Thundarr discovers a human slave who escaped from Vanow, one of the seven citadels of sorcery, the kingdom ruled by Argoth, the Wizard of a Thousand Eyes. It’s not long before metalloids are dispatched to capture the slave. They have just one red eye and jet packs, firing blasts out of their right arms. Some don’t carry weapons at all while others carry energy nets. It’s clear these flying bots are primarily slave catchers. Thundarr’s finally captured by a bola-style set of handcuffs.
- Mettaloid (CR 3, HD 5d10)
- N Medium Construct
- Init +0 Spd 20, Fly 30
- Senses Low-light Vision (Ex); Darkvision (Ex): 60 ft.; | Listen +1, Spot +1
- AC 17 (FF 17, Touch 10)
- hp 47 (Disabled 0/Dying —/Injury –)
- Saves: Fort +1, Ref +1, Will +2
- Resistance: Cold (Ex): 10, Resistance: Fire (Ex): 10, Immunity: Critical hits (Ex), Immunity: Necromancy (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Exhaustion (Ex), Immunity: Death Effects (Ex), Immunity: Fatigue (Ex), Immunity: Ability Damage (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Sleep Effects (Ex)
- Atk +6 base melee, +3 base ranged; Grapple +6;
- +3 Ranged (Net /crit 20/x2);
- +3 Ranged (Bolas, Two-ball 1d4+3/crit 20/x2);
- +3 Ranged (Energy Blast 1d6/crit 20/x2);
- +6 Melee (Slam 1d6+3/crit 20/x2);
- SQ: Cannot be Raised or Resurrected, No Natural Healing (Ex),
- Abilities STR 17, DEX 11, CON –, INT 6, WIS 13, CHA 2
- Feats: Cleave, Cleave, Exotic Weapon Proficiency: Bolas, Two-ball, Exotic Weapon Proficiency: Net, Power Attack, Power Attack.
- Weapons: Bolas, Two-ball; Net.
Ariel is dragged off by serpent women to meet Argoth, who has a bald head covered with purple eyes and eyes in his hands. Of course, anything with an odd number of eyes can shoot laser beams out of it, and Argoth is no exception. By the rules of Thundarr the Barbarian this makes him the equivalent of a magical battleship. It seems all that talk about how pretty Ariel was finally noticed by somebody – who better than a wizard with lots of eyes?
- Argoth (CR 8, HD 8d8+8)
- LE Medium Aberration
- Init +2 Spd 30
- Senses All-Around Vision (Ex); Darkvision (Ex): 60 ft.; | Listen +14, Spot +10
- AC 24 (FF 22, Touch 16)
- hp 44 (Disabled -1/Dying -12/Injury 12)
- Saves: Fort +3, Ref +4, Will +7
- Spell Resistance (Ex): 16,
- Atk +3/-2 base melee, +8/+3 base ranged; Grapple +3; Face 10’x10′;
- +8 Ranged (touch) (6 Eye Ray 0/crit 20/x2);
- SA: Eye Rays (Su)
- SQ: Flight (Ex), Deflection (Su), Verminbond (Su)
- Abilities STR 4, DEX 14, CON 12, INT 15, WIS 12, CHA 19
- Feats: Alertness, Mounted Archery, Mounted Combat, Multiattack.
- Skills: Handle Animal + 23, Listen + 14, Ride + 23, Search + 6, Spot + 10.
- Deflection (Su): Argoth’s central eye emits a strange, invisible field of force that surrounds his s body . This field grants him a deflection bonus to his Armor Class and a Reflex saving throw bonus equal to his Charisma bonus.
- Eye Rays (Su): During a single round, Argoth can aim only two eye rays at targets in any 90 degree arc (up, forward, backward, left, right, or down). Argoth’s eye rays have a range of 120 feet and a save DC of 18 (caster level 18). The save DCs are Charisma-based. The six eye rays include:
- Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect.
- Minor Image: This works like the spell. Argoth uses this effect to create illusory distractions to draw off attacks from their enemies.
- Freezing Ray: The target takes 2d6 points of cold damage.
- Force Missile: The target takes 2d6 points of force damage.
- Enervation: The target must succeed on a Fortitude save or gain a negative level. An affected creature regains the lost level after 8 hours.
- Burning Ray: The target takes 2d6 points of fire damage.
After escaping their captivity, Thundarr has the brilliant idea of disguising he and Ookla inside one of the metal men. This has to be the most complicated plan Thundarr’s ever come up with, but at least it’s better than “straight line towards enemy with Sun Sword.”
Eventually Thundarr comes face-to-face with Argoth, who cleverly keeps Ariel’s hands tied, steals Thundarr’s Sun Sword, and then mocks him with it. “You want the Sun Sword? Come get it!”
Thundarr obliges by deflecting one of Argoth’s rays off of a dinner tray (seriously), which causes the roof to collapse. Thundarr makes a quick grab for the Sun Sword and flees, freeing the slaves in the process. What Thundarr doesn’t know is that he’s leading the slaves into the Forbidden Jungle, a place where magic doesn’t work.
Argoth, who is the smartest wizard in the series to date, realizes he can’t fight Thundarr in the forest, so he summons the Beast of the Forbidden Forest, which looks like a huge hairy Cyclops. Meanwhile, Ariel discovers that magic doesn’t work when they’re attacked by monkey dogs.
Beast of the Forbidden Forest
- Beast of the Forbidden Forest (CR 11, HD 13d8+104)
- N Gargantuan Giant
- Init +5 Spd 40
- Senses Darkvision (Ex): 60 ft.; Low-light Vision (Ex) | Listen +19, Spot +19
- AC 22 (FF 21, Touch 7)
- hp 162 (Disabled -8/Dying -26/Injury 26)
- Saves: Fort +16, Ref +5, Will +7
- Atk +20/+15 base melee, +6/+1 base ranged; Grapple +36; Face 15’x15′; Reach 15′;
- +6 Ranged (Rock 4d6/crit 20/x2);
- +18/+13 Melee (Greatclub 3d8+22/crit 20/x2);
- SA: Rock Throwing (Ex)
- SQ: Rock Catching (Ex),
- Abilities STR 41, DEX 12, CON 26, INT 14, WIS 16, CHA 21
- Feats: Far Shot, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency.
- Skills: Diplomacy + 9, Hide + 9, Jump + 19, Listen + 19, Sense Motive + 19, Spot + 19.
- Weapons: Greatclub.
The Cyclops ambushes Thundarr and the slaves at the La Brea Tar Pits. After a brief success in kidnapping Ariel, Thundarr catches up to the Cyclops and…basically it throws itself off a cliff. Fortunately it lands harmlessly at the bottom of the cliff. Stupid censors.
Frustrated, Argoth turns chaotic stupid and shows up in the very Forest he knew he shouldn’t be in to try to take on Thundarr. This being the tar pits after all, he promptly falls in and disappears. We get a comforting exchange between Thundarr and Ariel questioning if he could survive such a fate. The answer: Don’t worry kids, the wizard is just fine!
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