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XRP6666 - The Pleasure Prison of The B Thuvian Demon Whore
XRP6666 - The Pleasure Prison of The B Thuvian Demon Whore
66
WWW.XRPSHOP.CITYMAX.COM
Requires the use of Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc.
The Pleasure Prison of the Bthuvian Demon Whore: the adventure that is, quite frankly, too strong for the mere hobbyist gamer!
A desert caravan ambushed! An incognito Queen elfnapped and taken to some sandy hideaway! A hero of epic proportions!
Within these covers is the greatest adventure ever told. Will the dangerous renegade Bthuvian Demon Whore Alayshia have
her way with our hero or will he have her to his way? Which way will the having be? Only you, playing the role of Krunk
barbarian of the frozen wastes, will ever know
This adventure is designed for Krunk, barbarian of the frozen wastes, a 7th-Level barbarian, but if you play it with anyone other
than Krunk, youd best be a few levels higher. Krunk is a god among men.
Table of Contents
Credits
Adventure Background.......................................................page 3
Adventure Synopsis.............................................................page 3
Areas of Interest..................................................................page 4
Starting the Adventure.......................................................page 6
The Mostly Abandoned Kobold Lair................................page 12
The Pleasure Prison.............................................................page 21
The Plane of Naughty........................................................page 22
Krunk (Sample PC).............................................................page 23
New Creatures....................................................................page 24
Maps......................................................................................page 29
Think, for a moment, about the power of the mindthe power of the pen. The power of the pen put to paper with some ink
and a force of personality. Think in that moment, the highest achievement possible: a new world! What you hold in your hands
is but a slice, a smidgen, a wafer-thin portion of a complex thematic tapestry created over decades of unceasing labor. And it
is this labor that you will see in every sentence of The Pleasure Prisona labor of creative energy, a labor of mental acuity, a
labor of love.
And remember, Elite Game Masters dont just create adventures, they become them! You must weave this adventure into
your existing campaign, reinforcing your multi-layered tapestry of themes and subject matter that is, quite frankly, simply too
strong for the hobbyist gamer.
Doug Douglason
Elite Gamemaster, 2006
*This adventure fueled by Moutain Dew and the entire re-mastered collection of
Adventure Background
Adventure Synopsis:
mostly abandoned lair where he finds some small sport before going further south to find the location of the
Elf Queen. He quickly finds the hidden pleasure prison of the Bthuvian demon whore Alayshia.
Fighting his way through their defenses, he eventually fights the last of the kobold tribe and rescues
the Elf Queen who is so thankful she transports him to the Plane of Naughty to fight the two corrupted, a
chocolate golem, and eventually Alayshia herself.
The following entries provide you some background information on the areas in which this adventure
occurs. Availability of goods is left entirely in your hands, but it is suggested that Krunk be allowed to
purchase any services/goods which have a reasonable chance of being found at the location in question.
Healing, magic, and other more unique requests should be viewed from exactly that light, but shouldnt be
entirely absent. If Krunk takes a beating and wants to retreat, allow him to do so, but think of adding a few
additional difficulties to reflect on his actions.
At the mouth of the Baladeh River lies the city-state of Isfala whose shell-encrusted towers and
gleaming mother-of-peal twin fortresses shine in the reflected sunlight from Neytak Bay. Isfala is an old
city, an old, old city with thousands of years of history and many more in legend. Isfala was the birth place
of the great prophet QuTun and has played an important role in spreading his word through the radical
clerics of Isfala.
But dont expect the birth-place of the great prophet to be a holy city, far from it! It is a bustling cesspit
of iniquity, where from one side of the mouth holy chants are incanted and through the other wine, lotus
powder and the reluctant kisses of slaves pass. Isfala is a two-faced city at best, but truly it a multi-faced city
willing to present whatever necessary to continue living in sin while commanding others not too. Anything
a heart desires can be found in Isfala as it is the final stopping point of the vast east-west trade route moving
weapons, armor, magic items, slaves, horses, camels, and jewelry.
But the most valuable commodity in Isfala is knowledge. The great sage college of Isfala trains the
worlds sages in knowledge ranging from the uses and meaning of the rudraksha bead to what blood is
best for a gris-gris charm. Blue Domes, the local name of the
sage college given by the bright blue domed minarets lining
the walls of the campus, is the place to study for the 3rd sons
across the civilized world.
But all of this focus on debauchery and knowledge has
resulted in diminishing military control for the city-state.
Now, after years of inward-focusing thoughts and actions,
Isfala controls only the southernmost part of Neytak Bay
and maintains its hold in the food producing lands solely
out of a nigh-dormant sense of self-preservation. Isfalas
grasp reaches inland only to the oasis communities of Kojur
and Anguran, where loyalty to Isfala is sworn and mostly
followed. But beyond the walls of Kojur and Anguran, a vast
empty no-mans land stretches filled with slavers, traders,
and humanoid tribes.
Isfala (Metropolis): Power Centers: Conventional
City Council (LE), Conventional Grand Council (LN);
Conventional Merchants Guild (LE), Magical Radical
Clerics of Isfala (LN); GP Limit: 100,000; Assets:239,500,273;
Population: 47,906; Mixed (80% human, 9% half-elf, 5% elf,
4% halfling, 1% half-orc, 1% other)
(as the locals call it), and all attempts to turn it into a trading
commodity have been unsuccessful.
Kojur (Small Town): Power Centers: Conventional
Town Council (LN); GP Limit: 800; Assets:49,200;
Population: 1,231; Mixed (90% human, 4% half-elf, 3% elf,
1% halfling, 1% half-orc, 1% other)
Introductory Description
After a long year in the guards of Isfala, youve decided
something more adventurous suits your tastes. Spending
day in and day out watching the goods of the far east
enter the gates of jeweled Isfala lends itself to deep
thoughts concerning the lands of the far east: what are
they like? Are the men there like the men here, or are they
one-legged monstrosities with faces on their chests?
Such questions led you to Anguran, the last stop on
the great desert trade route, with a small purse of gold
and the tavern before you. A head light with date wine
and a purse even lighter from two loosing bets on the
taverns cock fights makes the approach of Rowinna the
barmaid/prostitute even more appealing than normal,
but her face tells you shes come with something to say.
From the hard-glint in her brown eyes, its something to
do with money.
She sits next to you and tells you a tale you find hard
to believe, but coming from this source you know you
must believe. Her colored lips tell of a caravan traveling
with an incognito Elf Queen in its midst, a caravan that
was ambusheda caravan whose queen is now missing
and assumed captured. An elf queens ransom would
surely be more than a months work of caravan guard
duty, wouldnt it? And all Rowinna wants in return is
a 10% finders fee and perhaps a few more long, sweet
nights of companionship.
She hands you a long red cloth as you agree to
the deal. Make a turban of this cloth and offer 100 gp
to the slavers at Uz-Kala and theyll tell you if theyre
involvedin the ambush. Perhaps you could simply buy
the Elf Queen right from under their noses as they would
have no reason to suspect theyre holding a queen in
their underground pens.
To the east then, along the trade route for nearly
twenty miles of sandy travel to Uz-Kala, the Blood
Tower! But before then, a nights pleasure awaits!
Allow Krunk to enjoy the rest of the night and, if he
wishes, purchase Rowinnas attentions for 25 gp. Any
material he wishes to purchase for the trip to Uz-Kala
should be purchased early the next day. There is a large
caravanserais at Uz-Kala where Krunk can find lodgings.
A hard and thirsty ride puts the last rays of the sun at
your back and against the bloody fortress called UzKala. The Uz-Kala (both the name of the tower and the
name of the brotherhood of slavers who run the tower)
are treacherous, lecherous, and always willing to ply
they trade upon the unsuspecting. But you are not
unsuspecting! And you also bear upon your head the red
turbanthe sign of one approaching Uz-Kala with intent
to bargain or converse.
Moving through the massive gates along with a few
straggling caravans you enter the giant courtyard to a
bleating serenade of spitting camels and spitting men.
The auction block is empty now, what with the auctions
occurring only in the direct rays of the mid-day sun, but
all around you is the stench of slaves and of those who
deal in constrained flesh.
As you turn your horse to the large caravanserais
located near the far corner of the courtyard, youre
approached by one of the Uz-Kala. He hails you and asks
your business.
1. Entranceway (EL 2)
Lair Tactics: The lair will remain quiet and ready for Krunk,
hoping that hell fall victim to one of the traps in the first
few areas. Ideally, hell go east into areas 2 and 3 first before
going into area 1. If he triggers the trap in area 1, there is
a 50% chance the kobolds quietly waiting in area 7 wont
maintain discipline and bring the fight to him via a quick
ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for
1d4+5 each); Search DC 19; Disable Device DC 19. Climb DC
10 to scale the pit.
Treasure: At the bottom of the pit is a single ruby (500 gp) that
has been overlooked by the kobolds as it is lodged in a crack
in the floor. A successful DC 25 Spot check or a successful
DC 20 Search check will discover the lodged gem.
The lair is certainly ready for Krunk and five feet south
of the northern wall, out of torch range, are 4 kobold
crossbowmen. In front of them are 4 kobold spearmen set
to receive a charge. The women and children run to the wall
behind the menfolk. The women load their slings and join
the fray as soon as possible while the children try and stay
out from underfoot.
If, for some odd reason, Krunk wants to talk with these
kobolds, hell get nowhere fast. These are the dregs of the
tribe and know no useful information.
Kobold Child (8): Small Humanoid (reptilian); CR 14; Hit
Dice: 1d8-3 (1 hp); Initiative +1; Speed 20 ft.; Armor Class 10
(touch 10, flat-footed 10); No Combat Abilities; Attack or Full
Attack: None; SQ: Darkvision 60 ft., light sensitivity; Saves:
Fort +0, Ref -1, Will -1; Abilities: Str 7, Dex 8, Con 4, Int 10,
Wis 9, Cha 8. AL: LE
Skills and Feats: None.
10
sensitivity; Saves: Fort +2, Ref +1, Will -1; Abilities: Str 9, Dex
13, Con 10, Int 10, Wis 9, Cha 8. AL: LE
Skills and Feats: Craft (trapmaking) +2, Hide +6, Move
Silently +2, Profession (miner) +2, Search +2; Weapon Focus
(light crossbow).
Light sensitivity (Ex): Kobolds are dazzled in sunlight or
similar conditions (-1 penalty to attack).
Mundane Possessions: Small light crossbow, 20 bolts,
spear, leather armor, silver broach of Alayshia (10 gp), 5 gp.
Treasure: If Krunk so wishes, there is enough (questionable!)
food here for several weeks worth of rations. However, it is
kobold food and would require a successful DC 8 Fort save
to consume without immediate regurgitation.
11
8: Ikutu (EL 6)
9: Treasure
Females (EL 1)
Here Ikutu and his two guards wait for Krunks arrival.
Ikutu has decided this room, typically used as a sleeping
quarter, will be the location of his last stand if possible.
Gipper is also in this room, but if Ikutu joins in combat, hell
retreat; squeezing his slight frame down the long tunnel
to the lookout from which he first spotted Krunk. Only
small or smaller creatures can enter this tunnel and even
then, its a tight fit. More than likely, poor dumb Gipper
will be the only kobold left of his tribe by the time Krunk
meets Alayshia, but dont worry about him, hes a survivor
and there are great things in the future for the observant
kobold
Chamber
and
Elite
12
1: Entrance Chamber
This roughly octagonal chamber is still unfurnished.
When completed it will be an antechamber where those
allowed entrance will wait for hours until Alayshia deems to
see them for 5 minutes.
Read the following when Krunk opens the doors:
The heavy stone door opens against your push relatively
easily and beyond it you see a lit interior area. The
immediate room is roughly octagonal twenty by twenty.
A ten-foot-wide corridor progresses westward and
opens up on the north and south forty feet from you and
beyond that another octagonal chamber is counterpoint
to the one before you. They are all lit by torches on the
walls, and the far chamber looks to have an assortment of
great axes hanging on crude iron hooks.
Theres nothing of interest in this room currently.
13
14
kobolds. If he cant open with sound burst hell try bane. Hell
follow up with a hold person and then, if necessary, focus on
healing Krriptip or himself, trying to make sure hes the last
to fall if necessary.
None of the kobolds in this fight will retreat. Theyve
been encouraged (or at least threatened) by their leader to
stand and fight and since Krriptip is in the rear, it may end
up being fatal to retreat anyway.
If Krunk slays all the kobolds here, read the following:
15
Read the following when Krunk first sees the stone platform
with the golden cube:
In a five by five alcove to the west, you see a stone
platform upon which rests a small golden cube, no bigger
than your thumbnail.
If Krunk removes the cube from the platform, read the
following:
You easily lift the small cube from the platform and it
is heavy for its size. In the distance you hear something
open but suddenly, a secret door in the alcove right next
to you opens and behind it you see a whirling mass of hot
ash. In the whirl, two lines of black power stare fiercely
out at you.
The ash guardian will look Krunk over and attack if he is not
wearing a broach of Alayshia. If Krunk is wearing a broach
read the following:
16
17
the bait in Alayshias trap, and shes willing to play her role
to the hilt. Her responsibilities are fairly easy: she must get
Krunk to touch her bed which will then send Krunk to the
Plane of Naughty. Neither Alayshia nor Arwewynnin expect
any difficulty in this matter. To do this, Arwewynnin has
decided to play the role of the defiant, yet pliable, adversary.
Shell make a ploy of appearing angry while still trying to
send signals to Krunk that any advances are welcomed. If
Krunk wishes to have sex with the Elf Queen, hell have to
make the normal roll to succeed, but regardless of his role,
hell succeed and the queen will lie upon the bed waiting for
him to arrive. As soon Krunk touches any part of the bed
(which is not really a bed at all, see Traps below) hell be
transported to the Plane of Naughty.
While Krunk is a barbarian of action and not words,
there is the possibility that he will ask the Arwewynnin some
questions. In general, the Elf Queen will be vague, feign
ignorance, or say whatever necessary to divert the attention
away from words and toward the bed.
Now that Arwewynnin has attuned herself to the
Plane of Naughty, she can escape from her bedchamber via
touching the southern wall and saying, Do what thou wilt.
This sends her into area 6. Like everyone else, she must use
the cube to return to this area.
If Krunk wants further description of the room, read the
following:
The bedroom is roughly cross-shaped with a large fourposter bed in the northern section, an artfully created
stone washing area big enough for three in the western
section, and a beautiful tapestry bearing a sylvan scene in
the east. The southern end is barren stone, oddly out of
place in such pleasant surroundings.
Arwewynnin, Elf Queen medium female elf, Aristocrat 5;
CR 5; Medium Humanoid (Elf); HD 5d8+5; hp 31; Init +2;
Spd 30ft; AC 17, touch 12, flat-footed 15, Base Atk +3; Grp +3;
Atk or Full Atk: +2 Flaming Quarterstaff +5 melee (1d6+1d6
fire damage); SQ Elf traits; AL CN; SV Fort +2, Ref +3, Will
+4; Str 10, Dex 15, Con 12, Int 14, Wis 10, Cha 14.
Skills: Bluff +10, Diplomacy +8, Disguise +4 (+6 to act in
character), Escape Artist +4, Intimidate +12, Knowledge (Arcana) +5, Knowledge (nobility and royalty) +6, Knowledge
(the planes) +5, Listen +4, Perform (Acting) +8, Sense Motive
+6
Feats: Negotiator, Persuasive
Languages: Common, Draconic, Elven, Sylvan
Magical Possessions: Elven Chain, +2 Flaming Quarterstaff
Mundane Possessions: Fine boots, jade comb (125 gp), lion
skin purse (100 gp).
Traps: Any creature touching the bed in this room that is not
linked to the Plane of Naughty is immediately transported
to area 8 in the Plane of Naughty. The bed is actually extra
dimensional pseudopodia of the plane with several unique
characteristics having a lot to do with pleasure. But now is
not the time for such matters for they are not to be! On with
Krunk to the Plane of Naughty!
18
The Arrival
19
20
Again the heavy stone door opens easily, but this time
the large chamber before you is filled with the trappings
of liferich trappings in fact, silks, fine woods,
expensive furniture and two very attractive wome..., not
women on a bed, most definitely not women on the bed.
But even with skin similar to an alligators, eyes those
of a cat, and long nails hard as iron you find yourself
strangely aroused yet utterly repelled at the same time.
You have but a moment to assess the situation
before the two harridans pounce from their bed with
foul and incomprehensible shrieks, their claws seeking
out your sensitive places
Kthy and Syndi: corrupted medium outsider (chaotic,
native, evil); CR 4; Hit Dice: 4d8+8 (24 hp); Initiative +1;
Speed 40 ft., fly 60 ft. (average); Armor Class 23 (touch 11,
flat-footed 22); Base Attack/Grapple +4/+9; Attack or Full
Attack 2 claws +9 (1d6+5), SA: Rend (2d6+7); SQ: Damage
reduction 5/, darkvision 60 ft., immunity to electricity and
poison, resistance to acid 5, cold 5, and fire, spell resistance
12; Saves: Fort +6, Ref +5, Will +4; Abilities: Str 20, Dex 13,
Con 15, Int 3, Wis 10, Cha 3; AL: CE
Skills and Feats: Climb +11, Jump +11, Listen +5, Spot +5,
Tumble +7; Dodge, Mobility
Mundane Possessions: 4 silk outfits (200 gp total), 2
pounds of garish cosmetics (50 gp).
21
22
was that wise tactical choice which was to prove his savior.
For the rocky outcrop was no natural feature, but a small
mountain made from the stony bones of an ancient stone
dragon slain by none other that the three cousins of frozen
waste barbarian legend: Dhavar-Ktlar, Dvim-TShar, and
Dlock-Gzor.
Climbing to the top, the young barbarians legs failed
him, and he slipped into a crevice and fell deep into the
remains. He landed in a small cave, and there were the
corpses of the three barbarian legends, swallowed by
the stone dragon. As befitting such heroes, their death
accompanied that of their slayer, for although three
barbarians may make a great meal, three barbarians of
legend with sharp pointy metallic objects should probably
be frozen, not swallowed alive and kicking.
Realizing what hed found, Krunk quickly stripped the
corpses of their powerful magic items and used what little
remained as a fire to sleep beside. After a good nights rest,
he climbed back to the surface to continue his journey to
the decadent southern kingdoms with an all new wardrobe
of feral giant prairie dog pelts, and three relics from his
barbarian forefathers.
23
New Creatures
24
Challenge Rating: 2
Treasure: Standard
Alignment: Always Chaotic Naughty
Advancement: By character class
Level Adjustment: +4
25
Corrupted
Medium Outsider (Chaotic, Native, Evil)
Hit Dice: 4d8+8 (24 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22
Base Attack/Grapple: +4/+9
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend (2d6 +7)
Special Qualities: Damage reduction 5/, darkvision 60
ft., immunity to electricity and poison, resistance to acid 5,
cold 5, and fire 5, spell resistance 12
Saves: Fort +6, Ref +5 Will +4
Abilities: Str 20, Dex 13, Con 15, Int 3, Wis 10, Cha 3
Skills: Climb +11, Jump +11, Listen +5 Spot +5, Tumble +7
Feats: Dodge, Mobility
Environment: Any non-aquatic.
Organization: Solitary
Challenge Rating: 4
Treasure: 14 Standard (silks and cosmetics)
Alignment: Always chaotic evil
Advancement: By character class
Chocolate Golem
26
Medium Construct
Hit Dice: 6d10+20 (53hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+7
Attack: Slam +7 melee (1d8+3)
Full Attack: 2 slams +7 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bane of acne, death by chocolate,
emulsifying touch, transferring gloss
Special Qualities: Construct traits, damage reduction 5/
magic, darkvision 60 ft., immunity to magic, lowlight vision,
vulnerability to fire
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 17, Dex 10, Con , Int , Wis 11, Cha 1
Skills:
Feats: Ability Focus (death by chocolate) B
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Ash Guardian
Medium Elemental (Air, Earth, Fire Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +9
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d6+1)
27
28
Height
Weight
Save DC
Damage
Height
Medium
8 ft.
25 lbs
13
2d6
10-30 ft.
Large
16 ft
50 lbs.
16
2d6
10-40 ft.
Huge
32 ft.
100 lbs.
22
2d8
10-50 ft.
Kalik
Kojur
Uz-Kala
Zone
Anguran
of Isfa
lian Cont
rol
The Mostly
Abandoned Kobold
Lair
X
The
Ambush
Site
2
1
4
6
30
10
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
One on One Adventures #6.66: The Pleasure Prison of the Bthuvian
Demon Whore, Copyright 2006, Expeditious Retreat Press, Author Joseph
Browning
d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of
the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Wizards of the Coast is a
trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission.
All mechanics derived from the SRD are deemed open game content. All names of people, places, creatures, and stories are
deemed product identity. The following selected text and names used with permission from Ryan Wood of YNG Turk Films.
* Pleasure Prison of the Bthuvian Demon Whore, Krunk, Doug Douglason,and Elite GameMaster.
* Kobold with the headress made of human ears
* You have entered the bedchambers of the Elf Queen. She stands before you and speaks, Hold, Krunk, barbarian of the
frozen waste. You shall pass no further, Her gold-spun blond hair spills past her alabaster shoulders like springs of honey
mead. Her full, ample breasts are barely covered by a sheen of magical elven chainmail. Leather leggings hug her butter-supple
loins.
* The last of the kobold tribe has no time to scream as the force of your blow reduces it to a pink mist! The once-proud kobold tribe now lies in diminutive severed limbs at your feet. Carnage drips victoriously from the ripples of your tanned and
enormously muscular chest!
* Remember, Elite GameMasters dont just create adventures, they become them! You must weave this adventure into your
existing campaign, reinforcing your multi-layered tapestry of themes and subject matter that is, quite frankly, simply too strong
for the hobbyist gamer.
31
1 on 1 Adventures #2: The Star of Olindor (for rogue level 6-8, 20 pages) Price: $10
A terrible plague has swept through the city of Cairdus, and despite the local clergys best efforts, they have
been unable to control the spread of the disease. Even those who seem cured often contract the disease again.
The only thing that is making any headway are the special blessings given by the powerful Baron Velstaf, but
he only grants these blessings for a price that few can afford.
1 on 1 Adventures #3: The Forbidden Hills (for barbarian or ranger level 5-7, 20 pages) Price: $10
Starvation looms for the people of the Wolf tribe! The elk have all but disappeared and the risky move of the
tribe near the Bear clan territory has proved fruitless. An emergency council of the elders has declared that a
single hearty warrior must make the dangerous journey deeper into Bear territory to find a source of food. The
council has chosen you for this mission of great importance. It is your task to find out where the elk have gone
and bring back food for the winter or at least enact Wolf people retribution against the source of the oncoming
famine! Into The Forbidden Hills you must travel, heart full of hope and anger
1 on 1 Adventures #4: The Sixth Cavalier (for bard level 9-11, 32 pages) Price: $11
Hubrimort is a small, respectable town whose only claim to fame is a local governmental position
bestowed by five of the kings chosen officials, known as the Cavaliers. The position is given to the head
of one of four noble families once each decade. While competition for the mysterious position is always
fierce, this year there are rumors of underhanded deals with criminals, rigged tournaments, and a nasty
case of blackmail.Which of the ancient families deserves ten years of power and privilege? Only the Sixth
Cavalier can help the five officials make the right choice!
1 on 1 Adventures #6.66: The Pleasure Prison of the Bthuvian Demon Whore (for barbarian level 7-9, 32
pages) Price: $12
The Pleasure Prison of the Bthuvian Demon Whore: the adventure that is, quite frankly, too strong for the
mere hobbyist gamer! A desert caravan ambushed! An incognito Queen elfnapped and taken to some sandy
hideaway! A hero of epic proportions! Within these covers is the greatest adventure ever told. Will the
dangerous renegade Bthuvian Demon Whore Alayshia have her way with our hero or will he have her to
his way? Which way will the having be? Only you, playing the role of Krunk barbarian of the frozen wastes,
will ever know
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