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Add 2 Ti. Lose 1 Endurance point.

Accompanying the Elves, you leave the city of Tririva and wade through the filthy swamp for hours. Trees with long, exposed roots cling to the muddy ground, crossed by strips of rivers. In the air, clouds of bloodthirsty mosquitoes drain your determination. For hours, you traverse these wet expanses, following the winding paths known only to the scouts, which can lead you safely to your destination.

Indeed, marsh snakes, animated trees, and even crocodiles could be waiting… but you encounter none: this swampy forest is vast, and you are not guaranteed to be attacked by a creature each ti you enter it.

Finally, you reach the Ogre’s lair. This vile giant has taken up residence in a gigantic fallen tree. The creature appears to possess a certain intelligence, as a door and windows, scaled to its proportions, have been carved into the wood. A glow escapes from within, evidence of a fire burning inside.

As you push open the entrance, you discover a well-arranged interior. Rough tables and chairs are set on a rug that appears rich but is heavily worn. Nurous tools are scattered about, and in one corner lies a considerable pile of miscellaneous loot. There is even a stone fireplace with a good fire burning and a chopping table.

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The man-eating giant is there, a large cleaver in hand. On his stone table, a bound and gagged woman, an Elf, struggles to free herself from her restraints while the monstrous butcher prepares to carve her alive! There is not a second to lose!

OGRE

DEXTERITY

POWER

EVASION

ARMOR

ENDURANCE

6

10

1

3

30

Harassed: Each turn, the Elf's arrows cause him to lose 1d6-3 (minimum 1) Endurance points.

Distracted: Each ti he attacks, roll a die. On a 1, the Ogre tries to attack an Elf instead of you or one of your companions.

Loot: Go to 511.

Escape: Difficulty 10. If you manage to escape, the Elves will not forgive you. Gain 1 Infamy point and the codes P6, D9, and DE9. Do not return to Tririva; go to 456.

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