Nebuchadnezzar "Nezzar" Joahnz Edited: Sat, December 27 2008  
Hall of Heroes   Background   Journal   Build Notes 
CG but Ill-Tempered HalfOrc Liberator
STR DEX CON INT WIS CHA
20 14 16 12 12 06
MOVEMENT 40'
INITIATIVE +2
HIT POINTS 93




SAVING THROWS
FORT REF WILL
+14 +4 +7
Includes Iron Will
+2 vs Enchantments (HL)
+2 Will when raging
Immune-Charm\Compulsion
Notes:



Nezzar seeks freedom and acceptance in a world that wants
him dead or shackled, and seeks put an end to vile slavery
Gender\Race Male Half Orc
Level 9
Experience 44763
Classes Barbarian 2
  Fighter 4
  Holy Liberator 3
   
   
Height 6 feet 2 inches
Weight 230 lbs of fury
Cur Age 21
Languages Common, Orcish, B:Celestial
Money  G:2803 S:4 C:12

"Our freedom or your death - choose wisely!"
SKILLS Roll Rnks Mods
Balance +3 0 a
Climb +9 0 abc
Diplomacy (r) +3(4) 5 -
Handle Animal +3 5 -
Intimidate (r) +6(7) 8 -
Jump +4 0 a
Kno: The Planes +5 4 -
Kno: Religion +2 1 -
Listen +5 4 -
Ride (Horse) +5 1 -
Ride (Camel) +5 1 -
Search +1 0 -
Sense Motive +1 0 -
Spot +5 4 -
Swim +6 1 w
Tumble +7 5 -
Wilderness Lore +6 5 -
(a) armour chk penalty = -1
(b) silk rope +2 climb
(c) mw climber's kit +4 climb
(w) weight of gear affects swimming
(r) +1 better on CHA skills versus Orcs
(t) +2 synergy Balance 5rks Tumble
TURNING OF UNDEAD
Range 60ft   Uses/day 3 (CHA+3)
Turn Chk d20-1 (b)   Turn Dmg 2d6-1 (abc)
0.5HD:dest'd 1HD+:flee or cower a=CHA b=cleric lvl
Turn Chk Max HD   Turn Chk Max HD
1-3 N/A   13-15 2HD
4-6 N/A   16-18 3HD
7-9 N/A   19-21 4HD
10-12 1HD   22+ N/A
FEATS AND SPECIAL ABILITIES
Half OrcDarkvision 60'
Level 1Combat Reflexes
Barbarian 1Rage +4STR +4CON -2AC for 7 rounds
 +10 Movement in light or no armour
 Profiency: All Simple and Martial Weapons
 Profiency: Light and Medium Armour
 Profiency: All Shields
Fighter 1Dodge
 Proficiency: Heavy Armour
Level 3Mobility
Barbarian 2Uncanny Dodge: AC retained while FF
Fighter 2Spring Attack
Level 6Iron Will
Fighter 4Weapon Focus: Glaive
Holy Liberator 1Detect Evil 60' at will
 +2 Saves vs Enchantments
Holy Liberator 2Divine Grace
 Smite 1/day
Holy Liberator 3Turn Undead
 Immune to Charm and Compulsion
Level 9Weapon Specialization: Glaive
  
  
  
  
HOLY LIBERATOR SPELL PICKS - CASTER LEVEL: 3
Lvl 1 2

    Bless, Bless Weapon, C Lt Wnds, Det Poison, Det Undead, Div Favor, End Elements, Mgc Weapon, Prot f Evil, Rem Fear, Resistance, Virtue
Lvl 2 0

    Aid, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Delay Poison, Remove Paralysis, Resist Elements, Shield Other
Lvl 3 0

    Cure Serious Wounds, Discern Lies, Dispel Magic, Greater Magic Weapon, Magic Circle against Evil, Prayer, Remove Curse
ARMOUR CLASS AC B A S D F N O C
General 1H Melee 21+ 10 +6 +2 +2 +1 - - -
2H Melee 19+ 10 +6 - +2 +1 - - -
2H Rage or Charge 17+ 10 +6 - +2 +1 - - -2
Flatfooted 21 10 +6 +2 +2 +1 - - -
vs Touch Attacks 13+ 10 - - +2 +1 - - -
2H Fight Defensively 22+ 10 +6 - +2 +1 - - +3
1H Defensive Single Move 27+ 10 +6 +2 +2 +1 - - +6
+1 Mithral BP|Buckler+1|ROP+1|Dex
+1 if using Dodge (D)
+4 if Mobility involved



(B)ase AC   (A)rmour   (S)hield
(D)ex   (F)Deflection   (N)atural
(O)ther   (C)ircumstance
COMBAT BAB: 9 To Hit Damage Crit Special
Byz Glaive +1 2H Melee +16/+11 d10+10 20x3 -
  2H Defensive +12/+7 d10+10 20x3 -
  2H Melee+Rage +18/+13 d10+13 20x3 -
Byz Glaive Improv 2H Melee +12/+7 d6+9 20x2 -
  2H Defensive +8/+3 d6+9 20x2 -
  2H Melee+Rage +14/+9 d6+12 20x2 -
Spiked Gauntlet 1H Melee +14/+9 d4+5 20x2 -
Javelin Hurled 30' +11 d6+5 20x2 -
  Hurled 60' +9 d6+5 20x2 -
includes Weap Focus and Spec: Glaive
Smite: +3 dmg for one hit vs evil

EQUIPMENT Paid Loc Weight Weight Notes
Carried     (Capacity: Lt=133, Med=266, Hvy=400)
  Traveller's Outfit - Worn - 0.00  
  Bedouin Hooded Cloak 1 Worn - 1.00  
  MW Mithral Breastplate +1 lots Worn - 15.00 mithral reward to party from Queen
  +1 Hide Buckler loot Worn - 5.00 emblazoned with the symbol of Pharoah
  Amulet of Stoneskin gift Worn - 0.00 from Nefertiti, 1/day at will CL8 DR10/+5 80HP dur:80min
  Ring of Protection +1 loot Worn - 0.00  
  Locked Spiked Gauntlet 13 Worn - 7.00  
  Necklace/Bedouin Passage gift neck - 0.00 from Bedouin halfOrcs on the way to the Oasis
  +1 Glaive w/byzantium head 408 carried - 15.00 made by Corporal Rilnim, enchanted by Quinian
  +2 Falchion loot carried - 16.00 once belonged to a mighty (but evil) warrior named Angroth
5 Javelin(s) 3 quiver - 10.00  
  MW Hand Crossbow
   (10) Bolts of Infl LW d8+2
   ( 9) Bolts of Cure LW d8+2
loot on belt - 4.90  
  Hunter's Knife 2 rh belt - 1.00
  MW Sling 0 rh belt - 0.00 made from krenshar hide




Belt Pouch
   Coins
   Gems
   Ring for "Shield Other"
   (2) Potions of Healing d8+1
   Potion of Prot from Evil CL1
   Potion of Blur CL3
   Potion of Sneaking CL1
   Potion of Vision CL1
   Antitoxin
   Flint and Steel
   12 smooth sling stones
   2 large sacks
   MW Climber's Kit
   Astrolabe
- RH on Belt 0.50
0.10
0.00
0.10
0.10
0.10
0.10
0.10
0.10
0.50
0.00
3.00
0.10
5.00
4.00
13.20

Jet90gp, ClQuartz50gp, Rhodo9gp
Nezzar bought 7 of these, one for each member










secured with inner straps
  Leather Backpack
   7 Days Trail Rations
   50 ft rope, silk
   grapple
   fishing line and lures
   shovel
   crowbar
   (2) +1 punching daggers
  on back 2.00
7.00
5.00
4.00
0.00
8.00
5.00
4.00
32.00  
  119.30  
Also owned
  Orc Double Axe - from Khepri
Greatsword - from Khepri
+1 large steel shield - from Night Hag
 
Significant Gifts/Donations
  Traded +1 spear and 400GP to Ashi for 1.5lbs mithral
Paid Podiphar 1000GP for 1.5 lbs mithral
Paid Akeem my 2nd pick in Sabean Winds part I for 1.5 lbs of mithral
Gave each a 50GP ring for Shield Other: Pod, Ash, Akem, Rahk, Bob, Quin, Nez
Gave Pod, Ash, Akeem a antitoxin (50GP) prior to Sabean Wind I
 
Debts owed
  A visit to Abdar the Hammer and his 12 brothers
A lesson to "Teelid the Unstoppable" and "Arnir the Mighty"
Owe Rakhhamet for 1.5 lbs Mithral
Owe Aikeem some money (?) for Labyrinth treasure taxes
Looking to buy/find
  Magical wisdom enhancement
Masterwork Spiked Gauntlet
Written works about the Planes
Enchantment services
 

---------------------------
Unformatted character notes 
---------------------------

Scores:  STR DEX CON INT WIS CHA
-----------------------------------
Original  17  13  15  14  12  10   
Racial    19  13  15  12  12  08  
2 for 1   20  13  15  12  12  06
Level 4   20  14  15  12  12  06  
Level 8   20  14  16  12  12  06  


------------------------------------------------------------------------------------
Lvl Class           BAB  HPts SPt    F   R   W  CL  STAT  OTHER   
------------------------------------------------------------------------------------
 0  (Cur Stats)          +27  + 9   +3  +2  +1   
 1  Barbarian     1  +1  +10  +20   +2  +0  +0  +0        Combat Reflexes
 2  Fighter       1  +1  + 5  + 2   +2  +0  +0  +0        Dodge              
 3  Barbarian     2  +1  +10  + 4   +1  +0  +0  +0/1      Mobility, Uncanny Dodge  
 4  Fighter       2  +1  + 6  + 2   +1  +0  +0  +0  +DEX  Spring Attack
 5  Fighter       3  +1  + 7  + 2   +0  +1  +1  +0                           
 6  Fighter       4  +1  +10  + 2   +1  +0  +0  +0/1      Iron Will, WF: Glaive    
 7  H Liberator   1  +1  + 5  + 2   +2  +0  +2  +1        Spells, Det Evl, Res Encht
 8  H Liberator   2  +1  + 7  + 2   +1  +0  +1  +1  +CON  Div Grace, Smite, Det Evl
 9  H Liberator   3  +1  + 5  + 2   +0  +1  +0  +1/1      WS: Glaive, Imm C&C, Turn
------------------------------------------------------------------------------------
 T  Current          +9   93   47  +14  +4  +5   3/3
------------------------------------------------------------------------------------
10  Plnr Champion 1  +1 +d10  + 4   +2  +2  +0  +0        Favored Plane: Elem-Fire 
11  Plnr Champion 2  +1 +d10  + 4   +1  +1  +0  +0        See Invisible
12  Plnr Champion 3  +1 +d10  + 4   +0  +0  +1  +0/1 +INT Attk Ethl, Expertise
13  Plnr Champion 4  +1 +d10  + 4   +1  +1  +0  +0        Planar Survival  
14  Plnr Champion 5  +1 +d10  + 4   +0  +0  +0  +0        Favored Plane: Elem-Air
15  Plnr Champion 6  +1 +d10  + 4   +1  +1  +1  +0/1      Ethereal Jaunt, Power Atk  
16  Plnr Champion 7  +1 +d10  + 4   +0  +0  +0  +0   +STR Rip Portal
17  Plnr Champion 8  +1 +d10  + 4   +1  +1  +0  +0        Sunder Portal 
18  Plnr Champion 9  +1 +d10  + 4   +0  +0  +1  +0/1      DR 20/+1, Cleave
19  Plnr Champion 10 +1 +d10  + 4   +1  +1  +0  +0        Favored Plane: Astral   
20  H Liberator   4  +1 +d10  + 2   +1  +0  +1  +0   +STR 2nd level spells
------------------------------------------------------------------------------------

                                                           FR        TTL 
Skills   MxRnks=12     Bb1 Fi1 Bb2 Fi2 Fi3 Fi4 HL1 HL2 HL3 L9  MOD   LV9 
------------------------------------------------------------------------
                       21   3   5   3   3   3   3   3   3
Balance          DEX+2  -   -   -   -   -   -   -   -   -   0  +1at  + 3
Climb            STR+5  -   -   -   -   -   -   -   -   -   0  -1a   + 4          
Diplomacy        CHA-2  4   -   -   -   -  *1   -   -   -   5        + 3(4)    
Handle Animal    CHA-2  -   3   -   1   -   1   -   -   -   5        + 3
Hide             DEX+2  -   -   -   -   -   -   -   -   -   0  -1a   + 2  
Intimidate       CHA-2  -   -   -   -   -   -   3   3   2   8        + 6(7)
Jump             STR+5  -   -   -   -   -   -   -   -   -   0  -1a   + 4 
Kno: The Planes  INT+1  4   -   -   -   -   -   -   -   -   4        + 5  
Kno: Religion    INT+1  -   -   -   -   -   -   -   -   1   1        + 2  
Listen           WIS+1  1   -   3   -   -   -   -   -   -   4        + 5 
Ride (Horse)     DEX+2  1   -   -   -   -   -   -   -   -   1  +2h   + 5  
Ride (Camel)     DEX+2  1   -   -   -   -   -   -   -   -   1  +2h   + 5 
Search           INT+1  -   -   -   -   -   -   -   -   -   0        + 1
Sense Motive     WIS+1  -   -   -   -   -   -   -   -   -   0        + 1 
Spot             WIS+1  3   -   -  *1   -   -   -   -   -   4        + 5 
Swim             STR+5  -   -   -   -   1   -   -   -   -   1  -?g   + 6	
Tumble           DEX+2  4   -   -   -  *1   -   -   -   -   5        + 7              
Wilderness Lore  WIS+1  3   -   2   -   -   -   -   -   -   5        + 6    
------------------------------------------------------------------------
* cost doubled, cross class skill
a Armour Check -1 w/MW Chain Shirt, -0 for magic buckler
b +2 from Silk Rope
g Weight of gear affects swimming 
h +2 synergy to ride from Handle Animal 5
t +2 synergy bonus to balance from 5 ranks Tumble

Experience Tracking                Award    Running Total 
----------------------------------------------------------
Gift of the Gods -> level 2        15000        15000 
Travel to Outpost XXIX -> level 3    270        15270 
Oasis of the Khepri                 3200        18470
Nubia Bound Part I                  1606        20076
Ta Seti Part I                       857        20993                
Ta Seti Part II                     2550        23483 
Ta Seti Part III                     360*       23843  
Day of the Crocodile Part I         1250*       25093        
Day of the Crocodile Part II        1200        26293  
Day of the Crocodile Part III       4000        30293
Kingdom of Kush Part I              2800        33093
Kingdom of Kush Part II             3675        36768
Sabean Wind I:   Obelisk            1600        37368
Sabean Wind II:  Big Skye           1100        38468
Sabean Wind III: Into the Labyrinth 2000        40468            
Sabean Wind IV:  A Key Recovered    1100        41568
Sabean Wind V:   Boguns & Specter   1200        42768 
Sabean Wind VI:  Lamasu & Mirror    1050        43818
Sabean Wind VII: Welcome to level 9  945        44763    
----------------------------------------------------------
*partial experience

Description: 
   Nezzar is a huge and toothsome half-orc, favoring his orcish side.  His face is 
   usually grinning or scowling, rarely in a state in between these two extremes.  

Theme Song: 
  Whitesnake - Slow and Easy 
    http://www.youtube.com/watch?v=gW4LQN1Bx1Q
    http://www.golyrics.net/lyrics/Whitesnake/Slow+And+Easy/

     I don't care about, oh,
     I don't care about love, no more.
     The way you keep abusing me
     Oh, I can't take no more.
     I wanna woman She got a superstitious mi...iii...ind.

     So take me down slow an' easy,
     Make love to me slow an' easy.
     I know that hard luck an' trouble is coming my way, 
     So rock me 'til I'm burned to the bone,
     Rock me 'til I'm burned to the bone,
     Rock me 'til I'm burned.  

Personality:
   Nezzar is supremely confident in his abilities, and will rarely if
   ever back down from a fight.  He craves the respect of being
   considered an equal among peers, but has over time come to feel that
   this will never happen, so he seeks out what is second best by proving
   his superiority, almost always in a physical fashion.  His wisdom is 
   more about craftiness than common sense, although he is a shrewd warrior
   with a strong sense for tactics.  When faced with a foe bigger or stronger
   than he is, which is a rarity, he relies upon his superior speed and 
   reflexes.  Nezzar comes off as a crude, unrefined, unkempt beast of 
   questionable morality; but beneath all this he has scholastic interests
   that he tends to conceal - he views them to an extent as personal 
   "weaknesses" that temper the respect he can garner from other warriors.

Nezzar's Religious Philosophy:
   So who's snooping around in my mind? *growl* alright, if you gots to know, 
   I kinda keep an eye on them gods.  All uv'em.  You never know when wunnadem's 
   gonna zap you or something.  Imagine that.  Yeah, imagine freakin that. That'd 
   never happen, right?  Yeah.  So, I'm a "take'em as a group" kinda  guy.  I wuz 
   drinkin with my buddy one day bout a year or so back. and told him bout this, 
   he said I he had not idea I wuz "pantheistic".  I broke my mug over his head, 
   walked out, and ain't been back there since.  Why'da people think religion 
   makes ya a pansy?  So I keep it on the sly, right, since then.  My business, 
   no one gotta know but me.  'Course, they know too - the Gods know every damn 
   thing, that's just the way it is.  So one guy likes only Ra, see, and he 
   ignores Bast -- Bast knows this. Then he get's clawed to death by a pack o' 
   wild cats.  Not too hard to figger out, right?  So you gots to give them all 
   their props.  That's the plan.  Defend whose temples, you ask?  All the temples.
   Well, not the bad ones, see.  Even the Gods take sides, right?  I figger ya 
   gots ta pick yer side and hope your buds cover your tail end.  So I save the 
   life of a Bast priestess, I figger Bast kinda owes me, so maybe she sends a 
   cat to pull me outta a quicksand pit.  I keep the books from bein' stolen from 
   a Temple o' Ptah, he maybe wakes me up when some dude tries to help himself to
   my stash.  And so on.  You pick the fleas outta my mange, and I'll pick the 
   fleas out of yours. Unfortunately, the bad ones got a rep for not always 
   returnin' loyalty - heck, that's a good part o' the reason why they're the 
   bad ones - so I'll stick with the good guys.  Cool?  Cool.     

   Now don't you go calling me pantheistic too, or you'll make me angry.  You 
   wouldn't like me when I'm angry.

Nezzar's Tactics

One thing to keep in mind about Nezzar that while he conveys the image of a brutish savage, his mind is that of a trained, disciplined warrior, a student of battle. He chooses to cultivate this image because at times some warriors will tend to underestimate him - advantage to Nezzar. Nonetheless, he spends considerable time mulling combat tactics, concentrating on maximizing his advantages. He can generally count on the following as advantages he enjoys over his opponents: foot speed, spring attach, reach, combat reflexes, and raw brute strength. Not suprisingly, most of his tactics revolve around these strengths

One of the two general truths about Nezzar in combat is that he is keenly aware that his natural skill in cutting his opponent to ribbons dramatically outstrips his ability to defend himself. Said another way, he has plenty of "O" but is a little light in the "D" department. Therefore, it is almost always true that he will enter battle in defensive mode (-4 to hit, +3 AC). The other truth is that Nezzar carefully reserves his "Rage" ability, preferring not to employ it in combat if at all possible. There are three exceptions to this: 1) If Nezzar is near death, he will use Rage to supply himself with the necessary HPs to remain conscious and effective, albeit he will then seek out healing if it is available and the opportunity presents itself, or 2) if a valued comrade is being badly beaten and in threat of death, Nezzar will use rage and charge to either quickly dispose of the attacker, or failing that at least draw the attackers attention to Nezzar and thereby away from his beleagered comrade, or 3) if facing a sole opponent who employs "mind tricks" to overcome him, Nezzar will employ rage simply to keep his mind clear.

Nezzar's favored standard tactic in 1-on-1 combat is to approach to within 10' of the target, strike with the glaive, then "retreat" 5' additional away. Preferably, this spring move puts him within 10' of one or more archers and/or spellcasters, but we'll come back to that later. This has two beneficial effects - first, the target is forced to move more than a 5' adjustment move to attack Nezzar, which in turn means he is denied full\multiple attacks against Nezzar. Second, by moving to engage Nezzar, the target also moves through Nezzars glaive-controlled area, usually earning Nezzar an AoO before the target gets to make his own first attack. Two attacks from Nezzar are enough to stop many mortal beings permanently, and regardless Nezzar will gladly trade his two attacks at full attack bonus for his targets single attack all done long. Further, if the spring "retreat" places him within 10' of a spellcaster or archer, and said secondary target fires/casts, they too will earn an AoO due to Nezzar's combat reflexes

Archers are another matter entirely. Nezzar was nearly killed by some very capable archers in the recent past, but as Conan the Wise once said - "that which does not kill you, makes you stronger". Nezzar has had some time to carefully review that painful event, and has developed an entirely different tactical approach to archers. First, he uses his superior footspeed to close rapidly to within 5' of the target archer, once again preferring a location that puts him within 10' of one or more additional archers and/or spellcasters if all else is equal. If he cannot close the distance in a single round, he employs full defensive move (+6 AC) while closing the gap, or ends segments of movement under cover or concealment as the situation presents. Once within 5', he employs his glaive as an improvised (-4 to hit, d6 dmg) weapon, which may seem odd, but read on. On the archer's turn, he will generally step 5' away to use his bow in full attack mode, but because the glaive has reach, Nezzar earns an AoO in such a case. If the archer steps more than 5' away, but still turns to fire on Nezzar, Nezzar also earns an AoO as the archer moves away. In either case, the Nezzar prefers to deliver this AoO as a "Sunder" to reduce the bow to a tangle of useless wood and string. Since the archer has no melee weapon in hand at the time of the sunder, he does not earn a return AoO on Nezzar that a melee combatant would.

The tactics against spellcasters are almost exactly the same as against archers, except that Nezzar prefers "Disarm" if a held device is being used (again, no melee weapon in hand, no return AoO against Nezzar) or good old raw spell-disrupting damage if a spell is being cast.

Against a fleeing opponent, a "Trip" sometimes followed by a "Grapple" (if the overall battle is well in hand and/or the target is best captured rather than killed) is preferred

Nezzar recognizes that he does not have an effective means to deal with flying opponents, other than the standard missile fire. While this is a problem for any earth-bound being, he continues to mull this problem exxtensively because a number of the most problematic opponents he has faced (dragons, griffon-mounted Stygians, and of course the Hive Overmind) all can fly. It is a tactical situation he seems to find himself in, like it or not, far more than he'd expect.

Nezzar's Journal

ENTRY 1: I met companions Podifar, Ashi, Aikeem, Bob, and Rakhamet while tryin' to get a payin' client (4sp) closer to the ceremony of the naming of the Chosen. I hadda beat the stuffin's outta a coupla lame-o's who got in the way, like this one fella callin himself Abdar the Hammer. As if. Abdar the Glass-Jawed, I say. Anyway, some lame-o's who might possibly be as strong as me were gonna chosen as Champions of Osirus, and everyone wanted to be close, so to watch these pampered wanna-bes get their comeuppance. I got lifted out of the crowd magically - guess I was too aggressive getting my dude closer - and 'bounced' around like an inflated pig's bladder at a spear-nosed child's birthday party. These fellas tried to stick me like a pig, so a bashed one uv'em good - turned out to be Podiphar (an alright guy but stuffy as all get out). Anyhow, the witches floatin' me got distracted and I got dropped right onto Ashi's swords - hurt like a bitch, but I didn't let them in on that, see? So they wuz distracted alright - buncha demons - one got a good look at me wavin Widowmaker at him, and he took off. Demons are smart monkeys - and cultists killing people all over, and one uv'em struggles with the grand high poobah on the pyramid so his staff sends the "Wisdom o' the Gods" inta the 6 of us instead of those pansies, the 'Chosen'. They looked liked runts ta me. Anyway, we get arrested (well, the others did, I got damn near kilt by these skirts with sticks fulla piss-n-lightning) and thrown in the dungeon pits. I wake up like 3 days later, hungrier than I've ever been, and they take to putting questions to us. Boss-man Pharoah cuts us a deal later, we work for him or we take a long walk on the bottom of the Nile with boulders for shoes, see, so we hire on. Kinda cool, he sends us for some trainin' and I pick up some cool moves I hadn't seen before from some old warriors who know their stuff. He pays us too: big money, so much I think I could talk the the Pharoah's daughter inta a little romance *wink*. Podiphar says I might get my sack and more chopped off iffn I try it, so I'll just stash the stash for now. Life Rocks.

ENTRY 2: Coffee Break's over, back on your heads, eh? The Pharoah, you know, the boss - he sends us on some bullshit goose chase on a garbage-barge to some wasted hellhole on the Northern border to find some missing boys while the Glory Boys go off on a big ship with marchin bands and open bar. Damn, I'm gonna bust some of their way-too-pretty-to-be-warriors heads when I get a chance. Abdar (bless his heart) sees me off. Yeah, you got it, him and his 12 bigger tougher brothers too. Well, they gotta be tougher than that, you know? So we head up there, gotta sleep on the deck, and damned if we don't have to row too. You'd think a high roller like the boss'd be able to afford rowers, but at least we gettin paid, you know, and I wouldn't like it if they sent slave rowers along. So we get there, we gotta deal with some overgrown pack rats that sees us as dinner, and then a big goof callin himself the Mad Djinn. He feeds us after we answers his silly riddle, we feed him (a pack rat, by god, and damned if he didn't all but inhale the damn thing), and he directs us onto town. Town isn't much more than a pissbucket and a coupla boards nailed together, but they got a cheap whore or two so bein' as I got some cash left over I make lemons outta lemonaid. Whatever that means. Anyway, so the townfolk point us to the outpost, and we're heading over there tommorrow. I hope they got liniment there, my scroggies have taken ta itchin like a dog at a flea circus.