By Angus Watson
LEGENDS AREN'T BORN. THEY'RE MADE.
Dug Sealskinner is a down-on-his-luck mercenary touring south to hitch up with King Zadar's military. yet he retains rescuing the inaccurate people.
First Spring, a toddler he unearths scavenging at the battlefield, after which Lowa, one in every of Zadar's so much fearsome warriors, who has vowed revenge at the king for her sister's execution.
Now Dug's at the improper aspect of the thousands-strong military he was hoping to hitch -- and worse, Zadar has bloodthirsty druid magic on his aspect. All Dug has is his warfare hammer, one small baby, and one unpredictable, highly-trained warrior with a lust for revenge that will get all of them killed . . .
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Additional resources for Age of Iron (Iron Age, Book 1)
28. Rocky Islet This bit of land is well above the surface of the lake. It has steep-sided walls of sheer rock, although these are covered with vegetation growing from above and in small crannies and ledges. The top seems flat and fertile, for there are trees growing from it-jungle growth which appears at least as thick as any you have seen. In the center of this place is a regular hill which is liewise covered with vegetation in riotous profusion. As the party attempts to reach the islet, a random encounter of the appropriate kind automatically occurs.
Strangely, the water does not reflect the sky or the adventurers observing the liquid. All that can be seen is a night sky dotted with a myriad of stars. The pool is a magical portal to a part of the ethereal plane affected by Zagyg’s mind. Anyone stepping into or touching the liquid is pulled into the other plane (see Encounter 39). The water and the metal are totally immune to mortal magic of any sort. If the party has a way of deciphering the runes, they will find the following sentence: “Ye who have fought the dormant king, enter my knowledge.
Huge Cavern Unless Oonga is encountered here, a nastv tanystropheus-will be waiting for the party to pass near the pile of rubble (northeastern portion of the cavern1) where it lies in wait. lurking just west of the final step up into his lair area (see New Monsters section). When the adventurers begin to ascend this ledge, Oonga will rush out to its edge, boulder ready to hurl. If the combat goes badly for the ape, he will slowly retreat into Area 10. There, Oonga will grab up a boulder from the rubble, hurling it with effect, and then retreat to the outside ledge, Area 11, using the sheltered southern portion to avoid spells if necessary.