Original air date: 7 December 1985
Writer: Michael Cassutt and Katherine Lawrence; story by Karl Geurs
Here we go, one last time …
Much like three on a match, three on a script sounds like bad luck at the very least. This is Michael Cassutt’s only credit on Dungeons & Dragons; he was a writer for many ‘80s and ‘90s live-action TV shows, such as Max Headroom and the new Twilight Zone, and this seems to be his only animation credit. In the ‘90s he moved on to producing. Karl Geurs was the series producer for Dungeons & Dragons’ second and third seasons; he co-wrote a couple episodes, but his only solo effort was The Girl Who Dreamed Tomorrow. His work skews a little young — “Girl” was a Bobby episode, his first season episode was “Valley of the Unicorns” (co-written with Paul Dini), and his other episode was City at the Edge of Midnight (co-written with Michael Reaves), which involved a young child’s abduction. Lawrence / Selbert wrote the previous two episodes; this is the one that seems the least oriented toward young girls, but it also has a cutesy familiar and prominent female guest character — the most prominent one in the series, probably, who wasn’t also a villain, a love interest, or both (looking at you, Karena).
(If you need background on Dungeons & Dragons, you can read the introductory post. If you want to read my recaps in order, go here. If you want to follow along with this recap, you can watch “The Winds of Darkness” on Youtube. Since that is technically piracy, I will also point out — without judgment — that you can buy the series cheaply on physical media.)
We begin the episode in Nostril View, looking into Bobby’s twin booger caves as he runs for help through a dead (or winter) forest. Fantastic! That’s the kind of top-notch art direction I’ve come to expect. Panting, Bobby trips over a tree root, then gives voice to the eternal lament: Dungeon Master, Dungeon Master, why hast thou forsaken me? Despite Dungeon Master’s lack of response, Bobby picks himself up (but doesn’t pick his nose) and continues running.
Somewhere else, villagers are about to burn a steampunk witch dressed in purple. Why? She says she just wants a place to spend the night, but the villagers shout, “The moons are in eclipse! It is time for him to return!” Why do lunar mechanics matter when discussing accommodations? Who is “him”? Unknown, but Witchy-Poo says “he” has nothing to do with her. Someone trying to steer the mob in wise directions says, “That’s a lie!”
Now we cut to the party, which is fighting fog; Diana tells Eric not to let it touch him. Presto is crouching near Hank, being absolutely useless, and asks, “Are you all right, Hank?” Well, Hank has translucent leg syndrome, and he also says he can’t feel either leg. I’m pretty sure that’s not OK. Sheila says Bobby has been sent to get help, which … why him? Yes, his club isn’t going to be that useful against fog, but there’s a floating scarecrow with a huge scarf chuckling nearby, and I bet Bobby’s club could do a number on him. The useless Presto would make a much better messenger.
Or maybe you should have sent Diana! She’s athletic, and she’s not doing much here — or rather, what she’s doing doesn’t make much sense. Diana lunges forward at the fog with her staff and shouts, “Gotcha!” Gotcha? To fog? You’re usually smarter than this, Diana, but I suppose stupid pills are a hell of a drug.
We switch back to Nostril View, which — I have to tell you — I can’t get enough of. And it’s always a hit with the kids! Who doesn’t want to look up into someone’s nose holes? Bobby shouts for help for his friends, who are being attacked by the fog. The villagers know what that means, and they scatter — the Darkling has returned.
Yes, the Darkling. Really. With three writers, you’d think they’d come up with a better name for Floaty McScarfcrow, but evidently not. The Purple Witch tells Bobby, “You’ll get no help from them,” then offers Bobby a ride on her wagon with her familiar, Gweekin. (Gweekin looks like a hairy, hyperactive but flightless owl.) It’s also clear Purple isn’t planning on helping his friends either, but Bobby isn’t catching on. With the camera focusing on their laps for some reason — what’s so fascinating about the laps of the steampunk witch and bondage dwarf? — she tells him flat out, “I can’t help you. I’m heading far away from here.” It’s not until Bobby says, “Where’s Dungeon Master when you need him?” that she reconsiders. She says, “I just hope we’re not too late,” and turns the wagon around.
Matters look dire for the party. Hank, now fully translucent, rises, saying, “I’ve got to fight back!” But as soon as he touches the fog, he flickers fluorescent pink, then disappears, leaving nothing but a puff of smoke. Woooooo! He blowed up real good! And not even Sheila’s cry of “No!” can make me feel bad about that.
More chuckling from the Darkling, which is interrupted by Bobby’s voice: “There, Martha, over there!” The Darkling knows Martha (that is, Steampunk O’Witch), saying, “As always, she is nearby!” The Darkling then disappears, as does the fog.
(Geek aside: The Darkling is actually the dark stalker from Fiend Folio. Dark stalkers and the smaller dark creepers are collectively called “darklings,” although they didn’t get that unifying name until 3rd edition. Anyway, dark creepers are about the same size as a Dwarf; as their names suggest, they hate the light and live deep underground. They steal magic items and cast magical darkness.
Dark stalkers, on the other hand, are human sized and “are nearly a race apart.” They’re much less common than dark creepers — “an average of one dark stalker to every 25 dark creepers” — and they rule their smaller brethren. They have “all the powers of dark creepers, plus the ability to create a wall of fog twice per day.” If killed, they too blow up real good: they explode “in a blinding flash equal to a 3-dice fireball.”)
Bobby is proud to have brought help, but the party is downcast. “It’s too late,” Diana says, still coming down off her stupid pill high. It’s too late, you say? His arrival saved the party! That’s just in time. Eric breaks the news of Hank’s psychedelic explosion to Bobby, who cries.
The next morning — or so it seems — Martha expresses her condolences over Hank’s disappearance at the Darkling’s hands. “Who is this Darkling guy, anyway?” Presto asks. He’s the bad guy, Presto, and he has control of a fog that disappears people. Try to keep up! (Also, why did you wait so long to ask that very pressing question?) A better question to ask Martha would be, “Who are you? I mean, are you Superman’s mom, or are you Batman’s mom? Or are you some worthless Martha?”
“He is darkness,” Martha says. “He creates that fog you saw. Everyone fears him.” This tells us nothing new. When she asks what the party will do, Presto, Diana, Sheila, and Uni all express their lack of ideas. No wonder Hank was able to lead these sheeple. Anyway, Martha wants only to head somewhere where she will be accepted. Bobby doesn’t want to abandon Hank, but Martha says, “I’m afraid once the Darkling takes someone, they’re never seen again.” Never seen again! This is promising to be the greatest Dungeons & Dragons episode ever — maybe the greatest series finale ever!
Bobby hopes Dungeon Master will be able to help them, but Eric quashes that idea. “Dungeon Master? Where was he when we needed him?” Eric, he was the same place he has always been: far away from danger.
But he’s always there when he needs to defend himself, and now is no different. “Help is not always seen, Cavalier,” he says as he emerges from behind Martha’s titanothere, the beast of burden that pulls her wagon. That’s a convenient explanation! It’s a “mysterious ways” sort of excuse, always allowing the powerful being to claim he was helping — there was only one set of footprints in the sand because I was carrying you, not because I was safe on another plane of existence. Dungeon Master picks up Gweekin and strokes him like a supervillain. “I am very sorry about the Ranger, but I can do nothing to change what has happened.” (Finally something Dungeon Master and I agree on! I too am sorry Ford discontinued the Ranger for the US market in 2011, but good news, DM — they brought it back in 2018!)
Eric, holding Hank’s bow, is incensed, and well he should be. “Nothing? What do you mean nothing? You’re the one who sent us into this horrible forest. ‘You must seek the Lightbearer in the Forest of Dark, for only when light embraces the dark will darkness be destroyed.’ Ha!” (This is the first we’ve heard of this bit of Dungeon Master nonsense.) Eric throws down Hank’s bow. “Listen, you Master of Nothing, Hank’s gone, and you’ve got some explaining to do.” As Dungeon Master picks up the bow, Eric says, “Look at him. It’s pitiful. He hasn’t even got a poor excuse.”
“Eric, that won’t help things,” Diana says. I’m of two minds here. I think Eric’s display of invective is necessary, even praiseworthy, and Eric’s words might shame a different foe into doing something. But Dungeon Master, as we all know, is proof against your human morality and “conscience.” So is Diana wrong to criticize Eric doing the right thing, or is she right because she knows it will have no effect? (You may discuss this among yourselves.) I think the former is more likely the truth, because she still hopes he’ll do the right thing: “Can’t you do anything, Dungeon Master?”
“Against the Darkling’s magic?” Dungeon Master says. “No.” Eric snatches back Hank’s bow and proposes action! “We’re not letting this Darkling creep get away with taking Hank!” he says. Unfortunately, instead of proposing they rescue Hank, he tells them they’re going to find someone else who can help. So close, Eric!
Dungeon Master lets Uni nuzzle his hand, showing that his expertise is with the simple and easily led. “In your haste,” he says, “remember: When Darkness seems all powerful, let the forgotten candle flame be your light.”
When Martha gets back in the driver’s seat, Dungeon Master finally acknowledges Martha. “The last time I saw you, Dungeon Master,” Martha says, “my life was ruined.” Zing! Eric gets in his own zinger as well: “That sounds familiar.”
When Presto asks whether Dungeon Master knows everybody — he should, it’s his job — Diana adds, “Seems like Martha knows him too.” Odd thing to say, but OK. Martha tells the kids to hop aboard if they’re going to; Eric’s the first aboard, and only Sheila lingers. She sticks around long enough to apologize to Dungeon Master, forcing her to run to hop aboard as Martha drives away. “Maybe Dungeon Master’s given up,” Eric says as they drive away, “but we won’t. We’ll find this Darkling and make him pay for taking Hank.”
“As you wish, Cavalier,” Dungeon Master says sadly. Why is he sad? I can’t say for sure — who can fathom such a dark and twisted mind? — but it’s probably Eric saying “make him pay.” Dungeon Master has a well-documented aversion to making an effort to punish anyone, even if the perpetrator has committed many crimes against sapient beings. I wonder if Dungeon Master is related to the Darkling, like he is to other criminals?
(Geek aside: The titanothere comes from the Monster Manual and is part of a class of monsters I’ve always disliked: pre-historic beasts. Dinosaurs are the most famous members of that category, but titanotheres “roam[ed] the temperate plains of the Pleistocene Era in herds.” They’re herbivores, and the main danger they pose to adventurers is trampling if adventurers threaten their herds. In this case, Martha has removed it or is keeping it from its herd, so it stands around like a statue when it doesn’t have to be animated.)
Martha stops the wagon “halfway between Shalderon and Mindrel” for lunch, which means nothing to the kids. Sheila evidently pawed through Martha’s things and asks who the three people in a photograph are …wait, they have photography in the Realm? Since when? Are they mechanically or magically produced? I have so many questions, and none of them — as per usual — will even be acknowledged. Anyway, Martha says, “That was my family,” and the topic is dropped like a raw egg on the sidewalk. So is the entire subplot; this is the last we hear or see of Martha’s family. Anyone want to bet the use of the past tense will have something to do with Dungeon Master and the Darkling? I would!
Martha wants to get the kids to Mindrel and safety, but Eric and the other kids want to rescue Hank. “We appreciate your help, Martha,” He says, “but — but we don’t want to be safe.” Without Hank hold him back, Eric is stepping up as a leader! Of course, he’s the oldest white guy now, so of course he succeeds to the party leadership …
Martha relents: “Before you attempt the impossible, you better eat, and have a good night’s sleep in in a real bed in Mindrel. You’ll still have time to find him tomorrow night.” When Sheila bleats for clarification, Martha adds, “The Darkling appears for only three nights every 33 years and takes one victim each night … That’s how it has been for the last one thousand years.” Diana does some quick math and realizes that’s almost 100 victims. To be more accurate, it’s closer to 90 victims, but still: it’s an impressive bit of mental calculation. Diana’s stupid pills seem to be wearing off.
Martha adds a bit of extra exposition: “His power grows during the eclipse of the moons, and when he takes his hundredth victim, his winds of darkness shall destroy all life in the Realm forever.” I … I don’t get why this prophecy / rule is necessary. The story already has everything it needs to drive it forward: Hank’s in peril, Martha most likely has a personal stake, and the Darkling will cause untold suffering in the future. They have only a couple of days to stop him. Adding in an “end of the world” prophecy actually lowers the tension because the party must end the episode by stopping the Darkling; without the prophecy, they could rescue Hank but allow the Darkling to escape.
Eric says there must be a way to stop him — that’s good, Eric, focus on the way forward — while Presto brings up Dungeon Master’s lightbearer prophecy / riddle. Also: Despite Diana’s quick mental calculations, she doesn’t mention that 100 isn’t divisible by 100; if the Darkling started by taking three victims, and he’s always taken three victims every appearance, then he would claim his hundredth victim on the first night of one his returns. I mean, it’s possible he could have missed getting a victim one night or claimed more than one on a lucky / unlucky night, but it’s not like we’d know that …
“That is Mindrel.” Sheila says it’s beautiful, and I suppose it is, in a phallic way — fairy tale! Fairy tale way! Sorry about that. Martha parks well outside the Mindrel and heads into Mindrel, sans Gweekin, to secure lodgings. (Gweekin “might get lost in the city,” Martha says, leaving Gweekin in the custody of responsible kid Bobby.) “You’ll be safe from the Darkling as long as it’s daylight,” she says.
Of course, dusk arrives, and Martha is still absent. Bobby’s nervous about Gweekin, who’s hopping around, but Diana, lolling around on top of Martha’s wagon, high on stupid pills, lectures him: “Take it easy, Bobby. Martha said it was safe.” Well, she said it was safe as long as it was daylight, but daylight’s pretty much gone.
And the Darkling is waiting, complete with ominous narration. “Ah, as always, Martha has found the perfect prey,” he says. Has he singled out someone as his target? Yes, yes, he has. That’s because Presto is a moron and makes himself a perfect target. First of all, he’s wandering away from the party into the gathering darkness; second of all, he’s wandering off after a wasp. Who the hell follows a wasp, except for an entomologist?
The Darkling reaches out for the moron with the fog. He captures the wasp, and it mystically explodes like Hank did previously. Then he forms the fog into a hand and reaches for Presto but misses, allowing the rest of the party to come to Presto’s aid. What do they do to aid him? Well, they flail around uselessly. Eric tells the others to push on toward the Darkling since “Martha says he’s the source of the fog.” But Diana counters with “We’re surrounded!”
Again, because things are desperate, it’s time for Presto to cast a spell. “C’mon, hat, you’re our only hope,” he says. “Alakawhatsis and alakazam / Give me something to make this fog …” At this point, Presto literally drops his hat, causing his “spell” to fail. Nothing knocks it from his hands or bumps him or anything else: He just lets it fall to the ground. You have one job, Presto … “Scram?” he finishes hopelessly. “Ah, gee.”
At this point, Martha emerges from Mindrel. “It’s all arranged,” she says proudly. “We’ve all got soft beds to sleep in tonight.” Of course, she shouldn’t be so proud, as it’s night (when things aren’t safe) and the kids are all screaming. Martha follows the screaming, turning on her heartlight and glowing. She’s the Lightbearer! Quelle surprise!
The party immediately seeks shelter in her light, and Martha holds the fog at bay. “Foolish woman!” the Darkling shouts. “Why do you interfere now, after all these years?” When Martha tells him to “go elsewhere for your 99th” — how did she get the precise count, especially after playing dumb with the kids? — the Darkling laughs and says, “Watch your tongue, old woman! I spare no one!” Martha snarls defiance, but the Darkling is confident (and laughing): “You can’t stop me!”
I think half the Darkling’s dialogue is evil chuckling. Anyway, the kids scream, and the fog covers Martha’s dome of light as we head to commercial. Nice cliffhanger!
When we come out of commercial, Martha burns off the fog covering her light. “We’re safe —for now!” she says. Since night has just begun, “for now” is not reassuring.
More laughter from the Chuckles McFogfingers. “You shall pay for this, Martha!” he says. When she tells the Darkling he can’t hurt her, the Darkling says, “We shall see!” With a last burst of laughter, the Darkling disappears. Martha turns off her light.
“Gweekin gone,” Uni says after clopping up from next to the titanothere, where it was safe. I haven’t been keeping track of this, but I feel Uni’s Scooby-Dooish ability to speak has been picked up and dropped several times during the series. In this case, Bobby can’t understand what Uni’s saying — he asks, “What’s wrong with Uni?” — but Martha seems to understand, as she immediately starts looking for Gweekin.
“So that’s what he meant — the fiend took my Gweekin,” Martha says. The kids rush to comfort Martha, telling her that with her help, they’ll defeat the Darkling; Eric even realizes Martha must be the “Lightbearer” that “ol’ Dungeon Drip” mentioned. But Martha won’t help: “No! I won’t do it! I can’t bear seeing anyone else lost!” She decides to take off: “Perhaps some day I’ll find a place his evil power can’t reach.” When Eric insists she has to stop the Darkling, she says, “Dungeon Master tried to tell me the same thing. It didn’t work then, and it won’t work now.”
“Don’t you care about us?” Diana asks. She literally met you less than 24 hours ago, you want her to risk her life for a cause she has rejected, and you cost her her pet. (Or familiar, or companda. Whatever.) Why would she care about you? But Martha stammers out her rejection before putting the titanothere in gear. She gives one last bit of advice: “If you want the Darkling, you’ll find him in the Grotto of Darkness to the west — but without my help.”
(So is Gweekin the 99th victim? If so, why does he count? Is he a sapient being and Martha just treats him like a pet? Or could the Darkling have just been taking wild animals this entire time and has been taking humans because he’s a jerk? The wasp didn’t count, it seems — maybe it’s only mammals?)
““Well, just because she’s given up,” Eric says, “we’re not going to.” Again, because things are at their lowest ebb, Dungeon Master shows up. Eric lets him know he’s not welcome: “What are you doing here?” Dungeon Master lets everyone know that if they don’t stop the Darkling, that’s the end of everything in the Realm. Nothing Dungeon Master can do! Nope! How would he ever have the power to stop the Darkling? That’s why it’s up to a bunch of teenagers to save the world! Bobby is confused, though: “But you said only the Lightbearer could stop him.”
That is true,” Dungeon Master says, conjuring a globe of darkness, “but remember: In darkness, there is also light.” The globe turns bright white. This confuses Uni, and Eric recognizes it for the flimflammery it is: “What is he talking about?”
Meanwhile, Martha changes her mind — again — turning her titanothere and wagon around and evidently driving through the night, as we get an establishing shot showing dawn before we hear her again. “The children move too quickly,” she says. “I — I can’t keep up!” Lady, you’ve got a wagon and a gigantic beast of burden. It isn’t you who can’t keep up … although maybe it is, as we see her dozing in the driver’s seat. “I can’t let them go in there alone!” she says, her eyes closed.
But of course they do. The Grotto of Darkness doesn’t look like a grotto, which is a small, picturesque, and usually artificial cave. It certainly isn’t picturesque, but it is creepy, with lots of sickly browns and mosses on dead trees around it. Toei did a good job with the design. With the party lined up behind a small, stone wall, Eric lays out the most solid plan the party has come up with during the entire run: “Diana and I’ll go in and draw his attention, and [Presto will] take care of the fog with [his] hat … Bobby, I want you up on the roof, ready to bring it down if you have to.” When Sheila (and Uni) ask their part, Eric says, “We need you to try to find Hank … if he’s here.” Uni mentions Gweekin, and Eric understands well enough to agree it should be found as well. Before starting, he even gives Hank’s bow to Sheila.
Boy! If cancellation hadn’t put an end to Hank’s rule by the blondest, this would have done it!
Martha actually was falling asleep; she wakes up and realizes the kids are in trouble. She puts the titanothere in gear and gets going. Better late … well, actually, better not late at all
Meanwhile, Eric and Diana are caught sneaking around, and Old Man Darkling laughs. Man, if I loved my job as much as the Darkling does, I would be a lot more successful. He assumes Martha has sent the kids; Eric gets in a little smack talk: “Yeah, she sent us to put an end to you.”
Jolly McEvilvapor seems enchanted to fight someone with a little spirit, although he seems to think it’s misplaced: “How delightful! She actually has you believing her!”
“That’s because I meant it!” Martha says, getting her hero entrance and her glow on at the same time. For once, the Darkling doesn’t laugh. “You’re too late,” he says. “One of these children will be the hundredth victim, and the winner of a brand-new car!”
No, wait — not the car thing. Instead, he says, “And the Winds of Darkness will be released!” Diana and Eric protest, distracting the Darkling by hopping about until the Darkling’s back is to the entrance of … the Grotto, I guess, so Sheila and Uni can sneak in. But their response gets the Darkling back in a good mood; he’s chuckling as he conjures his fog. Martha challenges the Darkling to take her as his hundredth victim, but he declines, with a chuckle: “I don’t want you! I’ve chosen another!”
“Get ready with your hat, Presto!” Diana says. Presto casts his spell: “One for the money / Two for the show / Now is the time to make this fog go!” Again he drops the hat on the ground, but this time, his hat starts drawing in some fog. Not very fast, though.
“Your feeble magic can’t stop me,” the Darkling says, and he’s right, as far as I can tell. His fog is still swirling everywhere, and he seems just as determined as ever. But Martha forces the issue, advancing upon the Darkling like a strangler, hands open in front of her: “There is no darkness so powerful that a single candle flame can’t chase it away!” She or her aura touches the Darkling, he lights up like an electrocution victim, and then he disappears. Boy, that was simple! Seems like she could’ve done that a long time ago!
A pink light bursts from the grotto. The kids investigate, and they find a crowd of people — a crowd of humans, really, with Sheila and Hank embracing in the middle. “About time you decided to come back and lead this band,” Eric says to Hank. “I don’t know how you put up with these guys.” Hank has the grace to thank the party, which is mighty white of him — like everything he does is.
Gweekin and Martha are also reunited among the crowd of the Darkling’s victims, but if you expected some resolution to the subplot about her family, well, screw you, because you aren’t getting it. Like the hundred-victims storyline, the photograph of her family is pointless. Or maybe this makes it poignant; Martha has wasted her life fleeing from the Darkling when she could have confronted him and moved on with her life decades before.
No, it’s still pointless.
Back outside, Eric thanks Martha: “I never you expected you to come help us, but I’m sure glad you did.” Martha accepts the back-handed complement and gives the party a straightforward one: “It was your courage that help me understand how simply my light could defeat his darkness.”
“Indeed,” Dungeon Master says as he suddenly appears at Eric and Martha’s knees. By Odin’s missing eye, that second syllable contains a bottomless well of smugness. I don’t think I’ve ever heard someone so self-satisfied. When Martha apologizes for not following DM’s advice sooner, Dungeon Master says, “It is not the speed with which something is learned, but that is learned at all that counts.” I’m sure all those people captured by the Darkling’s didn’t mind the extra decades they spent in the grotto as a result of Martha’s incomprehension / incompetence.
If there’s anything this episode has taught me, it’s that Dungeon Master uses very dull tools to work his will. I mean, it doesn’t justify his propensity for using child soldiers and withholding basic needs from them, but the ease of Martha’s victory does make the point that perhaps these kids should be having an easier time of things.
On one hand, we knew the party wasn’t all that bright; their inability to decipher simple riddles or discern DM’s evil intentions proves that. But given that the party presumably still wants Hank to be its leader after Eric exceeded Hank’s leadership abilities in a single episode, I perhaps have overestimated their capabilities. I didn’t think that was possible, yet here we are.
“Speaking of learning, have you by any chance learned of a way we can get home?” Eric asks. Dungeon Master responds, “Well, I have heard of a great magician by the name of Krynn, who might be able to send you home.” (Final geek aside: The Dragonlance adventures in Dungeons & Dragons, which were introduced in 1984, the same year this episode aired, are set in a world named Krynn.)
For some reason, the other freed humans have disappeared; since they’ve been in suspended existence for well past their lifetimes, perhaps they’ve simply dissolved into the aether. “Now that’s what I wanted to hear!” Eric says, ignoring the nearly a hundred humans vanishing around him. The others agree. Eric: He’s made this promise before. Why do you think it will end any differently this time?
Eric may not have learned some of the important lessons, but one last time, we can learn something:
- Under the right circumstances (or the right hallucinogenics), you can fight fog, which is only visible water vapor suspended in the air.
- Dungeon Master, like many petty gods and men, is immune to shame. However, shame is a powerful motivator for failures like Martha — a better motivator than love, really.
- Still, if you eventually get around to doing a simple task you could’ve easily accomplished decades before, you’re a hero. A damn hero, I tell you.
- If you want to add depth to a story without time or effort, you can’t do better than dropped character beats.
- Never follow a wasp. No good will come of it.
- I was right: Eric is a better leader than Hank. I’m not saying I’m perfect, but I am saying people should listen to me more. I’ve led the fight against Hankunism for years. I mean, people used to listen to me. I fit in.
- If someone repeatedly withholds from you what you deserve as a human right, then do not put up with his nonsense. He is immoral, if not a criminal, and does not deserve your respect or servitude.
- If a strange little man gives you a weird change of clothes and strange new “weapons,” run — do not walk — the other way as fast as you can.
Monster tally: One from the Monster Manual, one from the Monster Manual II.
Totals: MM: 44; FF: 6; Monster Manual II: 3; L&L: 1; Dragon: 1.