit a noxious liquid, which causes a slow paralysis on a direct hit. During the battle, two party members are hit with paralysis, but are saved just in time by eating magic "chocolate bunnies" that one of the party members has. The battle rages on, and the party sustains more and more damage. Slobbabeef (the halfling fighter/mage) casts a Monster Summoning spell, bringing several orcs into the battle, which did a good job of acting as targets for some of the attacking serpent heads, giving some of the party members a brief rest. In the end, the party prevails, though the clerics are kept busy for a long time afterwards healing everyone up! Shortly after the battle...Foom! another man standing on a flying carpet appears. This is not the Wheelmaster, the Judge they ran into before, but the party figures (quite rightly) that any appearance of a Judge is probably bad news. "I'm vewy sowry," he says, "but it appeaws that you have bwoken the wules." [Ed.: Use Elmer Fudd voice for this guy.] "You see, you added people to your team, and they were fighting without unifowms." "What?" the team asks. "The owrcs that you summoned. I will have to punish you for this. I'm vewy sowry. Let's see...you." (he points at Steeltooth the mage) "You lose all of your magic powers until the team gets its next item." And with a wave of the Judge's hand, Steeltooth loses his powers, and the Judge disappears. The party is rather put out by this ridiculous penalty, but there is nothing to do but press on. Meanwhile, the Gnome Prince that the team picked up earlier is checking out the Magic Bus. He is tremendously excited, for this is one of the gnomes' greatest achievements, thought lost, but here it is, in front of him. The party gathers around the gnome as he is feeling along the side of the great black box which is the bus. The gnome finds what he is looking for, and a panel opens in the side of the bus, dropping down a ramp leading up inside. The gnome quickly disappears into the bus, with the rest of the party following. Inside, they find the gnome checking out the controls at the front of the bus. When asked if he knows how to drive this thing, the gnome explains that although the bus has been lost for generations, its principles and instructions on how to use it were still taught to the gnomish royalty. Then, with a twist of a dial and a pull of a lever, the bus lurches forward. As the party looks out in astonishment, a sphere of energy forms around the box- shaped bus, lifting it up off the ground. The sphere then appears to "roll" forward, with the bus remaining suspended in the center. And with that, the party is traveling once again. Next stop is a ruined city off to the west. The party's research suggests that there may be a well in this city leading down to the waters of the river Styx. They arrive after a short bus journey and begin the search. However, after searching for nearly two days without sign of a well, the party gives up and decides to move on. The other lead that the party has about the river Styx is located in a forest to the south of the ruined city. Stories tell of a gateway into the Abyss, the hope being that the river Styx goes through this particular plane. The party rolls south, and eventually arrives in the forest. They continue into the forest, heading toward the point their research pointed to. It becomes increasingly clear that this is no ordinary forest. The gloom darkens, the trees become more twisted, great webs drape the branches. Eventually, they reach the center of the dead zone. As evening falls, the air shimmers, and the gateway opens. The party is ready. Earlier, they prepared their strategy. Steeltooth remains behind with the gnomish prince and the bus. The rest of the party goes in. To gather the water, the team takes the bilge sponge from the Magic Bus, which the gnomish prince showed them how to use. The party gathers outside the bus, and plunges through the gateway. They enter a different world. Almost exactly like the real world, except that there is no sun, moon or stars; the sky is a uniform shade of pink. No grass, trees, or animals; the ground is a similar shade of pink. The party stepped through at the top of a hill. First, they look behind them to make sure that the gateway is still open behind them; they breath a sigh of relief to see that it is. They then look ahead, down the hill. At the bottom of the hill, they see...a river! Hardly believing their luck, they start down the hill to the river. Hjorvard the dwarf gets the sponge out, as they approach the water. Just then, Raji points off in the distance. A huge flock of enormous flying creatures appear in the distance. As they come closer, the party hears them screaming. A word comes clear from the screams: Demonsbane. Too late, Big John looks down at the longsword hanging at his side and realizes the grave error they made, bringing the sword into the Abyss with them. It must have been like a beacon to the inhabitance of the place. Hjorvard bends down to the water, and activates the sponge, being very careful not to touch the water himself. The sponge full, he grabs it and struggles up the hill. The rest of his party has already started moving towards the gate. "Wait for me!!!" he cries, as his shorter legs struggle up the hill. With demon creatures literally nipping at their backs, the party shoots through the gateway. But the struggle is far from over. The party runs to where the bus is parked, with the demons following through the gate, gaining rapidly. The party jumps into the doorway, yelling frantically for the gnome to get the bus moving. However, the demons keep coming. There was nothing to do but fight it out, hand-to-hand. Ironically, the weapon which drew the creatures in the first place could not be used against them; Demonsbane is a lawful good-aligned sword, and none of the party members has the alignment to use it. The battle is long and difficult. At the end: all the demons destroyed, many of the team unconscious, everyone's strength and spells exhausted, but no one dead. But as the team tries to catch their breath...Foom! Yes, the Wheelmaster is back. He is, of course, the last thing that the party wants to see, after barely surviving. "What did we do this time?" "Idiots! Fools!" says the Wheelmaster, then proceeds to rattle off a list of "serious infractions" including leaving the plane and bringing otherworldly creatures into the world. Then he spins his wheel... It come up "Lose all your money." The party breathes a collective sigh. While losing all their money is a setback, the team saw several even worse spaces on the wheel, such as losing one of their items. The Wheelmaster took their money, and went on his way. One item to go. Earlier, they had decided on getting the tribal standard of the Brantorkl orc tribe. They knew basically where it was, and that it should be lightly guarded, since the majority of the tribe was destroyed in an assault on the Vale of the Vortex. So, while the team rested and healed, the Gnomish Prince drove the bus south. The team rides along in silence. By now, they are tired of the Hunt, tired of Judges, and they just want to get this Orcish tribal standard, and get back to the city. Should be no problem--finish off the remnants of the tribe and grab the standard. During the ride, the team stops for more news of the other teams in the hunt. The latest reports show that the team is still in contention; some of the teams are already out, and while some teams have gained part of their items, no one has finished yet. They arrive at the ancient, partially ruined castle which is the last stronghold of the once powerful Brantorkl Orc tribe. The team doesn't waste time, but immediately gathers together and begins the attack. With a combination of magical levitation and brute strength, they attack the fortress. The party is almost unprepared for the Orcish resistance. It consists entirely of Orcish women and children, mostly untrained in combat. Though there are a large number of them, they have no chance against the trained, experienced adventurers which comprise the party. The battle quickly becomes a bloodbath. The heaviest resistance came from some Orcish female archers, but even these were quickly overcome. [Ed.: During this battle, our DM gave us incredibly gory details about how our party was murdering these poor, helpless women and children. I mean, he REALLY hammed it up. It was not a pretty sight...] Finally, the few remaining orcs decide that life is more important than pride, and clear out. The party catches their breath, as they survey the carnage surrounding them. Then they turn their attention to the tribal standard. The standard is not quite what they expected. It is not a simple banner, but a large construction of huge logs, designed to be carried by about 8 big orcs. Even with their exceptional strength, the party finds that it can barely move the standard, let alone drag it back to East Lansing. But the party does not realize that the battle is not quite over. While they look at the standard, a hidden door in the ruined castle opens. Out from it pours a horde of half-orcs. Not women and children, but fully armed male warriors. The party instantly draws their weapons and turns to meet the charge. Once again, the party performs. Although the half-orcs appearance is a surprise, they are still no match for the team. After a brief, intense battle, the half-orcs lie dead, and the party stands with no serious damage. So the party returns to the problem of the tribal standard. But they are not about to let a trivial detail like transportation stop them now. Hjorvard casts a spell which reduces the size of the standard, then the team is able to load the standard onto the Magic Bus. The team, after performing their victory dance, hold their breaths, waiting for a judge to show up. But nothing happens, so they slap each other on the back and climb aboard the bus. They drive back to East Lansing as fast as the bus can go. As they enter the gates, the crowds cheer them on, and they find out that they are indeed the first team back to the city. The party is directed to the judging area, where the officials will verify the authenticity of their items. However, just then, they hear a noise behind them. They soon find out that it is another team, returning with all of their items. They are taken to another area, where different judges will verify their items. Thus, it comes down to which team will have their items verified first. The officials go to work on the party's items. First, they interview the gnomish prince. He states that he is a true son of the King of the Gnomes, and thus a prince of the Gnomish Kingdom. He shows them his tattoo as proof of his statement. The officials confer among themselves, then nod, and one of them announces: "Gnomish Prince: verified!" Next they turn their attention to the Magic Bus. There is little doubt that this is official, since the party rode into town on the Bus, but they consult their reference books, cast a few spells to make sure it is not an illusion, talk briefly with the Gnomish Prince. "Magic Bus: Verified!" Then one of them goes over and takes the nullifier, inspecting it, and comparing it to one of their books. He puts it on, and motions for everyone to stand back. The other officials then begin casting spells at him, first relatively mild ones, then more and more powerful spells, until this one official is completely surrounded by dazzling blasts of magical energy. Finally they stop, and the official wearing the magic item smiles and waves to the crowd, completely unaffected by the spells. "The Nullifier: verified!" Fourth is the tribal standard of the Brantorkl Orc tribe. The scholars look at the standard, look in their books, poke at the wood, and so on. Seeming puzzled by something, one of them casts a spell at it. All of a sudden, it grows larger in size! (They had dispelled the reduce spell that Hjorvard had cast on it). Now the scholars look satisfied, and they announce: "Brantorkl Tribal Standard: verified!" Only two items left. An official takes the sponge, activates it, and pours the liquid into a cup, which immediately begins dissolving. Before it falls apart, however, the official picks up the cup and drinks the contents in one gulp. He stands still for a moment, then suddenly, all of the flesh explodes from his body, leaving only a skeleton standing there. The officials nod, but then one of them says, "Hey, wait a minute. Doesn't the Ichor from the Pool of Primus the One do that, too?" The skeleton lifts a bony finger and points to the gnomish sponge laying on the ground. "Oh, yeah, the Gnomish sponge won't hold the Ichor. Okay. Water from the River Styx: verified!" For the final test, one of the officials picks up the great sword, Demons- bane. The others busy themselves tracing a large pentagram in the dust. They then gather around it and begin chanting. The air swirls, and turns dark, then a huge, horrible figure appears. The demon snarls and lashes at the sorcerers, but the magical symbols hold him fast. Then the man with the sword steps forward. The demon sees the sword and lets out a blood- curdling scream. Then the man raises the sword, and strikes the evil creature. As the steel contacts his form, the sword seems to begin to suck the life out of the demon. It grows smaller and smaller, until within moments, there is nothing left but a few wisps of smoke in the air. The official raises the sword and says, "Demonsbane: VERIFIED!" All of their items check out. But did they finish before the other team? They will have to wait to find out. The officials announce that the winner will be revealed at a ceremony that evening in the city Stadium. That evening, everyone gathers in the stadium. The teams which finished and their sponsors have seats on the field, and the stands are packed with the population of East Lansing, eager to see who will be their next King. In the area set aside for Pherondonderama, the team members sit quietly, as the mage Jenkins stands by, fingering a small ball of hair... At last, the moment comes. The officials stand up on the podium and make their proclamation: "The winner of the Great Hunt of the Great City, State, and Kingdom of East Lansing is...PHERONDONDERAMA!" The party breathes a sigh of relief. Pherondondelae beams and comes over to congratulate the party. With a flourish, Jenkins throws away the ball of hair, and the party knows that they have succeeded. Pherondondelae then renews his promise that the team will get their one MILLION gold pieces each, and then he goes forward to be crowned the new King of East Lansing. ...and thus ends our story. Join us next summer for the THIRD annual Dungeons and Dragons Extravaganza, sceduled to be held in scenic Buchanan, Michigan! [Final notes: This is pretty much how the campaign happened, as well as I can remember. I left out a lot of details, of course, but I don't think I forgot anything major. If it seems like Hjorvard shows up in the story more often than the other characters, it's only because Hjorvard was my character, so I remembered better what he did! Throughout the adventure, the DM gave us updates on the status of the other teams in the Great Hunt. He also told us the odds that the bookies were giving on each team; sometimes these were very funny. I really can't remember much about the other teams, though. The campaign was a competition; there was another group of people who did the same adventure at the same time as us. They finished before we did, both in real time, and in game time, but it was pretty close. Alex and Ethan, our DM's did an amazing job of putting the campaign together. They had to work up 13 mini-adventures (one for each of the items on the list), even though we only went through six of them. Afterwards, they told us that they had prepared for all of the items, even the artifacts like Orcus' wand and the Book of Thoth. Some of the adventures were really cool, too; it's too bad we couldn't go through all of them. The other team got some of the same items as us, but some different ones, so it was fun to compare our adventures. The whole campaign was loaded with inside jokes, cameo appearances by former characters from previous campaigns, and just general funny stuff. Most of the cities on the map were named after real-world cities: East Lansing, of course; but there was also Ann Arbor, Livonia, Whippany, and several others. The research that we did at the beginning of the game was also great, some of the items we "found" were just hilarious. One of my previous characters showed up as the "boy hero Soranal" who saved some village from the Vortex. There were even jokes upon jokes: one of the items, Isaac's Bar, refers to Isaac, the bartender on the Love Boat. Isaac had appeared in the D&D parody tapes that Mike and Alex made while we were going through our campaigns a few years ago. (I have those tapes now, I would send you copies except that you probably wouldn't get any of the jokes, since you weren't in on the campaigns). That's all, folks! [Copyright 1992]