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\title{A Shift in the Balance of Power}
\author{\copyright1991 Richard Loritsch}
\date{All Rights Reserved}
\maketitle
\setcounter{page}{129}

{\it \noindent
{\Large T}heft, assassination, and mystery bring a well-regarded
band of adventures within the balance of power, but the clues
are few and far between, and time is
of the essence. Rick's adventure is for AD\&Dv2.\\}


\section{Players' Background}

As the winter's frost begins to lose its bite and the snow 
begins to disappear from the ground your thoughts turn once again 
toward adventure. Two weeks have passed since the first merchant 
ship left Bisselburgh, the capital city of the Empire of Harmosa, to 
get an early jump on this year's trading. An hour ago, the biggest 
question for your group was where to go and what to do next? This 
problem may have just been solved. Just an hour ago, when you were 
all gathered together at the Everfull Mug Tavern enjoying dinner and 
a good brew, you all received summons to see the Emperor, 
immediately! Aha, adventure at last!

	You all were escorted to the castle and then through various 
halls and chambers and finally, just now, into the Emperor's 
Throneroom. Emperor Hylar Ironhouse III is a young dwarf of less 
than 120 years. When you enter into the throneroom you note that he 
is standing in front of his throne. The Emperor's four feet and 160 
pounds frame is donned in deep blue robes, with his bejeweled crown 
resting upon his head. A wide braid in the center marking his noble 
blood is only one of many in the course black beard that falls to the 
middle of his chest. Since your group has worked for the Emperor 
before, and the Emperor is obviously impatient, as you enter he 
begins to speak, ``Friends, I am glad that you were able to come on 
such short notice. As you are all aware the war with the Kingdom of 
Gersone has now lasted twenty-eight summers, and although our 
troops have fought with great courage and valor, we have not been 
able to secure a lasting victory. The reason that I have summoned 
you here is that I have an adventure of the utmost urgency which 
may prove a challenge even for a group with your great talents. In brief, 
are you willing to work toward the end of the war, and earn say\ldots 
5000 gold nobles each for your troubles? I can say no more than that 
until you accept my offer.'' (He will go up to 8000 g.p. and an extra 
healing potion for each member. After the party agrees continue.)

	``Now with that out of the way,'' he continues, ``Five years ago, 
my long time friend and advisor, the Great Mage Ensaril Garrid, tried 
to use his magic to find a way to end the war. His magic showed him 
that the war would not reach the age of thirty summers and much to 
his dismay, he found that the victory would come to the power that 
recovered the long lost Headdress of the Elements. Garrid has 
subsequently spent all his time since then in an attempt to find the 
location of the Headdress. As of late Garrid became increasingly 
focused and desperate. Three weeks ago he locked himself in his 
tower and said that he would not leave his tower again until he knew 
the location of the item. Two days ago, he was found dead in his 
tower. All attempts to raise him from the dead\ldots have failed. All 
other known magics of the divinatory nature, have also failed in 
gaining any additional information.''

	``Our only clues are as follows: first and foremost, a black 
handkerchief was found around his neck. This is the mark of the 
Blackcowl, the Guildmaster Assassin of Gersone. Second, Garrid's 
white parrot keeps repeating the phrase, `I found it, I found it\ldots'.  And
last, although certainly not least, Garrid's logbook was stolen by the
Blackcowl, but some notes were found in his room. My scribes have 
made copies of all of the notes found and they have been sealed and 
delivered to the Captain of the Sandshark. I hope that you will have 
the wisdom to solve mysteries contained therein. Captain 
Silvertooth will take you as far as he can, and he has horses on board 
to take you the rest of the way. If you need any last minute mundane 
supplies tell my steward and he will have them sent to the 
Sandshark. Make haste, the ship will leave as soon as you are on 
board, and remember that the enemy may already be in route!'' At this 
point the Emperor steps around his throne and disappears behind it, 
and his Steward steps out\ldots


\section{DM's Background}

	All of the information presented to the players is a completely 
accurate account of the actions made by both sides. There are 
however, a few important things to consider. The first is time. It 
will take the group the rest of the night to reach the drop off point. 
From there it is a full two days ride to get in the area of the 
Headdress and part of the third day will be required to find the 
Jagdpurr. It will take the enemy group only five days from when the 
group is dropped off to reach the same location. The enemy will 
start at the branch of the river that is west of the players drop off 
point, and head north to where the two rivers meet and then north to 
the shaded area. The NPC party is included at the end of the module.

	The second important detail is the powers of the Headdress. 
The powers were intentionally left vague, at best. The Headdress can 
be kept, but not worn by someone that it deems unworthy. However, 
placing it on your head should, at the G.M.'s option, either kill the 
offender or it should just not function at all. The powers if formally 
defined should keep in mind the lawful neutral alignment of the 
item, and the role that is to play in ending the war.

	Third, and most importantly, the Headdress is owned by a 
lawful and honorable society and it can be obtained by a lawful 
person or persons, without bloodshed on either side. An ideal "script" 
for this would be: First, the party "champion" (i.e. the toughest hand-
to-hand fighter) would defeat Yag or Phaun (see the Jagdpurr entries) 
in unarmed combat. Then Sanpurn will take the group to see the 
"manifestation" of Mekyon which will ask his riddles. When the 
riddles are answered correctly he will then have the entire group 
swear on their gods honor that they are telling the truth and that 
they will return the headdress and it will only be used for the reason
described(while using a detect lie) and then he will give it to them.   


\section{On to the adventure\ldots}

	After the group get organized and heads to the Sandshark, 
Captain Silvertooth will give them the three handouts (the riddle, puzzle,
and map)in his cabin as 
the boat pulls out of the harbor. The dark night passes without 
incident, and in the morning as the sun rises over the horizon the 
Sandshark glides easily into the small bay that will serve as the 
groups drop off point. The group then unloads the horses and here 
begins the land journey in search of the Headdress of the Elements. 
After they leave the coastline they quickly reach The Plate. The 
Plate is a large plateau that raises about 200 feet above the 
surrounding territory, all the way around.

\begin{itemize}
\item As the group begins the steep climb up The Plate (a slope of 
about 45 degrees), they must lead their horses up the single file 
footpath. After the group has gained about 60' in altitude they will 
begin to hear a buzzing sound that will steadily increase in volume 
for about one minute, and then 15 Giant Wasps appear flying close to 
the cliffs. These wasps are out looking for food. There are three 
wasps each with HP 16-20. The group will retreat when 12 of the 
wasps have been killed or disabled. The wasps nest is two miles 
east on a cliff face. The nest is the home of 40 other wasps and a 
queen.
\item At the end of the first day of the land journey, after the 
watches have been chosen, first watch has begun, and the rest of the 
characters have gone off to sleep, the will be spotted by an unusual 
group of monsters. There is a mated pair of chimera (HP 39, 48) and 
four manticores (HP 26, 28, 31, 34). Give each guard member two 
rolls to hear something, 1 or 2 on d6, and a chance to react. When the 
action begins give each "sleeping" character a 20\% chance that he is 
still awake and react normally. The monsters will stay out of the 
fire light and throw spikes at long range. The two chimera, with 
there superior melee abilities will flank the group and attack from 
the rear two rounds later.
\end{itemize}

	The second day has no encounters. The Headdress is located in 
the lair of a group of Jagdpurr, located on the northern cliff face in
the shaded region on the players map. The group should find the 
Jagdpurr's home early on day three.


\subsection{Jagdpurr's Home}
\subsubsection{Exterior}

\begin{description}
\item[1. Pigpen:] This very large pen holds several hundred 
large pigs that sleep, play, and live in the mud.
\item[2. Lower Guardpost:] This structure is made out of 
stone blocks of up to 1.5' in diameter that are cemented together. 
The interior not only is a storehouse for wood, weapons, and tools, 
but has a forge and other necessary equipment to construct metal 
\item[3. \& 4. Home:] These two regions are large oak trees 
that have wooden platforms built into them at the twenty foot level. 
Each tree has two rope ladders that lead to the top. This is the 
normal warm weather home of the band. In general 50-60\% of the Jagdpurr
will be snoozing at any one time, day or night, however they can awaken
and be fully ready for combat in a round.
\item[5. Garden:] This rather large area grows the vegetables
to feed the pigs. At the present, cabbage, corn, and potatoes are growing.
\item[6. Platform:] This platform protrudes from the rocks 
about 200 feet above the level of the base of the trees. This leads to 
the interior of the lair and the home of the leaders.
\item[7. Upper Guard Area:] This area is shaped like a small 
stone fort, with very thick walls. The guards stationed here stand in 
the center, protected by the walls and look around using infravision.
\end{description}

\subsubsection{Interior}

\begin{description}
\item[1. Grand Hall:] This large grand hall is supported by 
six pillars that are carved to appear as oak trees supporting the 
ceiling.  The walls are covered with writings both in pictographs and 
their language discussing philosophy and history. When is to cold to 
be outside this is where the band lives.
\item[2. Storeroom:] This room is used to store things such 
as weapons, food and clothing.
\item[3. Mekyon's Pad:] This is the ``home'' and resting place of the band's leader, 
Mekyon. He spends most of his days thinking about the universe and
working on puzzles and riddles. When not so inclined, he sleeps. The room
is dominated by Mekyon's raised bed, which is covered by fine white sheets
and covers. Along the easternmost wall, there is a small collection of books
(28) on various topics covering the physical and magical universe (i.e.
Astronomy, Oceanography, Topography, Divination, and Metaphysics) as well as
3 books on puzzles and riddles written by Mekyon himself. Each of the books
are worth 400-700gp to a sage of the appropriate discipline.

Mekyon's room is designed to allow sound to carry from the Grand Hall
into his room and there are little peep holes that allow Mekyon to see the
goings-on. When the party first sees Mekyon, he will use project image and
ventriloquism to make himself appear to walk out of his statue. If the group
is fighting its way in, then they will have a tough time defeating him. If
they are being led by Sanpurn, after the situation is explained to Mekyon,
Mekyon will appear and ask first the riddle given the players in Section 7
(the DM may wish to give the riddle \& the puzzle to the players
at the opening of the adventure along with the players map).
The answer to that riddle is ``A shield''. If they answered that riddle
correctly, then he asks how to make the number 20 using only 3 7's and simple
mathematics. The answer is $\frac{7+7}{.7}$. If the group can answer both of the
riddles, Mekyon will ask the group to swear by their respective deities, one
by one, that they will use the crown only in the way they had requested, and
return it thereafter. Mekyon will have, by this time, used his know alignment
spell on each party member, and while the group swears their oath, he will
use his detect lie spell. If the group is honest, then the crown is given to
them. If not, they must leave, and Mekyon will tell them why. If they fail
to answer even one of the puzzles, their only recourse is to challenge Mekyon
with a riddle even he cannot answer, they will receive the crown as above.
Mekyon will not suggest this alternative. It is up to the players to think of
it, without hints from Mekyon.
\item[4. \& 5. Water Supply:]\ 
\item[6. Lieutenants' Room:] This is the bedroom of the four lieutenants.
Jagdpurr do not generally have wall decorations in their sleeping quarters.
True to form, this room is empty with the exception of four heaps of bedding,
strewn randomly on the floor.
\item[7. Captain's Room:] Yag and Phaun share this room. The room is
empty except for two heaps of bedding.
\item[8. Saupurn's Room:] This room doubles as Saupurn's room and the
band's treasure room. There are four heaps of bedding in this room, and the
following treasures:

\begin{itemize}
\item	12 +1 red-fletched flight arrows
\item	1 scroll of Shield at 8th level
\item	Medium Oak Chest:
\begin{itemize}
\item		3 large sacks, containing 903gp total
\item		1 Potion of Healing
\item		1 Potion of Polymorph Self
\end{itemize}
\item	Small Oak chest:
\begin{itemize}
\item		Fine wine glass set with Amethyst (350gp value)
			(Using this glass, the drinker can drink twice as much
			wine as normal before becoming drunk. However, on the
			full moon, the drinker becomes drunk twice as fast.)
\item		Red Cloak
			(Magically fits anyone whose height is within 3-8'
			and keeps them clean, dry, and warm)
\end{itemize}
\item	Small Iron Chest:
\begin{itemize}
\item		3 pieces of Amber, each worth 100gp.
\item		1 Wand of Wonder (Command word: Silfer, 40 charges)
			It is in a leather case, and the command
			word is written in studs on it.
\item		1 Potion of Extra-Healing
\end{itemize}
\item	Headdress of the Elements
\end{itemize}
\end{description}

\section{Monster Stats}

\begin{description}
\item[1-36: Male Jagdpurr:]
HP: [29, 23, 23, 33, 24, 25], [29, 20, 30, 34, 23, 25, 24, 22, 24, 22, 31, 21,
29, 23, 23, 33, 24, 25, 29], [20, 30, 34, 23, 25, 24, 22, 24, 31, 21, 39].

\begin{center}
\begin{tabular}{cl}
\multicolumn{2}{c}{Weaponry}\\
\hline
1-6   & Long Bow, 12 arrows, Longsword\\
7-24  & Spear and Longsword\\
25-36 & 2 Spears\\
\end{tabular}
\end{center}

\item[37-50: Female Jagdpurr:]
HP: 24,24,22,27,20,28,30,25,23,21,24,24,22,25.
Weaponry:
2 Spears each.

\item[51-55: Young Jagdpurr:] (Int Avg, Str 16, HD 3)
HP: 14,16,17,15,16.
Weaponry:
1 Spear each.

\item[56: Ulcher] (Lieutenant, HP 36)
Weaponry:
2-Handed Sword.

\item[57: Smillther] (Lieutenant, HP 35)
Weaponry:
Longsword,
2 Spears.

\item[58: Bachpas] (Lieutenant, HP 37)
Weaponry:
+1 Bardiche.

\item[59: Gruff] (Lieutenant, HP 35)
Weaponry:
2-Handed Sword,
Long Bow,
12 flight arrows.

\item[60 \& 61: Yag and Phaun] (Captains, HP 50 each). These twin captains both have
the abilities of (1st edition) 9th level monks. The greatest weakness of the
pair is that, when together, each tries to outdo the other.
Weaponry:
A spear each, but they prefer to fight open-hand style.

\item[62: Sanpurn] (Knight, HP 53, Mage 7) Sanpurn is the true
day-to-day leader of this band,
as Mekyon spends all his time thinking. He wears midnight-blue robes and a
non-magical headdress colored the same.
Weaponry:
2-Handed Sword.\\
\end{description}

\begin{tabular}{|ll|}
\hline
\multicolumn{2}{|c|}{Spells (Memorized)}\\
\hline
1st level                        &  2nd level\\
{\em Feather Fall}               &  {\em Invisibility}\\
{\em Magic Missile ($\times$2)}  &  {\em Mirror Image}\\
{\em Shield}                     &  {\em Stinking Cloud}\\
\hline
3rd level                       &   4th level\\
{\em Fly}                       &   {\em Wizard Eye}\\
{\em Lightning Bolt}&\\
\hline
\end{tabular}

\section{The Evil Dudes}


\begin{description}
\item[Stats:] STR,INT,WIS,DEX,CON,CHR,COM\\

\item[Eloven:]\ \\
 6th level Thief (14,9,8,17,15,12,13, HP 30, AC 5, Leather Armor, 
   Short Bow, 12 flight arrows (6 blue fletched +2), +1 short sword, +2 dagger,
   Backpack, 2 weeks' iron rations, tinderbox, 2 torches, heavy crossbow,
   2 bolts, Bow string, Wire, 13gp, 9ep) (Half-elf male, PP70\%, OL52\%,
   F/RT45\%, MS52\%, HS47\%, HN20\%, CW92\%, RL30\%, quiet and sneaky archer)
\item[Melainus:]\ \\
 5/5 Fighter/Cleric (17,10,16,15,17,11,16, HP 41, AC 1, Plate
   Mail, Small Round Shield, Heavy Crossbow, 10 bolts, Battle Axe +1,
   Mourning Star, Backpack, 3 weeks' iron rations, tinderbox, hooded,
   lantern, 3 oil flasks, torch, 19gp, 5pp) (Gnome, male, CLW ($\times$3),
   Sanctuary, Light, Hold Person ($\times$2), Silence 15' Radius, Slow Poison,
   Aid, Dispel Magic, right hand man with an opinion)
\item[Marcrushna:]\ \\
 7th level Fighter (18/19,10,15,12,15,13,6, HP 50, AC 4,
   Banded Mail, Medium Kite shield (on back), Long Bow, 12 flight arrows,
   Potion of Healing, Potion of Flying, 3 weeks' iron rations, +1 Two-
   Handed Sword(Glows only when `Trepan' is said), Backpack, tinderbox,
   2 torches, 10gp, 7sp) (Human, male, rude but wise leader)

\newpage
\item[Durnoq:]\ \\
 6th level Fighter (16,9,12,14,16,13,11, HP 59, AC 4, Splint
   Mail, Bardiche, Scroll of Protection from Non-Magical missile 
   weapons, 2 weeks' iron rations, backpack, flail, light crossbow,
   10 bolts, tinderbox, 50' rope, 6 spikes, small hammer, 5 torches,
   51gp, 16pp) (Dwarf, male, foil to Lithala)
\item[Lithala:]\ \\
 6th level Magic User (8,14,9,17,16,12,16, HP 29, AC 7, Staff,
   Scroll of Magic Missile, Melf's Acid Arrow at 9th level, Backpack,
   3 weeks' iron rations, 2 oil flasks, hooded lantern, tinderbox,
   measuring scale, 200gp of diamond dust in brown pouch, 2 cigars
   (poison type C), prism, 2 high quality convex lens, 80gp of
   silver wire, 12gp) (Elf, female, Traveling Spellbook: Jump, Shield,
   Magic Missile, Shocking Grasp, Invisibility, Detect Evil, Ray of
   Enfeeblement, Flame Arrow, Dispel Magic, Lighting Bolt, the 
   physically weak and never appreciated mage) (If ambushing the party,
   she will bury book before combat)
\item[Cruvish:]\ \\
 5th level Cleric (13,11,15,12,12,12,12, HP 31, AC 4, Chain 
   Mail, Small Shield, Horseman's Mace +1, Scroll of Prayer, Dispel
   Magic at 12th level, Backpack, 2 weeks iron rations, 2 oil flasks,
   tinderbox, 50' rope, 8 spikes, small hammer, 4 torches, 16gp, 100gp
   tourmaline) (Halfling, male, CLW ($\times$3), Command, Sanctuary, Hold Person,
   Withdraw, Aid ($\times$2), Dispel Magic, The quiet type)
\item[Steppenwolf:]\ \\
 5th level Fighter (15,7,8,17,15,9,10, HP 40, AC 5,
   Leather Armor, Long Composite Bow, 20 arrow (8 blue fletched +2), 
   long sword, dagger, Potion of Invulnerability, Backpack, 2 weeks
   iron rations, 2 oil flasks, tinderbox, 2 torches, 82gp, 10gp tiger's
   eye) (Human, male, Spends lots of time changing targets and positions)
\item[Other characters:]\ \\
 create as needed to balance to your individual party. Suggested
   additional members include a 3rd level Thief, and/or 2/2 Fighter/Thief.
\end{description}

\section{New Monsters}

\begin{center}
\begin{tabular}{lp{1.5in}}
\multicolumn{2}{c}{\large Mekyon --- {\em Master of Puzzles}}\\
\hline
Frequency: & Unique\\
No. Appearing: & 1\\
AC: & --4\\
Move: & 15\\
HD: & 14\\
HP: & 84\\
\% in lair: & 100\%\\
\# of Attacks: & 2\\
Dmg/Attack: & 1-6/1-6 or by weapon type + 8\\
SA: & Spells, smell invisible 75\% of the time out to 40', STR:20\\
SD: & Can only be hit by a +2 weapon, immune to confusion, forget, and divination
spells\\
MR: & 55\%\\
Int: & Genius\\
Alignment: & LN\\
Size: & L (9' tall)\\
XP: & 25000\\
\end{tabular}
\end{center}

Mekyon appears as a large white Jagdpurr. he spends most of his time living in
his {\em tomb}, just thinking about the mystery of the universe and making
puzzles. Mekyon, if forced to fight, will use his extensive spell-like
spell-like abilities, one at a time, once per round, at 14th level of ability.\\


\begin{center}
\begin{tabular}{ll}
\multicolumn{2}{c}{\large Powers}\\
\hline
{\em Cloudkill} (1/day)&{\em Delayed Blast Fireball} (1/day)\\
{\em Detect Charm}&{\em Nondetection} (10 day dur.)\\
{\em Detect Magic}&{\em Detect Lie}\\
{\em Dispel Magic}&{\em Feeblemind}\\
{\em Fly}&{\em Heal} (1/day)\\
{\em Know Alignment}&{\em Legend Lore} (1/week)\\
{\em Lightning Bolt}&{\em Magic Missile}\\
{\em Magic Mouth}&{\em Misdirection}\\
{\em Detect Evil}&{\em Project Image}\\
{\em Teleport}&{\em Tongues}\\
{\em Ventriloquism}&{\em Detect Good}\\
\end{tabular}
\end{center}

\begin{tabular}{llccccc}
\hspace{4in}&\multicolumn{6}{c}{\large Jagdpurr}\\
&		&&Standard 	&Lieutenant	&Captain	&Knight\\
\cline{2-7}
&Frequency:	&&Rare		&V. Rare	&V. Rare	&V. Rare\\
&No. appearing:	&&10-40		&1-8		&1-2		&1\\
&AC:            &&4		&3		&1		&--2\\
&Move:		&&15		&15		&15		&15\\
&HD:&\hspace{2in}&5		&7		&9		&11\\
\cline{2-7}
&\% in lair:	&&85\%		&85\%		&85\%		&85\%\\
&\# of attacks:	&&2,1		&2,1		&2,1		&2,1\\
&Dmg/Attack:	&&1-4 ($\times$2)&1-4 ($\times$2)&1-4 ($\times$2)&1-4 ($\times$2)\\
&   && \multicolumn{4}{c}{\em or by weapon type plus strength bonus}\\
&SA:		&&STR:18 &STR:18/51&STR:18/76&STR:18/91\\
\cline{2-7}
&SD:		&&None		&None		&None		&None\\
&MR:		&&30\%		&30\%		&30\%		&40\%\\
&Int:		&&Avg		&Avg		&Good		&High+\\
&Alignment:	&&LN		&LN		&LN		&LN\\
&Size: M	&&6'6''		&6'6''		&6'6''		&6'6''\\
\end{tabular}
\ \\

	The Jagdpurr are a sub-race of the Mekpurr, (q.v. Guildsman \#3)
with a head similar to a jaguar's. While they look similar to the Mekpurr,
their outlook on life differs vastly from their cousins'. The Jagdpurr spend
their lives keeping to a simple existence far from human civilization.
Their bands typically have two driving purposes. First, they spend their lives
trying to understand the universe whilst under the council and guidance of a
great leader. Knights commonly have extensive libraries, covering topics such
as philosophy and the universe, which they allow the rest of the band to use.
Second, they must guard powerful artifacts that are able to tip the balance of
the universe towards chaos. In the spirit of their communal outlook, the Knight
keeps all the band's treasure, which is mostly not in the form of coins.

	In closing, it should be noted that the Jagdpurr are a very honorable
race which does not wish to kill without reason. When a group of outsiders
enter their homelands, the Jagdpurr will send a small group, led by a Captain,
to meet with them and discover their intent and purpose. In order for an
outsider to meet a Captain's superior, the group champion must best the Captain
in unarmed combat. After the battle, if the group has lost, they must leave
or deal only with the Captain, and if they win, they have earned the right to
speak with the Knight. If the party cheats (the Jagdpurr certainly won't) the
`deal' is off, and mass combat may occur.

\newpage
\ \\

\vspace{2.7in}

The abilities and ranks of the Jagdpurr are as follows:

\begin{itemize}
\item A Jagdpurr has no special resistance to cold, nor extra damage from fire.

\item {\em Class}, color of fur, and type of Jagdpurr are all tied together:

{\small \begin{tabular}{lllcl}
Color	&{\em Class} &Type	& Max Lvl       &Attack As\\
\hline
White	 & Wizard & Knight 	&11		&Fighter\\
Black	 & Monk	  &Captain	& 9		&Monster\\
Orange	 &Monster & Lieut.	&---		&Monster\\
Orange	 &Monster & Standard	&---		&Monster\\
\end{tabular}}

\item A Jagdpurr can leap 20' forward.

\item A Jagdpurr can smell invisible creatures 20\% of the time.

\item With their isolationist tendencies, few Jagdpurr know languages other than
    their own.

\item A Jagdpurr has infravision out to 90'.

\end{itemize}

\newpage

\begin{center}
\begin{tabular}{lp{1.5in}}
\multicolumn{2}{c}{\large Spirit Jaguar}\\
\hline
Frequency: &  Very Rare \\
No. Appearing: &  1 (1-4) \\
AC: & 3 \\
Move: & 15 \\
HD: & 7 \\
\% in lair: &  100\% \\
\# of Attacks: &  3 \\
Dmg/Attack: &  1-4/1-4/6-13(d8+5) \\
SA: &  Poison Claws \\
SD: & Immune to Mind Spells. Can only be hit by Magical or Silver weapons \\
MR:  & 30\% \\
Int: &  Very \\
Alignment: &  LE \\
Size: & L (5' at shoulder) \\
Exp value: &  800 +8/hp \\
\end{tabular}
\end{center}

This creature appears as a very large jaguar, on fire with a yellow flame.
The flame causes no damage, but is the equivalent of a light spell in
intensity. Its claws are more horrible than meets the eye. If both claws hit
in a single round, it is assumed that the Spirit Jaguar has grabbed the
victim for a round, and injected him with poison, which does 6d6 damage, save
for half.

\section{A Riddle \& A Puzzle}

\subsection{The Riddle}

Wounded I say and weary with combat

Bashing by the iron, gored by the point of it,

Tired of battle, battered and scarred.

Many a fearful fight I have seen, when

Hope there was none, or help in the thick of it,

Ere I was down and fordone in the fray.

Doomed to bear the brunt and the shock of it,

Fierce encounter of clashing foes.

Leech cannot heal my hurts with his simples,

Potions and salves for my sores have I sought in vain.

Blade cuts are deep in the side of me,

Daily and nightly I redouble from my wounds.

\newpage

\subsection{The Puzzle}

Using only simple mathematics and three 9's, write the number 20 (note:
simple mathematics is limited to addition, subtraction, multiplication,
division, fractions, and decimals).

\vspace{6in}

\begin{quote}
``I wish TV had a knob so you could turn up
the intelligence.  The one marked Brightness
doesn't work.''\\

\ \ \ --- Gallagher
\end{quote}


\end{document}
