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texashuntranch · 1 month
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The Guided Hog Hunts Experience in Central Texas
Hog hunting in central Texas is one of the most exciting and rewarding trips one could ever undergo, both for experienced and novice hunters. This terrain provides an extensive wild pig population, offering a diversified abundance suitable for central Texas hog hunting. Many hunters take pleasure in the challenge of hunting on their own, where guided hog hunts can help to make this even greater. Here's how guided hog hunting at night through the brush can make all the difference when it comes to an amazing wild hog hunting experience.
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Why Guided Hog Hunts in Texas?
1. Local expert knowledge
One of the significant advantages of using guided hog hunts in Central Texas is the presence of local guides who are experts. They have a vast knowledge of the region's terrains, the behavior of hogs, and the best ways of hunting them. Such knowledge can greatly improve your chances of successful hunting since they know where to find the wild pigs and how to approach them effectively.
2. Allow Hunting on Prime Locations
Most guided hunts provide access to private hunting lands that are otherwise off-limits to the public. These areas are maintained to support optimal hog hunting and a sustainable pig population. Opting for a guided hunt gains you access to the top hunting locations in South Texas that ultimately guarantee the best premium hunting experience.
3. Better Safety and Comfort
Safety is one of the many considerations that should be in the purview of any hunting expedition. Guided hog hunts bring more professional people to the game—more safety measures. Other guides can assist in navigation and tracking so that chances of getting lost or making hunting accidents diminish. Comfort is also another thing since most guides offer things like good accommodation and some equipment.
4. The Best Use of Time
Hog hunting can be very time-consuming and physically demanding, especially when the area is unfamiliar. Guided hog hunts alleviate all these issues so that you can focus all your attention on the hunt—nothing else. With proper setup and execution for you by knowledgeable guides, every minute of your time in Central Texas is used to the extreme. This is a great advantage for a new hunter or one with limited time.
The Advantages of Guided Hunts in Central Texas Versus South Texas
Although both Central and South Texas hunting have superior hog hunting, Central Texas guided hunts have the following advantages:
1. Varied Terrain
From the dense woodlands to the open prairies, Central Texas comprises a wide array of terrains that can affect the behaviour of hogs, hence your hunting strategies. Guided hunts expose you to varying types of terrains and how to adjust your techniques accordingly.
2. Seasonality and Wildlife Management
Being that Central Texas and South Texas have totally separate hunting seasons and different wildlife management strategies, guides in Central Texas will be well-informed about their laws and seasonal patterns so that you can hunt legally and be in the field when it is a good time to increase your chances of success.
This translates to hunting experiences varying from one locality to the next. Guided hunts in Central Texas may emphasize some techniques or some areas less exploited in South Texas. A guided hunt is a perfect way to experience some of the different ways of wild pig hunting in Texas and determine which one you like.
Expect top services from your guide, ranging from pre-hunt briefings to helping with your equipment and offering expert advice for your hunt. They assure the services to make sure that the time you spend on your hunt is made as pleasant and as memorable as possible in the least bothersome way.
2. Tailored Hunting Packages
Various guided hog hunts will have customizable packages depending on your preference and skill level. Whether you are looking to hunt in a half-day or multi-day comprehensive package, you can pick something that fits your needs.
3 After Hunt Support
Many guided hunts offer a range of post-hunt services, such as game processing and taxidermy referrals. With this additional support service, you can bask fully in the fruit of your hunting labor without incurring additional stress or effort.
Conclusion
However, there are a few more reasons guided hog hunts in Central Texas are great at supplementing your ultimate hunting experience. Expert local know-how, prime hunting locations, added safety, and optimized use of time make choosing a guided hunt a brilliant idea for your wild pig hunting excursion. Whether you are an experienced hunter or you are new in the game, the following are some of the reasons why getting a guided hunt in Central Texas will be the icing on the cake. Come see our guided hog hunts; reserve your adventure today at TEXAS HUNT RANCH.
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jeanjauthor · 3 years
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Hello there. Please can you do a guide on how a king would live in the Medieval Era/Middle Ages? (Daily routine, hourly tasks/things they occupy themselves with each week) etc. Thanks.
Unfortunately, there's a LOT of ground to cover in that request, because the Middle Ages covers basically from 600s-1500s, and is presumed to be European, which means a gazillion kingdoms big and small. The best I can do for you is to point you at some possible times & places where there might actually a number of resources.
There isn't a lot of information on the early period stuff outside of Byzantium (Eastern Roman Empire), but you might want to look at resources covering that empire/timeframe as Romans were notorious for writing down almost everything. There may be more information floating around Charlemagne (the start of the Holy Roman Empire).
Next era could be in England, the time of Richard the Lionhearted (Richard II, his brother King John & the Magna Carta era, etc), also the Empress Maude (Empress Mathilda, mother of Richard & John) who lived in France, etc--her epitaph reads something like "Daughter of a King, Wife of a King, Mother of a King, but Never A Queen"...so you know there's going to be some history there.
Other spots that have royals that are fairly well studied: the Borgias and their influence across Mediterranean Europe, the Holy Roman Emperors of Austria, et al, all the way up through to the court of the Sun King, Louis XIV of France (admittedly more Age of Exploration than Middle Ages). With these latter timeframes, remember that a king's life gets more complicated and regimented by customs & rituals the closer you get to our most recent centuries, less complicated the further back in time you go.
For much of the above 1000-year timeframe, the daily life of kings wouldn't be that much different from the daily lives of nobles--better than peasants, with people to do your cooking, cleaning, and laundry--and if if you were lucky, you'd be able to read and write, though not always. The daily schedule would vary from place to place, time to time, and would not necessarily reflect our own mealtimes of breakfast-lunch-dinner for a start. Breakfast might be something simple like fruit, cheese, bread, or it could be pottage (porridge, a mix of grains & dried fruits, or leftover veggies & meat, etc), or it could be an actual elaborate meal, depending on the era, etc.
Daily concerns, there wouldn't be the agricultural labor expected of 90% of the population, and not so much any of the crafting labor expected of most of the population, though it's possible a king could have an interest in blacksmithing, leatherworking, even doing spinning. (Spinning was done by everyone, regardless of age or gender, though social class did have some effect.)
For absolute sure, most kings would definitely spend a few hours a day, either each day or most days a week, in combat training, weapons practice, mounted combat, and of course riding, since they could afford the horses. It is also possible some kings did their own falconry, but as rearing, training, and caring for hawks, falcons, etc, is a daily job, that would more than likely actually be the work of the king's falconer, with the king knowing enough of how to handle the bird (well, one hopes he'd know enough).
Hounds (various breeds of dogs) are depicted quite frequently in the presence of kings, so having a loyal canine companion would be a high probability (cats would be around, too, and might be favored), and while the full training and responsibility of feeding wouldn't be on the king's shoulders in all likelihood, dogs are much more likely to stick around than fly off back into the wild than, say, a hawk, so the king would have a lot more daily contact and interaction with them.
I include hounds and hawks because one of the things a king would be expected to do was to hunt. A lot of places had rules about the deer in the king's forests belonging to the king, to the appointed game wardens, to the local nobles...but hunting down feral animals was also an expected job of the nobility, so feral cattle and pigs, wild boar, those would be skills a king would train for, and would certainly have specialist warriors and huntsmen to surround him when going out on one of these hunts.
The king (or queen) would likely have petitioners arriving to speak with him. In earlier eras when travel was more difficult, these would probably be less formalized, but might still be frequent enough to require a formal royal court session (you know the one portrayed in movies, with the audience members, the petitioner being announced and brought up to the throne, etc).
Remember, however, that the earlier you go, the smaller the facilities, the less regimented-by-custom the activities, the less formal things will be--the king might hear petitioners in the solar (a room with a lot of natural light, where the royal family would hang out and do things indoors), the equivalent of sitting down in someone's living room and having a chat over coffee or tea. (Or rather, small beer, lightly alcoholic and drunk instead of water because after being brewed, it was more sterile and safe to drink, plus, calories!)
There might be specific days when the king does have royal court sessions, but again, that'll depend on timeframe, nation size, ease of travel, and overall frequency of petitioners asking to be heard...along with how close an acquaintance or how unknown they are to the king. Some would bring gifts as bribes in the hopes of getting their petition favorably handled...but this wouldn't always be guaranteed. (iirc, there's a cueniform tablet saying that a pair of sandals "in the greek style" had been brought to a king in the Middle East as a gift, and that said king had ordered them returned, though the reason why was not written down, wrong size, wrong person, wrong petition, who knows?)
The king's taxes would have to be assessed, with reports coming in and orders going out across the kingdom at certain times of year. This could be in the form of coin, crafted goods, or raw resources such as grain, lumber, ore ingots, etc. He would have to see to whatever passed for a standing army, making sure from time to time that they were being kept well-trained and well-armed--not all kings or kingdoms or eras had a standing army! But there would be a group of warriors whom the king would be able to call upon, professional or voluntary (or voluntold, as the case may be).
This is because one of the duties of a king (at least a good or reasonably competent one) would be to ensure the kingdom--ts peoples, livestock, resources, borders, etc--were kept as safe as possible from invasions, raiders, roadside banditry, random skirmishes between disgruntled nobles, possible uprisings, etc.
Another duty (presuming good or competent) would be to engage in diplomacy both within (disgruntled neighboring nobles) and without (neighboring nations, potential trade partners farther away, etc) their lands. This could involve sending diplomatic couriers with letters, or it could involve sending spies to integrate and ingratiate their way into the ranks of the persons or groups trying to be spied upon and/or influenced in certain ways.
Queen Elizabeth I of England had a very widespread network of spies and informants throughout most of her reign, and engaged in diplomacy while wielding the weapons of knowledge and influence upon her opponents--not necessarily her enemies every time, but her opponents. (Mind you, she also had a temper at times, and could make threats with the best of them, but most often she chose to try things diplomatically to start, at least from what I understand.)
One more thing to consider when it comes to Medieval Europe and the monarchy. The Church's power stretched everywhere--even after Protestantism got started!--so a monarch would be expected to bow to the religious expectations of piety, etc. They'd be expected to pray near-daily, would certainly be expected to attend masses, and would without a doubt be expected (pressured or coaxed) into giving gifts to the Church.
When King Henry VIII got pissed off at the Catholic Church (and was strapped for cash), he did an about-face to Protestantism so fast, there were monasteries and churches in England literally in the midst of upgrades and renovations that got informed all the Church lands belonged to the king now, so bugger off, but leave all the valuable silks and gold and silver behind, kthxbai! *doorslam!* That was because the Church held a lot of lands, and a lot of wealth, and the king was tired of not having all that land and wealth himself.
In earlier periods, the fear of Excommunication was strong, because Christianity was what tied disparate peoples together...gingerly and fragilely in many cases, but even if you couldn't speak each other's language, you could mumble along the Latin phrases for the prayers and services of a mass, and your unintelligible buddy over there would know and nod along and mumble them, too, hey, you do have something in common!
In later periods, when trade became quite widespread and strong, when secular interactions could hold together alliances, not just the "we're all in this together as fellow worshippers," then it became easier to break away from the Church's hold, and to not fear excommunication so much. (Shunning can be a powerful social activity regulator.) So that's something to consider: how strong is the influence of the local religion(s) in your area? The heart of Byzantium, Constantinople, had many religions working and living together for years. A lot of that was live-and-let-live in attitude. Other areas were very...fanatical...about their specific local belief systems, and so the local sovereign would be expected to go along with that, or be trampled by the zealotry of their population base.
...As you can see, there is quite a lot to consider. The daily life wouldn't always be the exact same 9-to-5 office hours, but there were certain rhythms to the day, the week, the season (life was very much seasonal in medieval times), and the passing of each year. But in many ways, there would be many similarities.
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aforrestofstuff · 4 years
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So, my lil sister is currently playing The Sims Castaway in her laptop beside me, it makes me think: What will the heroes do if they're somehow get stranded together in an unhabited island? What chaotic things they will do with other fellow heroes in there while waiting for a rescue?
Okay, I’ve basically just written a dumbass little deserted island au for you. Thanks for the request, anon! 💓💓💓
If ALL of the main heroes were to get stranded on a deserted island all together, then I’d imagine it’d have something to do with the Association fucking up big time. Maybe they were all being transported to a threat overseas and got sent off-course? So, that means their only chance of rescue would have to be from the Association themselves (and we all know how much they lag to deal with shit). Needless to say, the heroes are gonna have to get comfortable with one another and work together to pick up a thing or two on survivalism while they wait for rescue. That’s gonna be hard.
Child Emperor will have the bright idea to separate everyone into smaller groups based on their area of expertise. Nobody argues with this because it’s pretty much common sense, but the stakes are high in seeing who gets paired with who. There’s not a whole lot of bad blood between the heroes, but lord knows they’ve got a few ego problems...
These groups are gonna be Hunters/Gatherers, Homemakers, Walmart Runners, People Who Don’t Really Do Anything, the Super Duper Strike Force, and Oh, Shit it’s the Cops.
In addition to the main congregation of heroes and their groups, there’s also gonna be one more group of people that stray from the majority. These people are gonna be called Stragglers. Stragglers consist of those that:
A. Have been excluded from the main group due to being a headass.
B. Went off on their own because they’re convinced they can survive without anyone’s help.
C. Got lost.
Now, with that being said: let’s get crackin’ boys.
Disclaimer: this shit is crack as fuuuuuck
The majority of the heroes:
Group 1: Hunters/Gatherers
This group is responsible for leaving camp constantly to go hunt/forage for food.
Flashy Flash: I’ve said this before in a previous hc, but he has a pretty decent knowledge on how to find food in the wild due to him always being sent to the middle of nowhere on assassination missions. I also hc him as pescatarian, so that means that he’d be pretty good at fishing. Even though his main protein is from fish, he also has a basic understanding on how to hunt for other animals as well. He just won’t eat them cause they’re yucky.
Zombieman: He’s not super adept at anything to do with survivalism, but he’s a quick learner. It won’t take him long to figure out how to apply his detective skills when tracking animals in the wild (I.E., looking for tracks, clues, and picking up on an animal’s sense of direction). He’s also can’t die, so he’d be the guy to try out some funky-looking mushrooms/berries/herbs to see if they’re poisonous or not, making foraging a lot easier for everyone.
Mumen Rider: The group’s resident forager. He knows which plants are poisonous and which aren’t like the back of his hand due to the many years he spent in the Boy Scouts as a young lad. He also knows a lot of basic survival necessities, like how to start a fire, how to make rope from palm leaves, basic first aid, and finding clean water. He’d essentially be a walking guide on locating basic sources for water, firewood, and fish for the Walmart Runners to find back at camp.
Group 2: Homemakers
This group is responsible for building and maintaining camp. They also do basic inventory on everyone’s resources.
Child Emperor: He’s in charge of designing and construction. He’d know the best way to build a shelter so everyone’s little huts last long enough—even while under duress from crazy island weather and basic wear and tear—for the Hero Association to come to the rescue. He’d be responsible for giving the Walmart Runners the list of what he and the rest of the Homemakers need to make camp the best it can be. He’s basically in charge of everyone. Even if they don’t like it.
Genos: Genos is in charge of cooking food every night for dinner. He would be on the Super Duper Strike Force, but he’s the only one that has an endless supply of fire, so he’s in charge of keeping every light source lit and igniting the bonfire each night in time for dinner. He’s also a walking Swiss Army knife, so he’d also be the one to do any basic repairs on the camp huts in the event that one of them gets a little hole or some shit. He gives Saitama an extra serving of food each night, which has caused some internal conflict.
Puri-Puri Prisoner: As a prison inmate, he’s the expert on making somewhere comfortable on limited resources. He’d be everyone’s guide on how to make tasty food with no seasoning nor cooking equipment, in addition to teaching everyone how to stay warm without real blankets. He’d give everyone fun ways to stay busy (like making little straw dolls or playing catch with coconuts) because it gets hella boring in prison and he’s developed an innate talent for finding ways to pass the time.
Group 3: Walmart Runners
This group is responsible for leaving camp to go find resources unrelated to food, like firewood, clean water, leaves, rocks, and other things the Homemakers might need to make camp better.
Saitama: Child Emperor didn’t really know what group to put Saitama in, but Genos vouched for him and said Saitama was a fast runner. So, he got paired with Superalloy on the Walmart Runners team. He and Superalloy don’t really have any wilderness survival skills, so they rely on people like Mumen Rider and Child Emperor to point them in the right direction and give them specific instructions on what to bring back to camp. Because Saitama is so fast and strong, he’ll leave camp and be back in 30 seconds, holding twice the amount needed of whatever Mumen Rider told him to find. He often over-stocks camp on purpose so he can take long breaks in between supply runs.
Superalloy Darkshine: He got paired with Saitama because Child Emperor thought Genos was joking when the cyborg said Saitama was basically God, so he was put on the Walmart Runners to help even everything out. He’s super cooperative with Child Emperor and Mumen Rider, often bringing back way too much supplies, just like Saitama. This is due to the fact that he’s so fucking strong and huge, he can carry enough firewood to supply a small army for weeks. He also helps the Homemakers with maintaining camp in between supply runs, typically carrying all of the heavy stuff and doing all of the hard labor that comes with construction.
Group 4: People Who Don’t Really Do Anything (but also don’t make things worse)
This group consists of people who don’t contribute shit to the survival effort, but also don’t exactly make things worse. They’re just chillin.
King: King doesn’t have harbor any knowledge that can be applied while trapped on a deserted island with like, 20 homicidal maniacs. He spends all of his time huddled in his hut having a perpetual panic attack. Nobody comes in to check up on him or tell him to get off his ass because they’re all pretty intimated and believe that he’s done enough work as a hero to warrant him having a little break. Everyone thinks he’s having the time of his life while on a little vacation, when he’s actually dying inside and wishing this whole thing was over. He’s tries to call his mom a million times but his phone doesn’t receive service. He’s suffering.
Pig God: He also doesn’t have any skills or knowledge that can be applied to surviving on a desert island, so he’s just vibin. He, like King, is a gamo to the extremo and spends most of his time playing video games/watching anime, so it’s only natural that he’d be out of his element on a desert island. Unlike King, however, some people give him shit for it. This is due in part because he eats like 19 rations every meal and doesn’t really do anything to pull his weight around camp. He’s actually gained weight since they’ve been deserted. Everyone has cast a secret vote that in the event they run out of food, Pig God is the first to be eaten.
Group 5: The Super Duper Strike Force
This group is responsible for guarding camp all hours of the day. They sleep in shifts, and are constantly watching the jungle/beach for any monster activity.
Metal Bat: didn’t want to be a part of this group because that meant that he wouldn’t get his full 8 hours of beauty rest every night, so he only agreed to join on the condition that Child Emperor let him pick the name. So, lo and behold, he’s on the Super Duper Strike Force. Badd is in charge of watching the north end of camp, and is often seen climbing palm trees to get a vantage point on the great expanse of wilderness to see if there is any monster activity nearby. While he’s on top of trees, he’ll also try tirelessly to attain cell service so he can get in contact with Zenko. He fails almost each time, but boy is he persistent. He also gets bored a lot while on watch, so he just bats rocks around while using a picture of Amai that he stapled to a palm tree as a target.
Watchdog Man: He’s always on watch in City Q anyway, so this is pretty much just business as usual. He made a little mound of sand for himself (which is really hard to do with paws, okay?) to server as a makeshift pedestal like the one he has back home. People kind of forget he exists like 3 days into this whole fiasco because he doesn’t really do anything outside of just... sitting there.
Group 6: Oh Shit, it’s the Cops
This group is responsible for making sure nobody kills each other. They’re usually people who have background experience managing groups of people (this group was also named by Metal Bat because Silverfang caught him trying to vandalize Flashy Flash’s hut, to which Badd promptly yelled out “Oh shit, it’s the cops!”)
Fubuki: Even though the Fubuki Group rarely has disagreements, she still knows how to put a fucker in their place. Nobody cares that she’s B-Class, she’s feared all the same. If someone fucks up around camp, she’ll mom the hell out of them until they straighten themselves out. On top of that, she also helps Puri make camp comfortable for everyone, and assisted Child Emperor when he was assigning roles and groups.
Silverfang: He’s a master at keeping track of murderous hobos. He raised Garou, didn’t he? He can do anything. If someone fucks up, all he needs to do if give them a side-eye and that’ll be enough for them to get back in line. He suggested that everyone maintain a strict routine to ensure that nobody goes crazy while being trapped together in a deserted hell. And so far, it’s worked out just fine. So far.
Tanktop Master: The Tanktop gang, like the Fubuki Group, rarely sees disagreements. He isn’t one to hand out punishment, discipline, or reprimands, so if he sees someone fuck up, he’ll kindly pull them aside and ask them what’s up. He’ll work with everyone to ensure that all of the heroes are friendly to each other, since that’s pretty much the best anyone can do (given the situation). He’ll also help out Silverfang with his “maintaining a routine” idea, making a personalized workout routine for everyone.
Stragglers:
Tatsumaki: Tats went out on her own the minute everyone got deserted because she was already tired of their shit to begin with. She’s been doing fine, albeit being hella pissy. She’s already magic’d herself a shelter, found that she can start fires by forcing two rocks to rub against each other really fast, and that she can also kill animals in seconds just by looking at them the wrong way. Her main gripe is being away from clean sheets and soap operas, but she’s a trooper. She’ll survive.
Amai Mask: Amai Mask got voted out of the majority because he’s a dipshit and they were all gonna jump him if he didn’t haul ass across the island, far, far, away from the main camp. He’s been suffering. He can hunt fine, but he’s got zero survival skills and is currently sleeping under a cold rock. Child Emperor gave him some bright red rope to tie around his camp so the Hero Association could easily spot him from a distance when they arrive for rescue, but the rope was eaten by a bear. He’s gonna die if he doesn’t get off that island pronto.
Metal Knight: Metal Knight willingly separated himself from the group because he’s convinced that he can survive without the help of anyone else, (even though he was just gonna get voted out anyway because everyone hates that fucker) and has since then been building an army of robot coconuts. He can engineer himself a shelter just fine, and he’s figured out how to sic his little robots on nearby wildlife so he can eat. I hate to say it, but he’s actually doing well.
Drive Knight: Drive Knight also purposefully separated himself from the majority because he saw Metal Knight do it and is currently on a quest to hunt down Bofoi and merk that fucker’s ass in the jungle with God as his witness, cold-blooded. He doesn’t need wilderness survival skills because he runs on batteries and solar panels. He does, however, need a fucking GPS because he’s been lost for three days with no robot coconut army in sight. If he doesn’t find Bofoi or the main group before the Hero Association arrives for rescue, then he’ll most definitely get left behind, and that is a risk he is willing to take. Dumbass.
Atomic Samurai and his 3 hooligans: Atomic Samurai, Iaian, and Okamaitachi got separated from the group because they somehow ended up on a completely different part of the island upon being deserted. The two disciples listened to Kami (bad idea) while he was trying to find a sense of direction, and they ended up straying even farther away from the group than they were when they started. Bushidrill also ended up on a completely different part of the island, separated from both the group and Atomic Samurai’s gang, but they found each other around 2 days into this whole fiasco by pure chance. Bushidrill was found sitting in a tree 20ft off the ground, wearing a coconut bikini, and stress-drinking a bottle of saké he had smuggled in his robe before everything went to shit. All in all, when the disciples and Kami put their heads together, they make a pretty good team. Iaian hunts, Kama makes camp, Bushi sits on his ass, and Kami sits with Bushi. They’re not going to be left behind as easily as Drive Knight, though. If they’re not found before the Hero Association comes to the rescue, then you bet your ass those corporate cronies are gonna spend a pretty penny on search parties.
So, now that we have everyone’s roles and groups down, I’m gonna make up some island shenanigans because this shit is just TOO GOOD to be left alone like this.
The shenanigans:
The quest for food:
Zombieman, while hunting with Flashy Flash and Mumen Rider: hey, stop moving. I think I see a deer over there.
Mumen Rider, looking through a set of binoculars: awww, it has a baby!
Flash: where did you get those binoculars?
Mumen: oh, they were in my wilderness survival kit!
Zombieman: what
Mumen, looking through his bag: yeah, I have a compass, a canteen, a bird-watching manual, some fire-starters, some dynamite next to the fire-starters— oh no.
The quest for food Part 2:
Flashy Flash: I found this strange mushroom, but I don’t know if it’s poisonous.
Mumen: hmm, let me look it up in my manual—
Zombieman: *swipes the mushroom and gobbles it up*
Mumen:
Flash:
Zombieman: it’s poisonous
The quest for dinner:
Child Emperor, speaking to everyone at camp: okay, guys. We’re gonna start having nightly bonfires that will hopefully aid us in making passing ships aware of our location. It’s also how we’re gonna cook our food—
Pig God: *raises hand*
Child Emperor: no, we don’t have any marshmallows.
Pig God: *slowly lowers hand*
The quest for peace:
Badd: fuck the police! *sprints away*
Tanktop Master: what did he do?
Silverfang: I caught him carving “flash sux” into the sand and he tried to hit me with a coconut after I told him to stop.
The quest for Bushidrill:
Iaian: Sensei, it’s been two days. Maybe he’s with the others—
Kami: no, I know Bushidrill. If WE’RE lost, then he’s SUPER lost.
Okamaitachi: there! In that tree!
Bushidrill, face-planted on a tree branch 20ft off the ground: God, is that you?
Kami: I knew it.
Kami: Iaian, cut him down.
Iaian: is that really the best idea—
Kami: just do it.
Iaian: *cuts down Bushidrill*
Bushidrill: *immediately gets knocked unconscious the minute he hits the ground*
Kami: good.
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eddycurrents · 6 years
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Darkness Calls: Chapter One
Words: Mike Mignola | Art: Duncan Fegredo | Colours: Dave Stewart | Letters: Clem Robins
Originally published by Dark Horse in Hellboy: Darkness Calls #1 | April 2007
Collected in Hellboy - Volume 8: Darkness Calls | Hellboy Library Edition - Volume 5 | Hellboy Omnibus Volume 3: The Wild Hunt
Plot Summary:
Igor Bromhead returns to bind Hecate to him. A trio of witches fondle Hellboy’s horn sculpted into a miniature. And, in England, while staying with his and Bruttenholm’s old friend, Harry (it’s going to get complicated, but just go with it right now), Hellboy goes for a walk with a company of three weird folk learning a bit of the witchfinder, Henry Hood, and a tomb. 
Reading Notes:
(Note: Pagination is solely in reference to the chapter itself and is not indicative of anything within the issue or collections.)
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pg. 1 - Here we’ve the return of Mignola’s almost Aleister Crowley analogue (the character is more consistent with Wm. Somerset Maugham’s caricature as Oliver Haddo in The Magician) in Igor Bromhead, last seen in “Box Full of Evil” running afoul of a deal gone bad with a demon’s conjuration and imprisonment.
The old architecture is gorgeous. Really gives a connection to the ritual being performed to “old things”.
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pg. 4 - I think it’s interesting that the first form that Hecate appears in is that of the Iron Maiden. You could suppose that this is her “true” present form, being spirit and flesh imbued into that iron coffin.
I’m also impressed that Duncan Fegredo not only included the rivets on the structure, but the hinges.
And it seems like Bromhead hasn’t found a cure for his reptile leg affliction.
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pg. 5 - The shift to the more feminine yet monstrous gorgon appearance is interesting as Hecate admonishes and mocks Bromhead, though there’s something to be said for his own shit-eating grin. You can tell he’s got something up his sleeve even before he finishes the conjuration ritual.
The reaction shot of the birds supping on the blood is just gorgeous. That kind of “crap, something’s up” look that animals give when they’re spooked. Nice work from both Fegredo and Dave Stewart.
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pg. 6 - Then we get almost a human appearance when Bromhead binds Hecate by her human name. It’s a brief shift as she then goes back to a gorgon and the iron maiden form, but it’s kind of significant in the binding. It’s a nice touch of the art.
Also, booty.
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pg. 7 - And dragging another skeleton out of the closet, bringing Giurescu back from Wake the Devil and Hecate’s rebirth story. It’s neat how Mignola is utilizing the little bits and pieces from the past to push forward into something new.
Also, I love the little changes to balloon styles and colouring throughout from Clem Robins, giving each voice a unique touch.
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pg. 8-9 - This trio of witches definitely seem to be up to something nefarious with that Hellboy carving. The design of the harpy form is also really neat.
And I’m loving Dave Stewart’s colours. He’s utilizing the colour washes that have been common since Seed of Destruction, but these aren’t nearly as stark. There’s a bit of layering to them that works well with the detail and lines of Fegredo’s artwork. It also makes you wonder if you’re supposed to carry over the old colour themes from the earlier stories, but I’m not sure if it works. There’s much more of a blue-grey wash to everything (previously denoting Rasputin and his influence for the most part) which makes me wonder.
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pg. 11 - Gorgeous shot of Harry’s home by the sea. It’s also interesting that the “Stormalong” song begins with what looks like a flashback to Hellboy’s time drinking with ghosts on the island. Maybe that’s a hint?
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pg. 12 - Nice replacement service pistol.
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pg. 13 - You’ve got the impression that the witches are messing with him through that effigy, you’ve got Harry giving a present tense sentence of Bruttenholm’s pride in Hellboy, the weird song working a parallel narrative about the dead, the blue-grey wash giving a kind of illusory feel against which the red of Hellboy’s skin definitely stands out, and then you’ve got cats. Beautiful cats as rendered by Fegredo. Not quite as ominous as crows, owls, or such, but there’s definitely a connotation of cats being drawn to the supernatural (Mignola and Arcudi used it earlier in Garden of Souls) almost as a psychopomp or perhaps a familiar. It leaves you a little uncertain.
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pg. 14 - Just beautiful art from Fegredo and Stewart.
pg. 16 - And then there’s this weird trio, picking up the song that you wonder if it was supposed to be in Hellboy’s head to begin with, or if they’ve been singing it all along and we’ve just been building to this.
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pg. 17-18 - The history of Henry Hood and his demise is a nice touch, giving a bit of depth as to what’s coming in this sequence.
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pg. 19 - It just gets creepy. The woods seem haunted by Hood’s spirit and it’s definitely troubling to all of them.
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pg. 20-21 - The time shifts, between present and past, day and night, have a kind of interesting unsettling affect. Though it’s by no means confusing, it rattles you a bit.
Also love the use of sound effect from Clem Robins rather than seeing the actual end result of the hanging. Leaving it to the imagination is so much more frightening.
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pg. 22 - Here’s where we get more of a clue as to what this trio has been up to and where they’ve ultimately been guiding Hellboy.
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pg. 23 - Their physical changes are really neat.
pg. 24 - And boom, dead witches. But we’re still kind of wondering, why?
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Final Thoughts:
And then things got weird.
If you thought that The Third Wish and The Island got into metaphysical realms, dabbling in esoteric ideas and telling the story through oblique allegories, you’ve not seen anything yet. Darkness Calls begins what could be considered Hellboy’s Arthurian period, where Mike Mignola because to incorporate some more British folklore and mythology into the story. It built upon the Irish and Celtic folklore began back in “The Corpse” and continued through with the angry little pig-goblin, Gruagach, as well as the Dagda being one of Hellboy’s watchers, and well...it just explodes from here.
The funny thing is, right now, it’s still kind of straightforward. You haven’t received the few bombs dropped on you yet as to what’s going on, so everything can be taken, and should be, at face value. Hellboy’s in England talking to some fairies about witches. Even incorporating the traditional ditty “Stormalong” as a parallel narrative, similar to how Mignola used poetry and Shakespeare in “The Ghoul”, isn’t necessarily as distracting (though it should definitely give a hint as to one of the things happening here).
Joining Mignola for the start of this final movement, an extended trilogy of sorts of Darkness Calls, The Wild Hunt, and The Storm and the Fury, is Duncan Fegredo. Fegredo became Mignola’s proxy in the present as much as Richard Corben did for the past. Although like both Mignola and Corben he uses a generous application of inks and shadows, there’s a bit more angular grit and a certain amount of detailed realism in Fegredo’s art. It’s suited perfectly to not only depicting a fantastical British countryside, but also that kind of kind of offbeat Woman in Black meets A Midsummer Night’s Dream type of ghost/faerie tale.
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d. emerson eddy is calling the Darkness, but they don’t seem to be picking up.
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thesmithsfiend · 7 years
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GOLDEN AGE OF LOONEY TUNES REFERENCE GUIDE
Golden AGE Of Looney Tunes  Volume 1 Disc #1 Side 1:    •    Smile, Darn Ya, Smile! (1931)      •    Shuffle Off to Buffalo (1933)      •    Page Miss Glory (1936)      •    I Love to Singa (1936)      •    Have You Got Any Castles? (1938)      •    Speaking of the Weather (1937)      •    Katnip Kollege (1938)   Disc #1 Side 2:    •    The Wild Hare (1940)      •    Daffy Duck and Egghead (1938)      •    Odor-Able Kitty (1945)      •    A Tale of Two Kitties (1942)      •    I Haven't Got a Hat (1935)      •    Life with Feathers (1945)      •    Walky Talky Hawky (1946)   Disc #2 Side 1:    •    Cinderella Meets Fella (1938)      •    Hamateur Night (1939)      •    Thugs With Dirty Mugs (1939)      •    Cross Country Detours (1940)      •    Dangerous Dan McFoo (1939)      •    The Bear’s Tale (1940)      •    The Crackpot Quail (1941)   Disc #2 Side 2:    •    Wabbit Twouble (1941)      •    Horton Hatches the Egg (1942)      •    The Hep Cat (1942)      •    A Corny Concerto (1943)      •    Kitty Kornered (1946)      •    The Great Piggy Bank Robbery (1946)      •    The Big Snooze (1946)   Disc #3 Side 1:    •    The Night Watchman (1938)      •    Old Glory (1939)      •    Sniffles Takes a Trip (1940)      •    The Dover Boys (At Pimento University) (1942)      •    My Favorite Duck (1942)      •    The Aristo-Cat (1943)      •    Inki at the Circus (1947)   Disc #3 Side 2:    •    Rhapsody in Rivets (1941)      •    Pigs in a Polka (1942)      •    Little Red Riding Rabbit (1944)      •    Duck Soup to Nuts (1944)      •    Hare Trigger (1945)      •    Back Alley Oproar (1948)      •    Tweetie Pie (1947)   Disc #4 Side 1:    •    The Heckling Hare (1941)      •    Hare Tonic (1945)      •    Hare Ribbin? (1944)      •    Bugs Bunny Nips the Nips (1944)      •    A Hare Grows in Manhattan (1947)      •    The Unruly Hare (1945)      •    Gorilla My Dreams (1948)   Disc #4 Side 2:    •    Nasty Quacks (1945)      •    Hair-Raising Hare (1946)      •    The Bashful Buzzard (1945)      •    Daffy Doodles (1946)      •    Little Orphan Airedale (1947)      •    Baby Bottleneck (1946)      •    Book Revue (1946)   Disc #5 Side 1:    •    The Coo Coo Nut Grove (1936)      •    Daffy Duck in Hollywood (1938)      •    Hollywood Steps Out (1941)      •    What's Cookin' Doc? (1944)      •    Hollywood Daffy (1946)      •    Swooner Crooner (1944)      •    Slick Hare (1947)   Disc #5 Side 2:    •    Tortoise Beats Hare (1941)      •    Tortoise Wins by a Hare (1943)      •    Rabbit Transit (1947)      •    Bugs Bunny Gets the Boid (1942)      •    The Old Grey Hare (1944)      •    Bugs Bunny Rides Again (1948)      •    Haredevil Hare (1948)  
GOLDEN AGE OF LOONEY TUNES VOLUME 2
Disc #1 Side 1 - Musical Madness:
   You Don't Know What You're Doin'! (1931) *    Goopy Geer (1932) *    Three's a Crowd (1932) *    We're in the Money (1933)    Honeymoon Hotel (1934)    The Lady in Red (1935)    The Penguin Parade (1938)
Disc #1 Side 2 - Early Wabbits:
   Prest-O Change-O (1939)    Hare-um Scare-um (1939)    Elmer's Candid Camera (1940)    Elmer's Pet Rabbit (1941)    Hiawatha's Rabbit Hunt (1941)    Hold the Lion, Please (1942)    Fresh Hare (1942)
Disc #2 Side 1 - Frank Tashlin:
   The Major Lied 'Til Dawn (1938)    Cracked Ice (1938)    Brother Brat (1944)    Plane Daffy (1944)    A Tale of Two Mice (1945)    Behind the Meat-Ball (1945)    Hare Remover (1946)
Disc #2 Side 2 - Chuck Jones:
   The Little Lion Hunter (1939)    The Draft Horse (1942)    Flop Goes the Weasel (1943)    Lost and Foundling (1944)    Fair and Worm-er (1946)    What's Brewin', Bruin? (1948)    Rabbit Punch (1948)
Disc #3 Side 1 - Bob Clampett:
   Goofy Groceries (1941)    The Wacky Wabbit (1942) *    Buckaroo Bugs (1944) *    An Itch in Time (1943) *    The Gruesome Twosome (1967) *    Draftee Daffy (1945) *    Bacall to Arms (1946) *
Disc #3 Side 2 - McKimson & Davis:
   Acrobatty Bunny (1946) *    Hollywood Canine Canteen (1946) *    The Mouse-Merized Cat (1946) *    One Meat Brawl (1947) *    Mexican Joyride (1947) *    Mouse Menace (1946) *    Catch as Cats Can (1947) *
Disc #4 Side 1 - Fables & Fairy Tales:
   Beauty and the Beast (1934) *    Little Red Walking Hood (1937) *    A-Lad-In Bagdad (1938) *    Robin Hood Makes Good (1939) *    Tom Thumb in Trouble (1940) *    A Gander at Mother Goose (1940) *    Jack-Wabbit and the Beanstalk (1943) *
Disc #4 Side 2 - The Art of Daffy:
   Yankee Doodle Daffy (1943) *    The Wise Quacking Duck (1943) *    Daffy - The Commando (1943) *    The Stupid Cupid (1944) *    Birth of a Notion (1947) *    To Duck....or not To Duck (1943) *    What Makes Daffy Duck (1948) *
Disc #5 Side 1 - Best Supporting Players:
   The Hardship of Miles Standish (1940) *    Hop, Look, and Listen (1948) *    Roughly Squeaking (1946) *    The Goofy Gophers (1947) *    Scent-imental Over You (1947) *    Crowing Pains (1947) *    Of Fox and Hounds (1940) *
Disc #5 Side 2 - Variations on a Theme:
   Tick Tock Tuckered (1944) *    Good Night Elmer (1940) *    Bedtime for Sniffles (1940) *    A Pest in the House (1947) *    Trap Happy Porky (1945) *    The Unbearable Bear (1943) *    Daffy Duck Slept Here (1948) *
GOLDEN AGE OF LOONEY TUNES VOLUME 3
Disc #1 Side 1 - Harman-Ising:
   One More Time    Red-Headed Baby    Pagen Moon    A Great Big Bunch of You    The Shanty Where Santy Claus Lives    One Step Ahead of My Shadow    The Dish Ran Away With the Spoon
Disc #1 Side 2 - Bugs Bunny:
   Wackiki Wabbit    Hare Force    Super-Rabbit    Herr Meets Hare    Bugs Bunny and the Three Bears    Stage Door Cartoon    Easter Yeggs
Disc #2 Side 1 - Chuck Jones:
   The Squawkin' Hawk    Inki and the Mynah Bird    From Hand to Mouse    Fin N' Catty    Fresh Airedale    The Eager Beaver    House-Hunting Mice
Disc #2 Side 2 - Fritz Freleng:
   Pigs is Pigs    The Cat's Tale    Lights Fantastic    Ding Dog Daddy    The Wacky Worm    Peck Up Your Troubles    Racketeer Rabbit
Disc #3 Side 1 - Early Avery:
   I Wanna Be a Sailor    Circus Today    Aviation Vacation    Aloha Hooey    Holiday Highlights    Crazy Cruise    The Cagey Canary
Disc #3 Side 2 - Tashlin/Clampett:
   Little Pancho Vanilla    Booby Hatched    I Got Plenty of Mutton    Farm Frolics    Falling Hare    Birdy and the Beast    Russian Rhapsody
Disc #4 Side 1 - Sports:
   Freddy the Freshman    Boulevardier From the Bronx    Along Flirtation Walk    Sport Chumpions    Greetings Bait    Screwball Football    Baseball Bugs
Disc #4 Side 2 - The Evolution of Egghead:
   Egghead Rides Again    Count Me Out    Johnny Smith and Poker Hontas    A Day at the Zoo    Believe It, or Else    A Feud There Was    Confederate Honey
Disc #5 Side 1 - Porky and Daffy:
   Daffy Duck and the Dinosaur    Slightly Daffy    Ain't That Ducky    Wagon Heels    Along Came Daffy    Nothing But the Tooth    The Up-Standing Sitter
Disc #5 Side 2 - Politically Incorrect:
   Wake Up the Gypsy in Me    He Was Her Man    Sioux Me    The Mighty Hunters    A Feather in His Hare    The Early Worm Gets the Bird    Inki and the Lion
GOLDEN AGE OF LOONEY TUNES VOLUME 4
Disc #1 Side 1 - Bugs Bunny:
   The Wabbit Who Came to Supper    The Hare-Brained Hypnotist    The Case of the Missing Hare    Hare Conditioned    Buccaneer Bunny    Rhapsody Rabbit    Any Bonds Today?    A Wild Hare - original version
Disc #1 Side 2 - Early Chuck Jones:
   The Good Egg    Ghost Wanted    Snow Time For Comedy    The Bird Came C.O.D.    Dog Tired    Fox Pop    The Weakly Reporter
Disc #2 Side 1 - Friz Freleng:
   The Trial of Mr. Wolf    Double Chaser    The Sheepish Wolf    Hiss and Make Up    Holiday for Shoestrings    The Gay Anties    Of Thee I Sting
Disc #2 Side 2 - Cartoon All-Stars:
   Tom Turk and Daffy    I Taw a Putty Tat    Two Gophers From Texas    Conrad the Sailor    Doggone Cats    A Horsefly Fleas    Hobo Bobo
Disc #3 Side 2 - Radio Daze:
   Crosby, Columbo, and Vallee    The Woods are Full of Cuckoos    Let It Be Me    Little Blabbermouse    Malibu Beach Party    Quentin Quail    Hush My Mouse
Disc #3 Side 2 - Frantic Forties:
   Hop, Skip, and a Chump    A Hick, a Slick, and a Chick    Meatless Flyday    The Foxy Duckling    Bone Sweet Bone    The Rattled Rooster    The Shell-Shocked Egg
Disc #4 Side 1 - Wacky Blackouts:
   Land of the Midnight Fun    Wacky Wildlife    Ceiling Hero    Fresh Fish    Saddle Silly    Foney Fables    Bug Parade
Disc #4 Side 2 - Ben Hardaway & Cal Dalton (and Private Snafu):
   Love and Curses    Gold Rush Daze    Bars and Stripes Forever    Hobo Gadget Band    Fagin's Freshman    Busy Bakers    Snafuperman    Spies
Disc #5 Side 1 - Sniffles:
   Naughty But Mice    Little Brother Rat    Sniffles and the Bookworm    The Egg Collector    Sniffles Bells the Cat    Toy Trouble    Brave Little Bat
Disc #5 Side 2 - Merrie Melodies:
   The Queen Was in the Parlor    I Love a Parade    The Organ Grinder    Billboard Frolics    Flowers For Madame    September in the Rain    You're an Education
           GOLDEN AGE OF LOONEY TUNES VOLUME 5
Disc #1 Side 1 - Black & White Classics:
   It's Got Me Again! (1932)    Moonlight for Two (1932)    A Great Big Bunch of You (1932)    You're Too Careless with Your Kisses (1932)    I Wish I Had Wings (1932)    Young and Healthy (1933)    I Like Mountain Music (1933)
Disc #1 Side 2 - Early Avery:
   don't look now    i only have eyes for you    ain't we got fun    a sunbonnet blue    the sneezing weasel    the mice will play    detouring america
Disc #2 Side 1 - Freleng Follies:
   she was an acrobat's daughter    sweet sioux    the lyin' mouse    my little buckeroo    the fighting 69 1/2th    rookie revue    fifth column mouse
Disc #2 Side 2 - Musical Madness:
   the merry old soul    mr. and mrs. is the name    into your dance    country mouse    bingo crosbyana    the fella with a fiddle    now that summer is gone
Disc #3 Side 2 - Pesky Pets:
   the cat came back    country boy    dog daze    dog gone modern    the curious puppy    stage fright    snowman's land
Disc #3 Side 2 - Objects d'art:
   those beautiful dames    little dutch plate    i'd love to take orders from you    toy town hall    my green fedora    streamlined greta green    shop, look & listen
Disc #4 Side 1 - Animal Antics:
   pop goes your heart    i wanna play house    i'm a big shot now    when i yoo hoo    at your service madame    a star is hatched    plenty of money and you
Disc #4 Side 2 - Supplemental material (CAV):
   hare ribbin' (director's cut)    the return of mr. hook (U.S. Navy)    the good egg ( U.S. Navy)    tokyo woes (U.S. Navy)    my dream is yours (excerpt from film)    two guys from texas (excerpt from film)
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chaospirations · 5 years
Text
Bigfoot, Mothman and the Chupacabra may be some of the most widely known cryptids in modern society, but another fascinating cryptozoological classification of mysterious “monsters” are giant animals. Contrary to popular belief, creatures that are considered to be cryptids don’t have to be of a supernatural nature.  They don’t all have to have some hidden power attributed to them. They don’t have to have the power to sense and draw out your deepest fears, to disappear on command or control the environment around them. Some of the paranormal attributes given to cryptids are most likely due to the emotional state or psychological upheaval experienced by the observer after witnessing something totally unexpected or unbelievable to them.  Sometimes, they’re just big.
In 2005, George M. Eberhart wrote an article in the Journal of Scientific Exploration in which he placed cryptids (or reports of cryptids) into ten distinct categories.  Eberhart explained his categorization in the article in reference to his book Mysterious Creatures: A Guide to Cryptozoology. In this article we’ll focus on the category “Undescribed, Unusual or Outsized Variations of Known Species.” These may be common animals with notable deformities or attributes.  This may also include known animals that are the rare giant of that species, or suffer from a form of gigantism.
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Krystyna ‘Krys’ Pawlowski and the 28-Foot Crocodile
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You may have seen this photo floating around the internet and thought it was a photoshopped crocodile.  However, this is not the case, and the story behind it is surprisingly terrifying. 
Ron and Krystyna Pawlowski were Polish immigrants who arrived in Australia in 1949.  The Pawlowskis struggled to make ends meet while caring for their children on a rural patch of land in Kaumba, in Queensland’s Gulf Country.
That all changed on a hot day in 1955. In a nightmarish scenario, three-year-old Barbera Pawlowski was playing near the water’s edge when her brother witnessed a horrific sight.  A massive crocodile was stalking the toddler, and was about to make her it’s next meal.
“My brother came out and saw it and yelled “Barbara, crocodile!” and my mother grabbed a rifle and shot it between the eyes…”
-George Pawlowski
Krystyna Pawlowski had never shot a rifle before in her life, but in that instant she managed to dispatch what remains to be the largest crocodile ever captured or killed in Australia, a monstrous 28-foot croc.  
“One Shot” became Krystyna Pawlowski’s famous nickname, and the family found fortune hunting crocodiles.
Additional link: The story behind the biggest crocodile ever caught in Australia: How a petite Polish immigrant with perfectly manicured nails nailed an 8.6metre monster – Daily Mail
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Hogzilla and Monster Pigs
There has been a noticeable increase in the number of media stories involving wild or feral hogs in recent years.  The latest story at the time of this writing is of a lethal attack in Chambers County, Texas by feral hogs on a woman arriving to work in the early hours of November 24, 2019. 
“Feral swine are the same species, Sus scrofa, as pigs that are found on farms. Feral swine are descendants of escaped or released pigs. Feral swine are called by many names including; wild boar, wild hog, razorback, piney woods rooter, and Russian or Eurasian boar. 
No matter the name they are a dangerous, destructive, invasive species. Feral swine were first brought to the United States in the 1500s by early explorers and settlers as a source of food. Repeated introductions occurred thereafter. 
The geographic range of this destructive species is rapidly expanding and its populations are increasing across the nation.”
United States Department of Agriculture, Animal and Plant Health Inspection Service
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Feral hogs, as their domesticated counterparts, if given sufficient food and cover can grow very large. To get an idea of how potentially large a feral hog can get, here’s a domestic analogy. Big Bill was raised from the runt of the litter into a record-smashing 2,552-pound hog. Big Bill’s incredible weight was validated in the Guinness Book of World Records. Bill met an untimely death in 1933 at the age of 3 while en route to the Chicago World’s Fair.  He was subsequently stuffed and put on display as his titanic carcass changed hands to various individuals willing to haul his earthly shell around for a quick buck.
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Buford Butler standing with “Big Bill” post-taxidermy
Domesticated hogs are not usually raised to achieve such great weights, as an agricultural commodity, larger pigs are more difficult to house, transport and slaughter.  Moreover, younger, smaller hogs are more appealing to the meat industry and have generally better quality than older, larger market hogs.  However, the outbreak of African swine fever has decimated the pork industry in China, and some Chinese pork producers are beginning to raise hogs “heavy as polar bears” in order to counter the significant losses of their pigs to disease.
Hogzilla male hybrid of wild hog and domestic pig that was shot and killed by Chris Griffin in Alapaha, Georgia. On June 17, 2004, on Ken Holyoak’s fish farm and hunting reserve, Griffin shot the beast and reported it to be at least 12 feet long and over 1,000 lbs. Photos of the kill went viral and caused an overnight media sensation.
A forensic investigation of the animal was conducted revealing it was around 8.6 feet long and approximately 800 lbs.  Although this diminished the initial report, “Hogzilla” was still an unusually large specimen.
youtube
Related: list of pigs of significant size.
Monsters In Print: A Collection Of Curious Creatures Known Mostly From Newspapers
by Adam Benedict
This collection of over 170+ articles, direct from newspapers of the 1800s and 1900s, brings some of the most bizarre, amazing, and incredible stories of true monster encounters out of the past and into your hands! Presented with zero spin or bias, this book delivers just the facts and allows you, the reader, to decide for yourself if the stories within actually happened or not. From the funny to the frightening, the sincere to the weird, there is something for everyone within these pages!
Giants of the Deep: Giant Squid
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Maritime legends depict all manner of sea monsters from the terrifying to the fantastic.  One of the most famous monsters from the lore of seafarer’s is the Kraken.  Described as a giant, multi-tentacled cephalopod that could wrap its incredibly strong arms around any vessel it desired and drag it and her occupants to the depths of the ocean.  Many now believe that the Kraken of sailor’s stories are most likely sightings of the Giant Squid, genus Architeuthis.
Giant Squid usually reside deep in all of the world’s oceans, and are rarely seen near the surface.  It is estimated that Giant Squid can reach lengths of over 40 feet long and they have the largest eyes in the animal world.  However, being so elusive and mysterious, it is impossible to tell how big Giant Squid are capable of growing. One of the best video close encounters with the giant squid occurred on Christmas Eve 2015 in Toyama Bay, Japan (video clip below) when a juvenile made a rare visit to surface waters.
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Get the “Architeuthis The Giant Squid” shirts and hoodies!
Giant Discovery Channel Hoaxes vs Real Giant Sharks
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Remember when MTV played music videos?  Also remember when the Discovery Channel used to feature science documentaries and not “mockumentaries” like Animal Planet’s “Mermaids” embarrassment? During “Shark Week” in 2013, the Discovery Channel aired a segment called “Megalodon: The Monster Shark Lives.” In the segment, there is a grainy photo that you may have seen floating around the internet.
Still from “Megalodon: The Monster Shark Lives”
The photo was alleged to be taken on December 18, 1942 near Capre Town, South Africa gathered by “Nazi archives” and displays a dorsal and tail fin behind a few U-boats with a measurement marker of 64 feet. Without knowing the documentary was fictional, many viewers assumed this photo was powerful evidence for the existence of the Megalodon in modern times.  However, there were also those who questioned the photo, and ultimately proved it to be phony.
George Monbiot of the Guardian began investigating the claims made by the Discovery Channel show, and with a little help from his readers, managed to debunk the photo as a total fabrication.
“Before I wrote the article I conducted an image search, and found nothing. Now I know why. It wasn’t a still picture. A sharp-eyed reader found the frame in some footage of U-boats on Tarrif.net. The footage was shot in the Atlantic. Take a look 12 seconds in.
It’s the same shot. But guess what? No shark. And no swastika. And not off Cape Town. Or anywhere near.
I wrote to the company handling media inquiries, putting it to them that the production company which made the film, Pilgrim Studios, doctored the image and misled the audience. I have not heard back from them.”
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-George Monbiot
Another photo that has been misrepresented as a Megalodon is the now-famous “Sleeper Shark” video.  Having been re-edited and re-packaged by YouTube as “The Mariana Trench Megalodon,”
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The Pacific Sleeper Shark
The claims that this is a shark of stupendous size comes from the assertion that the cage in question was a large diving cage when in acttuality it is a small bait cage designed to draw in sharks and fish within the range of the camera.  Also, this was not filmed in the Mariana Trench, the encounter was actually recorded by a submersible in Japan’s Suruga Bay and uploaded in 2008 (see video below).
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Thete are many historical accounts of giant Great Whites.  In the 1870s, a 36 ft specimen was captured in southern Australian waters, near Port Fairy, and an 37 ft shark  was trapped in a herring weir in New Brunswick, Canada, in the 1930s. Both of those size estimations remain unverified.  However, there are still giants that roam the water to this day.
The largest Great White ever captured on video so far has been Deep Blue, and she’s our modern equivalent to a real-life “Jaws” with the exception that she’s pretty tolerable about having divers around her.  Deep Blue is approximately 20 feet long and weighs an estimated 2 tons, making her the largest known Great Whites sharks alive. She’s estimated to be around 50 years old and the first documented encounter with this particular shark was about 20 years ago.
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The Lake Michigan Mothman: High Strangeness in the Midwest
This book represents over two years of research by a dedicated team of investigators who have taken dozens of reports of a weird, winged humanoid seen around Lake Michigan. Author and investigator Tobias Wayland has collected these reports for the first time in one volume, along with his analysis and insider perspective as a member of the investigative team. The phenomena described within represent the continuation of a decades-long series of events first recorded in Point Pleasant, West Virginia, in the late ’60s, but that has likely been with humanity since our advent, and seems just as likely to be with us until our end.
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NOTICE:
The National Cryptid Society often uses affiliate links in advertising and articles.  Amazon affiliate links allow us to be paid a small commission for products purchased through links posted on our site.  Help support the National Cryptid Society by purchasing the products presented here and by supporting our advertisers.
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Any use of copyrighted material on http://www.nationalcryptidsociety.org is done for criticism, comment, news reporting or educational purposes. The National Cryptid Society including all web pages and social media platforms owned or registered by The National Cryptid Society does not endorse nor is any endorsement of the National Cryptid Society inferred by creators of copyrighted material presented herein for criticism, comment, news reporting or educational purposes under Fair Use allowance quoted above. Various SEO Keywords: Dinosaur, exhibit, for sale, auction, Action, Aggressive, Agile, Allegorical, Apparition, Appeal, Appendage, Archeology, Archosaurs, Astonishing, Attack, Attraction, Awe, Awesome, Beast, Beauty, Behavior, Behemoth, Believe in, Berserk, Bipedal, Bony Armor, Breathtaking, Captivate, Careful, Carnivorous, Cave, Changes, Charisma, Conjure, Conquer, Conquest, Creature, Crests, Cretaceous, Critter, Cruel, Cunning, Curious, Cursed, Dazzle, Deadly, Demon, Dinosauria, Disappear, Discoveries, Diverse, Domination, Dragon-like, Dramatic, Drawn, Dread, Earth, Eek, Encounter, Enormous, Evolution, Existence, Extraordinary, Extinct, Extinction, Eyes, Fantastic, Fascination, Fear, Fearsome, Fiery, Floating, Flying, Forceful, Fossil, Fright, Frightful, Giant, Gigantic, Global, Grand, Grotesque, Groups, Hatch, Herbivore, Hidden, Hills, Historical, Horns, Howls, Imagination, Incredible, Indescribable, Injuries, Invade, Invasion, Jurassic. Extinct, Juvenile, Kill, Kingdom, Land, Large, Leathery, Legendary, Literature, Lore, Majesty, Mammoth, Marvel, Mesozoic, Misshapen, Monster, Mysterious, Mythical, Names, Nasty, Natural, Nemesis, New, Noise, Obliterate, Over-sized, Petrify, Phenomenon, Potent, Powerful, Prehistoric, Prey, Proportion, Prowl, Pugnacious, Pursuit, Quadruped, Quail, Quake, Quest, Quiver, Raptor, Real, Realm, Remains, Repellent, Reptile, Repulsive, Revolting, Roam, Roar, Savage, Scales, Scare, Serpent, Size, Skeleton, Slither, Snout, Soaring, Special, Species, Spectacular, Spikes, Spiny, Stealthy, Story, Surprising, Symbolize, Tail, Tales, Taxonomy, Terrestrial, Terrible lizard, Terror, Tremor, Triassic, Ultimate, Unbelievable, Unique, Unreal, Unusual, Vanish, Vanquish, Variation, Variety, Vertebrates, Vicious, Weight, Weird, Wicked, Wild, Wilderness, Willies, Wince, Wings, World, Wrinkled, Paleontology, Science, Reptile, Ancient, Model, Photo, Video, Caught on, Captured, New, News, Cryptozoology, games, gaming, gamer, Paranormal, Supernatural, Unknown, Unidentified, Mystery, replica, Bigfoot, Sasquatch, Mothman, Dogman, Sea Monster, Champ, Champy, Loch Ness Monster, Alien, UFO, extraterrestrial, Funny, Warning, Caution, Sign, camp, camping, camper, hunt, hunter, hunting, fish, fishing, fisherman, outdoor, recreation, forest, woods, wilderness, spirit, ghost, Paranormal, Supernatural, Werewolf, Wolfman. Monster, creature, crypto, cryptid, cryptozoology, animal, wildlife, wild, scandal, controversy, conspiracy, murder, disappear, missing, Trump, Halloween, holiday, pet, dog, cat, write, writer, writing, read, reader, attack, boar, turtles, reading, campaign, forum, true, truth, folklore, myth, Earth, hollow, flat, round, Mars, Moon, scared, terror, horror, science fiction, documentary, sightings, movie, show, weather, maps, YouTube, translate, calculator, news, donald, suggestion, “how to”, “who is”, “who was”, actor, Virginia, senate, erotic, erotica, nonsense, “when was”  whatever!
Nature’s Monsters, Giant Animals and Fantastic Beasts Bigfoot, Mothman and the Chupacabra may be some of the most widely known cryptids in modern society, but another fascinating cryptozoological classification of mysterious “monsters” are giant animals.
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sky-hunters · 5 years
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Skyhunter Outfitters Offers Hunters An Unmatched Helicopter Hog Hunting Trip Experience
Skyhunter Outfitters LLC, the premiere Helicopter Hog Hunting Outfitter in Texas, now enables enthusiastic hunters to experience an unparalleled helicopter hog hunting trip in Texas. They specialize in creating customized hog hunting tours which capture the imagination of many hunters in America. The powerful high tech flying machines are capable of getting the hunters to the  hard to reach spots where feral hogs roam to provide an opportunity for the perfect hunt. They have flown experienced as well as new hunters and provide an instructional class to up-skill them on aerial gunnery techniques.
The Skyhunter Outfitters operate their Feral Pigs hunting expeditions under the Wildlife and Land Management Program authorized by Texas Parks and Wildlife. This is conducted to control the population of feral or wild pigs which are a destructive and invasive species wreaking havoc on the land. The population control of feral hogs is required since they have a high reproduction and maturity rate which can rapidly increase their population in an area. Helicopter Hog Hunting is a very effective method of controlling the Wild Pig population in an area and a much required service to the landowners and farmers.
For the hunters, the Helicopter Pig Hunting experience is the ultimate game hunting adventure which is safe, fun, challenging and memorable. The Hog Hunting expeditions at Skyhunter Outfitters have a high success rate because of the expertise of the team in aerial maneuvering, hunting and tracking, and maintaining great relationships with landowners and farmers. The hunters are offered an all inclusive package with no hidden charges or fees which includes the airtime, pilot, helicopter, fuel, guns, ammo and training class. The hunters can therefore just focus on enjoying the hunt and leaving everything in the capable hands of Skyhunter Outfitters experienced staff.
The team at Skyhunter Outfitters is led by the owner, Chris Hitt, who is a tenured US Army Cavalry Scout pilot with specialized training in aerial scouting and aerial gunnery technique. He grew up with experience in hunting and wildlife management being mentored by his father, Mike Hitt who is also part of the team. Mike Hitt has experience in sales and logistics with Coca Cola and has been an avid hunter and farm owner. They are joined by Terry “TJ” Fite, a US Army veteran and an expert ground and night thermal hunt guide.
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redabiz2 · 6 years
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Tips When Preparing For Your First Hog Hunt Texas
By Michelle Carter
Pursuing boars has grown into a collective undertaking in the modern world. Several states are lessening the restrictions set to control hunting of feral pigs. It is an approach aimed to cut down the rising population of this invasive animal kind. But, it is vital for one to be well skilled on the right methods to apply when pursuing this species. Below are some guidelines to help you as you prepare for your first hog hunt Texas. Essentially, feral hogs are a distinct species. Getting to understand more about them is as paramount as learning the hunting techniques. Hence, you need to search intensely about these animals. There is a need to be well informed on their feeding patterns, movement and habitat though several pursuers may opt to get a guiding service during their first hunting. Regardless, it is necessary to be well-versed about the prey. Generally, feral pigs are very harmful. Therefore, first-timers should be cautious about their wellbeing. Acquaint yourself with all safety guidelines that should be adhered to while on the field. Remember, hogs may develop tusks, and this is their defenders in the presence of intruders. Studies have confirmed of many hunters who are suffering severe damages as a result of being a raid by the boars. Thus, you must be vigilant and observe caution when pursuing feral pigs. A majority of both male and female in the outdoor society have the necessary expertise required in hunting boars. Although the hogs look as if they are a moderate dense group, they know how to evade hunters who may not be familiar with the appropriate approaches used in hunting. Hence, you may have to engage a capable guide service if you are a beginner in the field. The right expert will inform you of the tactics to employ when pursuing boars. There are numerous techniques employed in hunting boars. Hence the reason why may hunters are fascinated in pursuing the hogs. Some countries that target to alleviate this booming population have no restrictions against their hunting methods. Use of helicopters in hunting has grown, and it is a technique that many desires to use. Pursuers can nature their skills using diverse techniques and then engage a hunting guide which focuses on a particular method. We have pursuers who use the old-fashioned approach of sitting hoping for the bait to show up while others look after the prey. Some states will also allow hunters to shoot the boars while flying in helicopters. The approach is becoming a goal for many hunters. Learn the hunting restrictions set in your state since they are diverse based on nations. Remember in some countries hunters are not allowed to surpass specific quantities, while in others, the bag limit is irrelevant. Besides, be liberal when in the field hunting for misfortunes can strike. These animals can cause massive destruction. Learn how to place the shot. Generally, feral pigs have dense bones, are weightier as opposed to many wild animals. The essential organs for boars also differ which necessitates for pursuers to understand where to focus the shot. Wrong shooting can cause unnecessary pain to the animal or even provoke it to attack you. Thus, working with experienced hunters on your first trip is recommendable.
About the Author:
When you are searching for information about a hog hunt Texas residents can come to our web pages online today. More details are available at http://bit.ly/2Vxu5cj now.
Tips When Preparing For Your First Hog Hunt Texas via Lose weight with REDA http://bit.ly/2HJCG8T
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vacationsoup · 6 years
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New Post has been published on https://vacationsoup.com/orlando-in-november/
Kissimmee & Orlando in November 2018 - Plenty to be Thankful For
Kissimmee and Orlando in November are packed with events. It's Thanksgiving which brings lots of Holiday eats and treats. And of course Christmas comes early to Orlando. As soon as the tricks and treats disappear, elves are out in force. If you're around Disney from the week of October 31st, you'll see the Halloween to Holidays transformation.
The rest of the planet is blissfully awaiting Santa in December, unaware his Christmas season kicks off in Kissimmee and Orlando in November.
And if you're here for Thanksgiving, our Thanksgiving Dining Guide will give you some great ideas. And don't forget to check out our Kissimmee & Orlando Christmas Guide and Disney Christmas Events Guide.
What's On in Kissimmee & Orlando in November
LEGOLAND Florida - Free Entry to Military
LEGOLAND Florida are offering free entry to veterans and active duty military of the U.S. armed forces. 50% discount is also offered for up to six additional guests.
On Veterans Day (Sunday, Nov. 11), LEGOLAND Florida will honor veterans with more freebies:
10% discount on retail, food and beverage
Buy one get one free - 6x8 photo
Two plays for the price of one on select skill games
Valid military ID or proof of veteran status is required to receive all offers.
When: November 1st to 30th 2018 Where: LegoLand Florida Web: Legoland Florida Military Discount
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Epcot Food & Wine Festival
There's still time to take your taste buds on a global food fest walkabout during Orlando in November. The Epcot Food & Wine Festival doesn't end until November 12th 2018. Over 30 global food and beverage marketplaces from all over the world offer tasty treats and delicious drinks to wash it all down.
And all the time, your eardrums are being regaled with live music during the Eat to the Beat concert series. Artist line up for November Eat to the Beat 2018:
November 1 to 2: High Valley
November 3 to 4: Taylor Dayne
November 5 to 7: Boyz II Men
November 8 to 9: The Hooters
November 10 to 12: Big Bad Voodoo Daddy
Where: EPCOT, Walt Disney World When: Daily through November 12th 2018 Web: Epcot Food & Wine Festival  
SeaWorld Craft Beer Festival
Calling all craft beer fans. This one's for you. And foodies too! On select weekends in November, there will be over 100 craft beers on offer from breweries all over Central Florida, along with some national and international brands. There will also be over 20 unique menu items on offer at culinary marketplaces. Craft Beer Festival Lanyards will be available: 8 sampler at $40 and 12 sampler at $54.
When: Weekends -  November 3rd to 11th 2018 Where: SeaWorld,  Web: SeaWorld Craft Beer Fest
Cows & Cabs
A culinary treat for foodie aficionados. Cows n Cabs brings together renowned chefs from top local restaurants for this annual charity event held in Orlando in November. The western themed event features live entertainment, a live auction and raffle, craft beer tasting and, of course, awesome food.
The annual event benefits After-School All Stars Orlando and Elevate Orlando.
General admission tickets start at $110 and include all food and drink and complimentary cigars.
When: November 3rd, 2018 Where: Central Park West Meadow, 150 W Morse Blvd, Winter Park, FL 32789 Web: Cows n Cabs
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November 8th - Holidays Begin at Walt Disney World
Orlando in November is a magical month. It gets even more magical when Disney's holiday events start on November 8th.
Mickey's Very Merry Christmas Party is an explosion of Holiday Fireworks, a spectacular parade, snow falling on Main Street and complimentary cookies and hot chocolate. It's a separate ticketed event which kicks off at 7pm and ends at midnight on select nights shown below. Your ticket gives you access from 4pm. If you don't have a Party Ticket, you'll need to leave by 7pm.
Hollywood Studios: Lots of holiday events including Sunset Seasons Greetings, Jingle Bell Jingle BAM! fireworks and projection show, Visit Santa and Minnie's Holiday Dine. Toy Story Land will also get a holiday makeover.
Animal Kingdom: Starting November 8th, Up! A Great Bird Adventure will get a new holiday addition.
Disney Springs: Not only will you find an enormous amount of Christmas gift ideas, but there's plenty of holiday events too. Santa will be in attendance in his chalet. Christmas Tree Trail is bigger and better. Kids can join in Stitch’s Holiday Gift Hunt.
Epcot Events begin November 18th - see below.
For Full Details see: Mickey's Very Merry Christmas Party | Christmas at Walt Disney World
Free Play Florida
If you have ever played with an electronic game, and who hasn't, this is for you. Orlando in November brings this three day event of everything you've ever wanted to know about gaming. It features over 200 arcade and pinball machines, plus hundreds of consoles.
When: November 9th - 11th, 2018 Where: Double Tree by Hilton Orlando at SeaWorld, 10100 International Drive, FL 32821. Web: Free Play Florida
Annual Pioneer Day
What do you get when you combine history and a hands-on education? A fun day for all the family at the 27th Annual Pioneer Day.
Discover how the Florida Seminoles and early pioneers survived. Learn how to milk a cow or make butter at the Kids Zone. Be entertained with live music by Folk Hill Revival. There are plenty of unique arts and crafts for sale, kids zone, local food vendors
When: November 10th, 2018 from 10am - 4pm Where: Pioneer Village at Shingle Creek, 2491 Babb Rd., FL 34746 Web: Annual Pioneer Day
Lakeridge Winery 28th Annual Holiday Open House
Hot mulled wine, complementary Winery tours and tasting. Special offers in the wine shop. Beer, wine and food available for purchase along with snacks.
A wide variety of arts and crafts on show, also for purchase. Live music on the outdoor stage or in the wine and cheese bar. And all for $5, children under 12 are free.
When: November 9th, 10th and 11th, 2018 Where: Lakeridge Winery and Vineyards, US 27 North, Clermont, FL34715 Web: Annual Holiday Open House
Dapper Day at Disney
Dapper Day is an organization that celebrates refined style from yesterday. They organize social events at various locations including Disney parks. Put on your bestest and finest, join the fun and "step out in style."
Disney World Fall Dapper Days are taking place in two parks in November:
Saturday November 17th: Day 1: Starts at Disney's Animal Kingdom, then migrates to Magic Kingdom between 3-5pm.
Sunday November 18th Day 2: Epcot
Image ©DapperDay - http://www.photographybystephenie.com
Plant City Pig Jam State BBQ Championship 
If you like BBQ then you're in for a real treat. The 16th Annual Suncoast Credit Union Plant City Pig Jam State BBQ Championship will be held on November 16th & 17th 2018.
There will some of the best Southern finger lickin' barbecue around, live music, kids play area, rock climbing wall, face-painting, moon walk and other family activities. A great day out for all the family.
When: November 16th, 2018 5PM - 10PM / November, 17th 2018  10AM to 5PM Where: 1401 Gordon Food Service Dr, Plant City, FL 33563 Admission: Free Admission, Parking $5. Website: Plant City Pig Jam
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Mount Dora Scottish Highland Festival
Enjoy Scottish musicians and bands at their finest plus an afternoon of Highland games. There will be Celtic music, dancing, athletics, Border Collie demos, Scottish Reenactment Camps and the Society and Heritage Clan Village.
Image Credit: City of Mount Dora
When: Nov 16 - Nov 17, 2018 Where: Gilbert Park, Mount Dora FL 32756 Web: Mount Dora Scottish Highland Festival
SeaWorld Christmas Celebrations
SeaWorld will be celebrating the Christmas Holidays on select nights from November 17th 2018. Enjoy the dazzling displays and wondrous tales told with music, animals and puppets.
What Not to Miss:
Shamu Christmas Miracles
O Wondrous Night
Elmo's Christmas Wish
Winter Wonderland on Ice
Sea of Trees
Meet Rudolph at the New Rudolph ChristmasTown
Clyde & Seamore's Countdown to Christmas
Meet Santa Claus at Wild Arctic
When: Select Nights November 17th to December 31st 2018 Where: SeaWorld Orlando Admission: Included with Regular Ticket Website:  SeaWorld Christmas Celebration
Christmas at Universal Orlando
Orlando in November brings us some exciting Holiday events to Universal Orlando.
It doesn't come more exciting than Christmas at The Wizarding World of Harry Potter. Diagon Alley and Hogsmeade will both have Christmas decorations and lights this year.
Hogwarts Castle is lit up in a spellbinding laser and light show. State of the art projections are in store for an even more magical Harry Potter Christmas
The Holiday Parade featuring Macy's is joined by new floats from Madagascar, Shrek and those lovable Minions. Oh, and of course, Santa.
The Grinchmas Who-liday Spectacular at Seuss Landing stars the Grinch who is available for breakfast with some of his friends.
The amazing Mannheim Steamrollers will sing their way throughout the weekends, bringing you the best in Festive songs.
Blues Brothers, Jake and Elwood, provide Festive favorites such as 'Blue Christmas' and 'Santa Claus is Coming to Town'.
When: Nov 17th 2018 - Jan 6th 2019 Where: Universal Studios Orlando and Islands of Adventure Info: Universal Orlando Christmas Events
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Busch Gardens Christmas Town
Busch Gardens is transformed into a wintery wonderland for Christmas Town. Live shows, entertainment, holiday food and crafts and of course Santa.
Live Shows: Christmas on Ice, Christmas Is, Christmas From The Heart, Elmos's Christmas Wish, Christmas Town Band.
Christmas Town Village: Holiday eats and treats and specialty cabins selling Christmas gifts and decor.
Character Meets: Rudolph's Winter Wonderland, Santa's House
Tours: VIP Guided Tour, Santa's Select Tour
When: November 17th 2018 - December 30th 2018 Where: Busch Gardens Tampa Bay Info: Busch Gardens Christmas Town
Dunedin Celtic Music & Craft Beer Festival
Any Music fans? Beer Fans? Food Fans? What's not to love! It might be a little further away at around 80 miles, but The Dunedin Celtic Music & Craft Beer Festival will give you a full day and night out.
Dunedin Celtic Music & Craft Beer Festival
November 18th is set to be a great day of food and fun packed with endless entertainment. Live entertainment, food vendors, Craft beers by several breweries Gates open at 10am and bands start playing at noon. Lots of great bands will be performing all day including The Young Dubliners and Off Kilter, a well-known, Celtic rock band who had an 18 year run performing at Canada's Epcot Pavillion. See website for Full Band Line-Up
When: November 17th, 2018 from 12 noon - 10pm Where: Highlander Park, 903 Michigan Blvd, Dunedin, FL 34698 Website: Dunedin Celtic Music & Craft Beer Festival
ICE! featuring Christmas Around the World
Orlando in November also welcomes the Christmas events at Gaylord Palms. Events kick off on November 16th with "Joyful", a show with choreographed lighting. The 60 foot Christmas Tree in the resort atrium is circled by the lights and music with dazzling effects. Lead your family through 2 million pounds of carefully carved ice sculptures and the traditional Nativity scene.
Gaylord Palms Christmas Events from November 18th:
ICE! Featuring A Christmas Story
Dreams of Christmas Light Show
A breakfast buffet with Charlie Brown and friends from "Peanuts"
Cirque Dreams Unwrapped Stage Show
Christmas Tree Trail
Photos with Santa
The Build-A-Bear Scavenger Hunt featuring Snowburst, the Polar Bear
8 lanes of snow tubing and Santa's Snow Throw with real snowballs
Gingerbread Decorating Corner
Santa's Snow Throw
Sounds of The Season Concert Series
When: November 16th 2018 to January 6th, 2019 Where: Gaylord Palms, 6000 West Osceola Parkway · Kissimmee 34746 Web: Gaylord Palms Christmas Events
Epcot International Festival of The Holidays
Events begin November 18th 2018.
Epcot bursts into holiday life on November 18th 2018. Events include Holiday Kitchens offering an array of international food. There are sights and sounds of special entertainment celebrating each country’s holiday heritage in World Showcase. Kids of all ages will enjoy Chip & Dale’s Christmas Tree Spree scavenger hunt. IllumiNations: Reflections of Earth includes a special Holiday message.
See full list of events here: Epcot International Festival of The Holidays.
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Thanksgiving 
November 22nd is, of course, Thanksgiving in the USA. There are lots of restaurants serving Thanksgiving feasts.
Here's our top picks: Thanksgiving in Orlando Dining Guide
Central Florida International Auto Show
The Annual Central Florida International Auto Show is a 4 day event held at the Orange County Convention Center. The event will showcase over 100 vehicles from high-end sports cars to crossovers, trucks and electrical cars. Come and see the latest models to hit the streets or take a test drive. See the future of auto design and technology with the pre-production models.
There'll be entertainment for the kids including test-driving mini electric vehicles and a funzone. Other fun events include face painting, balloon artistry, rock wall climbing and the Spider Jump. If you go on the Sunday Family Day, kids can also get up close and personal with an array of animals from The Central Florida Zoo & Botanical Gardens. They'll be bringing owls, snakes and lizards the kids can interact with, touch and learn about.
There will also be a Hometown Hero's Display to showcase emergency vehicles.
When:  November 22nd-25th 2018 Where: Orange County Convention Center, 9800 International Drive, Orlando, FL 32821 Website: Central Florida International Auto Show
Bok Tower Gardens Holiday Home Tour
This annual event has so much to offer and includes Holiday Home Tour at Pinewood Estate, Christmas Carillon Concerts, Gingerbread Houses with Mrs. Claus, Living Holiday Tree and more.
When: Nov 23rd, 2018 - Jan 6th, 2019 Where: Bok Tower Gardens, 1151 Tower Blvd, Lake Wales, FL 33853 Web: Bok Tower Gardens Holiday Home Tour
Seniors First Turkey Trot 5K
Exercise enthusiast? Head on down to the annual Senior First Turkey Trot on Thanksgiving morning.
It’s open to all, whether you’re walking, jogging, running, or even if you have a stroller – come on down and join the 5,000 other people getting their morning exercise on.
And it's all in good cause. The fun run raises money for Meals on Wheels and other programs that support seniors in the Orlando community.
Not a morning person?
No problem – with lots of people taking the chance to run in turkey costumes, it’s always worth a watch (and there’s plenty of hot coffee around).
Plus, every race needs a cheering crowd, right?
When: Thursday November 22nd 2018 Where: Lake Eola, 227 N. Eola Dr., Orlando, FL 32801 Web: Seniors First Turkey Trot 5k
Now Snowing, Celebration Town
Celebration Florida has lots of events happening for the Holidays during the Now Snowing in Celebration event.
The traditional Tree Lighting Ceremony from 5.30pm on November 24th kicks off the Celebration Holiday Season.
The Tree Lighting event features live music, a party atmosphere and an appearance by Santa himself.
And of course, the ever popular Now Snowing in Celebration which will be held nightly from the Tree Lighting event. See our Celebration Christmas Guide for full details.
When: November 24th 2018 Where: Celebration Florida Web: Celebration Now Snowing Events
37th Annual Light Up Mount Dora
Donnelly Park and Mount Dora are lit up in spectacular style by over 2 million sparkling lights.
Further entertainment includes traditional Christmas songs and dancers. Lighting of Donnelly Park takes place at 6.30pm.
When: Nov 24th, 2018 Where: Donnelly Park, Mount Dora Web: Mount Dora Christmas Events
We hope you enjoy Orlando in November as much as we do! Let us know if there are any events need adding, we update regularly.
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See All Orlando & Kissimmee Christmas Events
Walt Disney World Christmas:
Universal Holiday Events
SeaWorld & Busch Gardens Holiday Events
Local Christmas Events
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greyhawk5e · 6 years
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DUNGEONS & DRAGONS
To Market, To Market
A Third Level World of Greyhawk Adventure for 5th Edition Dungeons & Dragons
Main NPCs
Onar, Apprentice of Rary, Sorcerer of the Bright Desert, arrogant and charming
disguise : Vyran Flent, of the Society of Magi of Greyhawk
Lord Hayden Thistlemane, Shadowclaw Wizard undercover in Furyondy, chummy and smarmy
Rautheene, Apprentice of Mordenkainen, competent, confident, keeps secrets
Alene Wylde – Wizard of Furyondy – Expert on Aerdy Antiquities, Seeker, SO excited by the history of the Great Kingdom, able to geek out about it at the drop of a hat
Brother Ewan – The Abbott of Profound Insight Retreat, friendly, enjoys conversation and ale, an introverted academic
Vaxilla, Drow Spy, dramatic, enjoys her work, loves the hunt, and the kill
Waquonis, Warlock of Iuz, determined, cruel, short of temper, ambitious
Hodar – Academy of Sorcery – cocky, if Han Solo was a magic items dealer, thinks Dyvers is just as good as Greyhawk
Secondary NPCs
Herechel
Nat Fowler –City Watch Captain , All business, a bit distrustful,
Sam Fagyn, Inkeeper of the Salty Wizard, Laid back, loves the bar business
Gorsend
Brylla Wilkes – City Watch Captain, Friendly, but won't take any shit.  Knows rules suck, but knows they have to be enforced.
Sykes, Stable-master – shifty, dirty, easily bought, no morals, betrayer for coin
Fenwick Hollisten, Innkeeper of The Gilded Goblet, obsequious, used to kissing rich people butt, at home among the wealthy, resentful of people with less means, even though he's not rich himself.
Free Borough
Hubern - City Watch Captain of Free Borough, loves his city, appreciates tourists, but knows the weapons rule is final, tries to placate unhappy people while enforcing it
Rafendyl, Half Elf Music Star Bard, - Loves to perform, happiest when making music, will play just for the love of it, anywhere.
Eriel Willan, Light Show Wizard of Street Fest – 25, gorgeous free spirit, as enthusiastic about her art as Rafendyl is about his, hard partying artist
Quickfingers, Juggler of Street Fest – Always “on,” runs entertaining banter throughout performance,  streetwise, been in the game for years
Meladra - Rhenee Fortune Teller of Street Fest, plays up the mysterious exotic lady schtick, will only confide in fellow Rheneee
Salmaz of Ekbir - Food Cart Vendor of Street Fest, Ekbiri immigrant, hard working, thick accent, is overjoyed that Free Borough loves his food and has little prejudice
“The Druid of Dank” - Cannabis Dealer of Street Fest – cartoonish 90's movie pot-head, sells the best weed, has dreadlocks, follows Rafendyl like a Phish-head, will talk your ear off about his best shows.
Hud Glidden – Head Brewer of Glidden's Brewery, chubby, bearded, craft brewer, loves beer, excited about it, friendly and charismatic
Robyn Heward, Chef/Barkeep of Inn –owner of the Spicy Pig, young, innovative chef, knows cooking is a man's world, but determined to make her mark, just got an Able Carter star (Greyhawk's Michelin star equivalent, given out by the carriage line)
Pantarn
Byrus Rendell, Banker of Pantarn – Super enthusiastic number cruncher, knows paper money is the future, can't wait to tell you about it like a Bitcoin enthusiast
Adria Woodhammer, Garrison Leader of Pantarn – classic paladin.  Incorruptible city guard, lives for the job
Lord Myridan Greenfield, Mayor of Pantarn – insufferable back-slapper, really thinks Pantarn is on its way to be the next Greyhawk, full of himself for hosting the Wizard's Bazaar this year, already kissing wizard ass to get it next year.
Schuter Garalend – Herbalist, From Tenh, Makes Orcbane, Flan herbalist, loves his work, contemplative, amazed by plants, wants other people to be as amazed as he is
Sister Hylla - Librarian of Boccob – chubby, avid reader, 50s.  At home doing a puzzle with a cup of tea.  Friendly, but gets serious on a dime when a problem must be solved.
Durbin Pottle, Taxman - Gleeful, knows this is his shot at collecting taxes on magic items that pour in for the Bazaar, not gonna waste it. Loves the game of outwitting tax cheats.
Furyondy's Wizards
Sharapel Endereth
The Chamber of Four – Karzalin (Fire)  Ryshanden (air) , Piscentan – female (water) , Dramaynen (earth) – These are the King of Furyondy's elite military wizards.  They do not exchange pleasantries as they are here to represent the growing strength of the crown. They are friendly but formal and short of speech.
Eriel Willan, (see above)
Janziper – Cruel and full of anger. Was tortured by Iuz's hobgoblins and lives for revenge.  Is impatient with the bazaar and is mainly here to buy orcbane from Garalend.
Cupara, Apprentice to Schuyzer, goes nowhere without a tame sabretooth tiger.  Pleasant but private, reveals little.  But fierce in his defense of Furyondy should anything happen
Countess Ravelle – wealthy, politically powerful fun-loving dabbler.  Not an experienced wizard, but a total fangirl of magic.  Loves to hobnob with wizards, but here as a hobbyist.
Tobian Rushkane – important red-headed Wizard of Furyondy.  Here to scope out the state of local magic and see how well Furyondy is progressing as a magic power
Sir Fyrian Finn - Knight of the Hart, Eldritch Knight.  Finn is a spell-casting fighter, a young handsome veteran of the Northern Crusade, here to accumulate power to fight Iuz.
Greyhawk's Wizards
Gelven Binder - Greyhawk Wizard's Guild Library – Javal Severnain's Procurer, Jeff Goldblum in Jurassic Park type, looking for rare books to take home, intrigued by Arcana
Senthya Quill - Greyhawk University – professor of potions and scrolls, excited to be at her first Wizard's Bazaar after years in the classroom
From Elsewhere
Chan Tao Sen, guest of Countess Ravelle, Far wanderer sorcerer from distant Shao-feng.  Exotic presence, who Ravelle is parading around like a pet, curious about the Flanaess. Charismatic and earnest, his Common improving every day.
Elenere Forester – from Veluna, serious and eager young wizard who is here to co-ordinate magical defenses with Furyondy, and bolster the alliance
Eldrath, Elf Warlock of the Archfey from Highfolk, here for Elven artifacts to return to their proper place among his people, but once the work day is done, its party time.
Brinus, Gnome wizard from Verbobonc, here to sell things from the Temple of Elemental Evil, a bit of a a hard-sell, and his merchandise looks dubious.
Shariel, Redhead young Elf Wizard, new apprentice of Tenser, here to try and buy evil artifacts so her master may destroy them or keep them from harmful use.
Ordann, Keoland, Silent Ones Sorcerer, quiet, serious, here to see if anything from the Suel Empire is up for sale and buy it for his order.
Gredard, Shield Lands refugee Wizard, here to look for work.  Poor, but still powerful, looking for basic reagents and a job, his tower was destroyed when Iuz invaded.
Restan Bandrick - Wild Coast refugee – A wandering Wizard, out on the road, looking to win tournaments.
At the Bonefort
Gorka – Somewhat dim Soldier of Iuz, he guards the gates from intruders
Shenezek – Female Cult Leader, Devoted of Iuz, maniacally enthusiastic about Iuz
Behenek – Frustrated Cleric of Iuz, looking for chance to prove himself and move up
Melfin – Elderly rustic traveling Old Faith preacher, who ministers to the Gnarley Forest
Vaygel – Deadly competent Skull Sword of Iuz, shaved head and skull face paint, fights for money and power, grateful that Iuz gives it to him
Pog – Gnome slave trying to make the best of it.
Breena – Gnome slave, hates her captors, defiant to the end
Grimble - Gnome slave, once the caravan leader, now trying to keep his people safe
Read to Players
“It is Starday, the 9th of Harvester, in the year 597.  The nights are getting shorter but there are still three weeks of summer left.  The boats are being hauled in for the day in Cardyn's Cove.  The Wizard Segrius has given the players his Wizard's Writ and told them the location of The Wizard's Bazaar, which will begin on the last day of Summer, the 28th of Harvester, in a field several miles outside of Pantarn, a town 300 miles further into the interior of Furyondy.  
Your group carries one Null's Impenetrable Box, created by a disciple of Iuz to hide an unknown object.  It can only be opened by the spell Anti-Magic Shell.  At The Bazaar, you hope to find a wizard who will cast it for you, or perhaps a scroll containing the spell so you can cast it yourselves. Once you know what it is, perhaps someone there will want to buy it?”
DM's NOTE: The box holds a locket of the Great Kingdom, containing the life force of Waquonis, a powerful Warlock in service of Iuz. Waquonis is prevented by the magical barriers of the box from using the power of the locket, but the minute the Anti-magic Shell goes up, he intends to possess the nearest person with magic jar and escape.
Journey to the Bazaar
There are three cities between Cardyn's Cove and Pantarn – Herechel, Gorsend, and Free Borough.   There is a road that connects all three.  Along the road, the PCs will get one encounter per day in keeping with the surroundings.  You can make this up or roll on the appropriate table.  There are numerous encounters in the module so it's not necessary to add fights, but some fitting local color will help bring the journey to life. The first stop is the walled river town of...
Herechel
Read to Players
“As you approach the walls of Herechel, you notice numerous galleys of the Furyondy Royal Navy.  Magnificent vessels with crews of hundreds. High above the docks on the city walls you can see one of the Royal Navy's Wizards, conducting a drill with a squad of archers.  They are firing into a dummy vessel that floats on the water.  The Wizard lights up the target for them, simultaneously shielding them from harm. He barks commands as they fill the boat with magically guided arrows.  The scene passes out of view as you approach the looming stone walls of the town.  Ahead of you the wide cobblestone street passes through the city gate.  Four infantry-men of the Army of Furyondy stand in front of a massive iron portcullis. One of them approaches.”
City Walls Checkpoint
The PCs meet a garrison of Furyondy's military.  Nat Fowler asks the PCs their business in Herechel.  If he is satisfied, he directs them to the Salty Wizard Inn, just inside the town gates.
The Salty Wizard Inn
An accordion, tin whistle, and fiddle combo plays sea shanties.  The innkeeper, Sam Fagyn, serves lobster pies with chips.   Most of the customers are sailors and river-boat men.
At a table near the PCs is a man out of place.  He appears to be from the Bright Desert.  His name is Onar.  He is Flan.  He says he is a spice trader.  He drinks Wallech Gin from Urnst with a lemon. He sits with three men in the distinctive clothing of the Bright Desert Nomads.  They do not speak.  
Onar will ask the PCs if they are from Greyhawk.  He asks if they are going to the Wizard's Bazaar.  He asks if they want to sell him anything magical.  He is really there to find the Greyhawk contingent traveling to the Bazaar.  He is going to murder one of them for his master Rary right after the PC's leave.  
Many miles of  grassland later, the PC's see a sign informing them that they have crossed into the Viceroyality of the March, under Viceroy Luther Derwent.  They are nearing...
Gorsend
After their journey, read the following.
“The grasslands of Furyondy soon give way to small farms.  You pass more and more  travelers each hour and then a sign comes into view. Gorsend – 2 Miles.
Soon the town is visible.  You are waved through by two bored looking guards who are wearing much nicer armor than any city watch you've seen.  As your cart moves further down the well-paved road, you notice that the buildings are all well-kept, and the people you see going about their business are dressed in clean and fashionable clothes.
There are guards all about.  After several blocks, the small homes and buildings give way to a row of magnificent mansions.  A sign says “High Street” but it might as well say “Money Street.”   Each mansion on this broad brick boulevard is more ostentatious than the last.  Rows of great big, hundred year old trees line both sides of the street, and bronze street lamps keep it well lit even as the sun sets.
The entrance to High Street is blocked off by two guards.  There is a side street called “Horseman's Alley,” jutting off to the south.”
Brylla Wilkes, a town constable, approaches.  She speaks. “No horses in the town center.  You've got to pay the stable fee.” Wilkes hands the PCs off to Sykes, the Stable-master  He's a cross old fart who leads them to the Stables, a massive wooden complex down Horseman's alley.  Facing each other on opposite sides of the alley are the Grand Stables for the wealthy, and the Common Stables for everyone else.  Only the Common Stables are available tonight.  This is a series of 60 foot barns with room for wagons and animals, stocked with hay and water.  Stable Fees as per Player's Handbook.
Sykes directs them to the barn they have been assigned...
Common Stables
… where they  are ambushed by a Cultist of Iuz named Rado, who Lovecraft remembers from Cardyn's Cove.  Rado fled the village towards the Drow caverns, led by a vision from Iuz.  There he told the Drow spy Vaxilla about Lovecraft, who is still very much wanted by his former allies.  They are now going to kill him and his friends, and Rado will take the impenetrable box back to Iuz.  They have a Giant Spider with them in the Stable.  They have been waiting for the PCs for an hour, having paid off Sykes.  They have tracked them since Herechel, and have been tipped off several times by people who have seen the PCs.
Encounter One
Vaxilla, Drow Spy
AC 12 HP 27 DEX + 2, CHA + 3, Can Dash, Disengage or Hide with Bonus Action.
2 AT + 4,  5 damage, Sword/Hand Crossbow + 7 Dmg 5 feet from ally or w/ Adv.
XP 100
Rado
AC 11, HP 32  AT + 4  DMG 5 melee, +2 AT 5 Crossbow, Advantage in 5 feet of Ally
XP 100
3 Drow
AC 15 HP 13 + 2 DEX  Stealth + 4 Adv vs. Charm, Can't be Slept
darkness, faerie fire at will
+4 AT, 5 damage Shortsword/Crossbow.  Crossbow DC 13 Con save or poisoned, fail by 5 and pass out.
XP 50 each
1 Giant Spider
Ac 14 HP 26 Climb 30 ft.  Stealth + 7
5 AT DMG 7 DC 11 Save or Poison damage 9, paralyzed for 1 hour if HP 0
Web + 5 to hit, target restrained, needs DC 12 strength test to get free
Web Ac 10, Hp 5
XP 200, Total Encounter XP 550
If the PCs are reduced to zero, Rado will grab the box before turning to deal with the players.  Before Rado can kill them, the City Watch arrives.  Rado flees with the box but leaves the pyramid behind.  The PCs will be able to track him.  Lovecraft will be taken by the Drow for execution in the Underdark.  He will have another chance to escape.
When the PC's have dealt with Rado, they will find total coinage worth 35 silver pieces.  
They will also find a pyramid shaped black object, Null's Pointing Pyramid, of the same material as the Impenetrable Box. The tip of the pyramid swivels away from the base, pointing always in the direction of the box.  It is the magical means by which the legions of Iuz track their creation.  
The owner of the stables is mortified and allows the PCs to have the stable for the night  free of charge.  He also gives them vouchers for a night on the house at the finest Inn in town.  Sykes is long gone.
The Gilded Goblet
The Gilded goblet is a fine Inn on High Street with excellent food.  The Inn Keeper is Fenwick Hollisten, who directs the PCs to the best available table and begins to serve their tasting menu over a bottle of fine wine from Verbobonc.  At the table next to them is a group of traveling wizards, also on the road to the Wizard's Bazaar, mostly from the Free City of Greyhawk.
Mordenkainen's apprentice, a young brunette named Rautheene, is accompanied by a professor from Greyhawk Magical University (Professor Senthya Quill,) Wizard's Guild Representative Gelven Binder, Society of Magi Initiate Vyran Flent, and their companion the scroll dealer Hodar of Dyvers.  
They are loudly discussing the Wizard's Bazaar.  They call the PCs over to their table.  
Note: Vyran Flent is secretly Onar is disguise.  Onar murdered the real Vyran right after the PCs left Herechel, and has used magical means to impersonate and replace him.   If the PC's are resourceful, they can pick up the following clues.
He seems unusually jovial lately according to his friends.  
He drinks the same drink as Onar – Wallech Gin from Urnst with a lemon
He knows about the Bright Desert
He won't answer anything specific about the Society of Magi
The traveling wizards impart the following during their conversation:
Binder: Greyhawk's support for Furyondy is the only thing keeping them from being Old Wicked's vacation home.  
Quill:  Furyondy is nothing compared to the wizards of Greyhawk.  Will be interesting to see the show they try and put on, will be cute to see them try.
Flent :  Where is Segrius?  Why are you going in his place?
Rautheene: What do you have to sell?  
Hodar: What are you  looking to buy? Are you manning a booth?  Are any of you entering the Tournament of Duels?
They will also ask the PCs to travel along with them.  If the PCs say no, they keep comically running into the Greyhawk delegation's wagon on the road, and the Greyhawk wizards make jokes about this.
If they say yes, the PCs will catch Rautheene watching them.  She has heard stories of a drow, a half orc paladin, a Rhenee and a Flan killing demons.  If they show her the box, she warns them they carry something very powerful and very evil.  
Eventually, the PCs will make it to....
Free Borough
The next stop before Pantarn is Free Borough, a city of 3000.  There is a local festival going on this week, on a holy day of Zilchus.  It's The Feast of the Heavy Purse, where prosperous merchants are meant to spend money to show appreciation for the god of commerce.  Big tips are customary, and the cheap are shamed.  There are 2000 extra people in the city. The whole region comes out for the festival.  There is an extra hum on the streets even in the early evening hours as the PCs pull in to town.  
They are met by the City Watch, 4 guards led by Hubern. He orders the PCs to abide by city law and stash their weapons and any armor heavier than leather in their wagon.  He recommends staying at the Spicy Pig, an Inn known for the food of award winning chef Robyn Heward.  
The food is pork and rice in a spicy stew with sausage and corn mixed in. The place is jumping, and Robyn says the players can't miss the street festival. Rafendyl is playing!  And there's a chance he'll play a late night set in the pub after the festival is done.
In the Free Borough town square is a large street festival.  Hundreds of people buy food and drink from stalls and watch a parade of entertainers.  The clerics of Zilchus are in full robes giving out coins.  Highlights include:
Rafendyl, a world famous Half Elf Music Star Bard plays an outdoor “Globe Theater” type space, with a great big band, amplified and lit up by bardic cantrips to be the equivalent of a modern rock concert, with lights by Light Show Wizard, Eriel Willan.
A Juggler, Bellyn Quickfingers, works a large crowd in the street.
Rhenee Fortune Teller Meladra reads palms and does Deck of Fate readings.
Salmaz of Ekbir sells Baklunish kabobs and shawarma from his food truck.
“The Druid of Dank” sells weed and pipes and brags like a Phish fan about all the great Rafendyl shows he's seen.  “Dude, Verbobonc County Fairgrounds 589 was the bomb!  20 minute “Old Wicked's Balls,” with a sick mandolin solo.”
Hud Glidden of Glidden's Brewery sells Glidden's Brown and Glidden's Wheat Ale.
The Greyhawk contingent either has traveled with the PCs or they run into them again at the street fest, where there is an unfortunate assassination attempt on Gelven Binder from the Wizard's Guild of Greyhawk.  When they find Binder, he and Flent have split off from the group to get beers from Glidden's tent.  
The assassins actually do the bidding of “Vyran Flent,” who is secretly Onar.  Onar joins in the attempt to fight off the bandits to throw off suspicion.  The PC's are welcome to foil the attempt and save Binder but the assassins will try their best to kill him before fleeing into the crowd, beginning a Chase, as per DM's Guide rules.
Encounter 2
2 Bright Desert Nomads
AC 13 HP 16 2 AT + 4, DMG 5 Shortsword, At + 4 DMG 6 Longbow Stealth + 6
XP 100 Each
Marwan, Wizard of The Bright Desert
AC 12 22 HP Dex + 2
Spell DC 13, +5 to hit Spell Attacks, Light, Shocking Grasp at Will (1d8 dmg)
4 Level One Spells Magic Missile 4d4+4 DMG, Charm Person 
3 Level 2 Spells: Hold Person, Misty Step
XP 200
Total XP 400
Gelven Binder (Target)
AC 10 HP 15
Spell DC 12, +4 to hit w/ Spell Attacks,
Cantrips : Light, Fire Bolt, (1d10 dmg), Shocking Grasp (1d8)
3 Level One Spells (Magic Missile 2d4+2) DMG Charm Person)
If the PCs save Binder, he stays in town to recover from his wounds. He's not going to the Bazaar this year.  He is spooked and wants to take it easy.  He can be convinced to persevere by the players on a DC 20 Persuasion check.  As they leave, they see a sign informing them that they are entering the Barony of the Reach, under Baron Jemian.  Eventually, they will travel the final stretch of the road to...
Pantarn
Read to Players,
“The road slopes down into a shallow valley as the town of Pantarn spreads out before you.  The river Att flows wide and strong through the city center, spanned by a magnificent stone bridge with stonework in the shape of Griffins up and down the railing.  There is a bronze statue of a knight on a paved city park on the other side of the bridge, with a ring of well-kept shops around the plaza.  A large cobblestone road leads out of the plaza away from the bridge.  The road winds up a steep hill where two large stone buildings stand across from each other on the hilltop clearing.  People go about their business.  Carts and wagons travel back and forth over the bridge.  The town is abuzz with the day's business.  A small group of Furyondy infantry approach, led by a muscular blonde woman with a longsword at her belt.”
There is a garrison of Furyondy's military run by female paladin Adria Woodhammer.  Woodhammer is accompanied by the Tax Collector, Durbin Pottle, who assesses the players for their Magical Item tax and Freesword tax (10gp per item, 1gp per weapon.) He is hitting everyone who enters as the Wizard's Bazaar is a big haul for the taxman.  If the PCs refuse to pay they are not allowed into the city. Hiding anything from Pottle (18 Wis, + 6 Perception) will be tough.
This city of 2200 has an awesome stone bridge with statues of Griffins on either entrance. The statue of a knight turns out to be poor missing Prince Thrommel of Furyondy.  
Around the plaza are the following businesses:
A brand new branch of the Able Carter coaching company, the first in Furyondy, with routes to Dyvers, Greyhawk, Hardby, Narwell, and Safeton.  
Scrivener's Stationary, a front house that serves as the headquarters of the Twilight Hunters thieves guild.
There is the shop of the famous herbalist Schuter Garalend, Garalend's Garden.  He is a Flan, from the Duchy of Tenh.  He makes orcbane, an herb that is poisonous to orcs, doing an additional 1d4 to any humanoid opponent for one fight.  
There is the famous Mercantile Bank of Pantarn, the first to issue paper money.  They will convert any gold the PCs don't want to carry.
The best Inn is the Great Griffin.  
The street leading out of the plaza is the lovely, chapel-filled Church St, which winds up  Serenity Hill to the grand monasteries of Rao and Boccob.  The Library of Boccob is kept by Brother Ewan, the Abbott of the Monastery  The Chief Librarian is Sister Hyllla.  
There are also Churches of St. Cuthbert (small) , Zilchus (big!) Trithereon, and Heironeous. Around the plaza are the homes of Pantarn's citizens.
Boccob Monastery – The staff of the monastery is just the Abbott, The Librarian, 3 Acolytes, and a bunch of non-powered Novices. Brother Ewan will be very interested in the box.  If the PCs tell him what it is, he offers to keep it safe at the Monastery.  It would be vulnerable to attack, though the PCs could track it with the pyramid. The Abbott tells them the box was built by Null, Iuz's right hand wizard, and that only a powerful item would be kept in such a box, and if something is infused with the power of Iuz, it is probably also very dangerous.  
  When they check into their rooms at the Great Griffin, the PCs find invitations to a private dinner at the home of the Mayor.   There they meet Furyondy's wizards – Thistlemane, Ravelle, Endareth, Rushkane, Black, Wylde, Finn, and Janziper.  Thistlemane has a Toad with him at all times.  It appears to be his familiar  He is keen to get on the player's good side.  Janziper asks about Segrius.  All of the wizards want to know about Moonglade Spire. They want to know if Faedra is really still alive after 350 years in the Feywild.
Thistlemane is secretly an agent of Iuz.  He has heard the box containing Waquonis’ soul is missing, and it is his job to find it and save Waquonis.  He will do whatever he can to get in the PCs’ good graces, as he has heard that a Drow, a Half Orc, and two female spellcasters killed Father Zoreg.
They also want to know about Iuz.  They start telling Iuz war stories.   They will be riveted by the story of Cardyn's Cove.  Finn tells the PCs that Furyondy needs magic. He tells them about Orcbane.  He will pay good money for demon globes.  Alene Wylde discusses her love of Great Kingdom artifacts.  
Bazaar Grounds
In the morning, the wizard contingents gather a half mile outside of town in an immense meadow.  23 magic users and their personal entourages. There are wagons gathered at the camp grounds in a circle, per the instructions of Bazaar staff.  The staffers are all Apprentice Wizards from Furyondy's magical college, overseen in the Opening Ceremony by Piscentan of the Chamber of Four.  At one point, she claps her hands.  An arrangement of chairs magically appears.  They form a large open circle.  A presentation begins in the center of the circle.
First, there is a Boccobite Blessing from Brother Ewan. Then an impressive demonstration of elemental magic by the Chamber of Four Wizards  against 6 Thassalos  (Iuz's Bone Golems.) The way their distinct elemental magics weave in and out of the air as they defeat their enemies is both impressive and beautiful.
Karzalin then declares the Bazaar open.  “Three days dedicated to the sharing and furtherment of magic by the wizards of Furyondy and her allies!”  He reads a magic word off a scroll, and magical Tents appear in a circle around the clearing.  23 elaborate luxury tents with an open tent to sell magical wares and a closed tent for living quarters.   They form a second circle around the circle of chairs which appeared previously.   Each tent has wonders of the DM's discretion– an Owl Bear in a cage!  Dragon eggs!  Items of all kinds.  Buying and selling magic items can be handled through the rules in Xanathar's Guide and the DMG.
The Tournament
There is a Dueling Ring in the center of the meadow.  There is to be a Tournament of Wizard's Duels over the weekend of the Bazaar.  The Duel bracket list is kept by Ryshanden, who stays to oversee the Bazaar. There is a grand prize of an indestructible spell book, and an elaborate, ornate hand crafted quarterstaff + 1.  Any PC entering the tournament fights three duels in front of a crowd of wizards and festival staff.  Only spells and cantrips are permitted as Actions.  The Circle is 60 feet in circumference.  It is illegal to leave the borders of the Circle, though you may fly as high as you wish inside it. The first contestant to zero HP is immediately healed by festival staff, and Wizards are told that your opponent's unconsciousness is the goal and murder is punishable by imprisonment. The winner advances to the next round.
Here are the opponents any player entering the tournament will face, in order:
Hodar
AC 10 HP 9 Spells - Save DC 12, +4 to hit  Cantrips - fire bolt, mending, prestidigitation 1st level (2 slots) burning hands, disguise self, shield         Dagger + 2 to hit DMG 3
50 XP
Chao Tan Fen
AC 16 HP 14 Spell DC +4 Sling Dagger + 5 to Hit/5 DMG
Cantrips (at will): acid splash*, blade ward, true strike, prestidigitation 1st level (3 slots): burning hands, ray of sickness, shield, sleep
100 XP
Shariel
AC 12 22 HP Dex + 2
Spell DC 13, +5 to hit Spell Attacks, Light, Shocking Grasp at Will (1d8 dmg)
4 Level One Spells (Magic Missile 4d4+4) DMG Charm Person)
3 Level 2 Spells (Hold Person, Misty Step)
XP 200
If two players enter the tournament, the second PC's opponents in order will be Brinus, Cupara, and Restan, whose stats are the same as the above three contestants.  If the players each win their first two matches, they fight each other on the fourth round, and then the winner takes on the DM's choice of Shariel or Restan.
The PC's will have time to sell magic items to whoever the DM wishes and buy whatever items the DM allows.  Use the Rules for Buying Magic Items in Xanathar's Guide but eliminate the 100gp fee and count the weeks spent traveling to the Bazaar for the bonus.  
Of note:
Alene Wylde will pay good money for any items the PCs have left over from Moonglade Spire.  She is also selling various Great Kingdom antiquities (common minor magic items from the Xanathar's Guide list)
Restan has a scroll of Anti-Magic Shell.  He wants a reagent called Dragonroot, a fiery colored plant.  He sends the PCs to a Grassy Meadow a mile away where an Ogre and 2 Goblins are eating it to get high.  He gives them three baskets to fill up, which will take three hours.
Countess Ravelle also has a scroll of Anti-Magic Shell, but she is waiting on another offer and cannot disclose her buyer at this time.  (It is Quill, who will have bought it by the time the PCs get back from collecting Dragonroot.)
The Grassy Meadow
The players come to an area where tall grasses grow 4 feet off the ground, obscuring everyone but one Ogre, Grossk.  The Dragonroot grows at the base of the grasses.  Grossk is dancing around, high as a kite, giggling away.  One goblin is jumping through the grass, two others remain unseen. They are lying on their backs but will attack if a fight begins.  The Ogre will attack the minute the PCs start picking Dragonroot.
Encounter 3
OGRE                                                                                                                      Armor Class 11 Hit Points 59 Speed 40 ft. ft.
19 STR (+4) 16 CON (+3) Prof +2 + 6 to hit/13 DMG Club, +6 to Hit 11 Damage Javelin
XP 450
3 GOBLINS
AC 15 HP 7 Stealth + 6 Can Hide or Disengage as Bonus Action
Scimitar/Short Bow + 4/5 DMG
50 XP each
The Goblins will hide in the grass and shoot at the players, hiding after every attack.  Once spotted, they will disengage and fire their arrows after every attack.
Opening the Box
Upon returning with the Dragonroot, Restan gives the PCs the scroll.  If they take a look inside, they see that it is a locket with the symbol of the Great Kingdom on it.  Alene can identify the locket as a locket of the Great Kingdom.  She tells them exactly what it does.
If the PCs have Alene with them when they open the box, she will tell them not to remove the locket from the box.  They need to destroy it while it is still in the shell.  If they remove it anyway, Waquonis possesses Alene, and she runs towards Thistlemane's tent.
If the players begin to destroy the locket, Thistlemane will attack to prevent them from doing this, having tracked the box with a second pointing pyramid in his possession. He casts dispel magic, revealing his pet frog to be a Giant Frog. Thistlemane will try until death to move the locket out of the Anti-magic shell.  The locket will possess the nearest PC, who will then run out of the tent, with the locket, to find a better body.   Waquonis intends to escape through the teleportation circle in Thistlemane's tent and Thistlemane intends to guard the way until he can.  Waquonis has no intention of killing the PC he possesses  He does, however, murder several bystanders on his way to Thistlemane's tent.
When the combat is over, they will find Quill has been murdered and Rautheene is  missing.  Asking around will reveal that “Vyran” was the last one to see them.  
If the players asked Alene what was in the box after they spent the scroll, they have to get a second anti-magic shell scroll to destroy the locket.  They will find that Ravelle has just sold it to Quill.  They look for her and find her murdered, with Rautheene missing.  They learn that “Vyran” was the last one to see Quill alive.
Vyran's Tent
If they search Vyran's tent, they find him about to kill Rautheene.  If they have not figured out that he is Onar yet, he will do a monologue and explain how easy it was to fool them. He has a servant who is a fellow warrior of the Bright Desert.  They attack.
Encounter 4
1 Bright Desert Scout. Male Flan in Desert Clothing
HP 13 AC 15 Dex + 2 Perception + 5, Con + 1
2 AT + 4/ 5 DMG Shortsword, + 4/ 6 DMG longbow
100 XP
Onar
Armor Class 12 (15 With Mage Armor) Hit Points 38 (7d8 + 7)  Saving Throws INT +5, WIS +2  Spell save DC 13, +5 to hit with spell attacks
Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray   1st level (4 slots): color spray,* disguise self,* mage armor, magic missile   2nd level (3 slots): invisibility,* mirror image,* phantasmal force*                   3rd level (3 slots): major image,* phantom steed* 4th level (1 slot): phantasmal killer*                                                                                                  Displacement – bonus action after spell projects illusion making all attacks have disadvantage, works until taking damage, recharges after spell casts
Quarterstaff. +1 to hit, Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) bludgeoning damage if used with two hands.                                                    700 XP
Thistlemane's Tent
Whether the PCs fight Onar first, then deal with the locket, or whether they destroy the locket first, Thistlemane will attack when they attempt to destroy it.  He has been spying on them the whole time, and it is his mission to ensure that Waquonis makes it to safety.
Encounter 5
Thistlemane uses a dispel magic scroll to grow his Giant Frog pet to regular size at the top of his turn.
Thistlemane
Armor Class 12 (15 With Mage Armor) Hit Points 38 (
Saving Throws INT +5, WIS +2  Spell save DC 13, +5 to hit with spell attacks
Cantrips (at will): dancing lights, mage hand, chill touch, poison spray         1st level (4 slots): ray of sickness,* disguise self,* mage armor, magic missile                            
2nd level (3 slots): ray of enfeeblement,* web,* blindness/deafness*       3rd level (3 slots): vampiric touch,* animate dead* bestow curse                           4th level (1 slot):  stoneskin                                                                                  Withering Touch +5 to hit, 5 necrotic damage                                                    700 XP
Giant Frog 
AC 11 HP 18                                                                                                         Standing Leap.The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.                                                          Bite +3 to hit,  Hit: 4 (1d6 + 1) target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.                                                      
 50 XP
Locket of the Great Kingdom
The Locket holds one person's life force inside it, currently one Waquonis.  The locket enables Waquonis' consciousness to cast magic jar, animate dead, and feeblemind twice per day.  He will use the first magic jar to possess the PC and the second to switch bodies with one of the wizards he runs into along his path to freedom.
If the PCs can fight off Thistlemane and his frog, keep the locket under the shell, and then do 25 points of damage to it, they can destroy it, and kill Waquonis forever, earning 1100 XP as if they fought him.
Waquonis
AC 11 (14 With Mage Armor) HP 49 
Spellcasting - Charisma (spell save DC 14, +6 to hit with spell attacks)          Cantrips (at will): spare the dying, eldritch blast, friends, mage hand, true strike, poison spray, vicious mockery                                             1st–5th level (3 5th-level slots): chill touch, blindness/deafness, death ward, ray of sickness, silence, fear, hold monster, aura of life, contagion, false life, witch bolt
Defy Death - on a successful death saving throw or when using spare the dying, add 1d8 plus Constitution bonus hp.  Recharges after long rest
Dagger.+3 to hit, reach 5 ft. or range 20/60 ft. 4 (1d4 + 2) piercing damage.
1,100 XP
Whoever he ultimately possesses, if Waquonis succeeds in escaping, he heads to Thistlemane's tent.  There the PCs will find a teleportation circle on a rug on the ground, a chest of stolen currency worth 125 gold, 250 silver, 500 copper, and a letter from Iuz's stranded forces for Waquonis to read.  It says,
“Waquonis,
We survived Axeport.  We fled to the Furyondy wilderness.  We lost contact with Father Zoreg's group, but you will know that by now.  If you are reading this, then Father Zoreg must have succeeded in getting you back in a body.  Welcome back!  There are twenty five of us in our group.  Our orcs abandoned us.  They would not go further into human territory.  We made our way south under cover of night to the Domain of Greyhawk.  We found an abandoned keep near the Gnarley Forest.  We call it the Bonefort.
We have taken slaves and made sacrifices.  We managed to move all of the wealth of Axeport to our new home. The war in the north will never be won as long as Greyhawk's money flows to Furyondy and her allies.  We will inflict great terror on Greyhawk until they abandon Furyondy to their fate.  Then we will crush them both.  Iuz will reward us for giving him his revenge on those who imprisoned him below Castle Greyhawk.
We are reaching out to new allies who want Greyhawk destroyed as much as we do.  Together we will squeeze the city until it breaks.  Our agent, Hayden Thistlemane, has a teleportation circle which will transport you directly to our Keep, which we have named the Bonefort. Come join us as soon as you are able.  With you leading our forces, the defeat of our enemies is certain.  All hail Immortal Iuz!
Always and Forever,
Behenek the Grim, Lord of the Bonefort”
The PC's will see muddy footprints leading to the circle.
The Bonefort
If the PCs enter the teleportation circle, they will be transported directly to the front gate of the Bonefort, in the western plains of the Domain of Greyhawk, west of the Selintan river, east of the Gnarley Forest.  The Bonefort was once a Keep of the Greyhawk Militia, during the time of Zagyg the Mad.  Old heraldry of Greyhawk, portraits of Zagyg, and Shrines to Boccob dot the various rooms of the keep, but they have been defiled by the current residents with symbols of Iuz.
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Read to Players
“You materialize out of the circle in a clearing.  The air is different, the temperature is ten degrees colder.  You hear unfamiliar birds.  Behind you there is a forest in the distance.  In front of you a large ruined Keep rises from the sparse grass.  It appears to be several hundred years old.  Over the massive wooden doors is a stone relief crest of the City of Greyhawk. At the corners are the bases of what once were surely four towers but now hold up nothing. The top floors have crumbled away, and what once was the second floor is now just the ceiling of a one story ruin.  On the roof you see what appear to be three bird-like creatures the size of horses tied up to a post on the far corner of the keep.  Directly in front of you on the roof are two black-clad crossbowmen, their bows trained on the circle. In front of the wall on foot are four more guards with swords.  They wear blackened leather armor with bleached skulls on the shoulders.”
Their leader, Gorka, yells “Oi!  Who goes there!?”  If fighting starts, one on the roof runs down to the castle to warn the forces inside.
It is possible for the PC's to act like allies and gain admission to the Castle.  If they make a Persuasion check of 15, they can convince Gorka they are here to join up or were sent by Iuz's forces.  Once inside the keep, they will ultimately be brought to one of the Acolytes, who will cast detect good on them and then the jig will be up.  
6 Iuz Soldiers
AC 12 HP 11                                                                                                          Scimitar +3 to hit,  Hit: 1d6 + 1 DMG  Light Crossbow. +3 to hit 80/320 ft 
1d8 + 1 DMG
XP 150 total, 25 each
The gates are barred by a large Iron bar that is locked on the left side by a massive  padlock.  The key is in the bag of the lead soldier.
Entrance Hall
Here an ancient banner of Greyhawk has been painted over with a symbol of Iuz.  There is a wall-length painting of a man with wild gray hair and wizard robes wearing a symbol of Boccob.  The  painting is captioned “Zagyg, Lord Mayor of the Free City of Greyhawk.”  The picture has been splattered with blood and an Iuz symbol has been carved into the painting on Zagyg's forehead.
There is a rack of weapons that is missing 10 swords and 10 crossbows.  There are 8 left in the rack of each.  The room is empty.  There is a barrel of water and a barrel of jerky.
There is a dirty carpet on the ground, and new torches shoved into old sconces on the wall, lighting up the room.  There is a door on the left wall, a door on the right, and one in the center.
The Left Side Door leads to...
a Wide Hallway
90 feet long.
As the players begin to walk down the hall, 4 Iuz Soldiers enter from the far door and begin to fire at them. The knights will flee through the door they came in when they are down to 2 left.  They will join the Scout and Skull Sword behind the cover of the big dining room table, firing at the PCs.
4 Iuz Soldiers
AC 12 HP 11                                                                                                Scimitar +3 to hit,  Hit: 1d6 + 1 DMG  Light Crossbow. +3 to hit 80/320 ft 1d8 + 1 DMG
XP 100 total, 25 each
Room Two
The room at the opposite end leads to a barracks with sleeping quarters, a dining room and a kitchen.  An Iuz “Wraith” Scout is there, who will over turn the dining room table for cover and signal Vaygel the Skull Sword.  He will use his leadership ability to give the others + 4 on their rolls.  The two remaining soldiers and the “Wraith” will fire from behind cover as the Skull Sword buffs them.
Two gnome slaves, Breena and Pog work the kitchen.  They may be taken hostage during the battle, depending on how it's going.  If freed, they tell the PC's that their caravan to Grossettgrottel was attacked by the cultists and they've been serving them ever since.  A few have died, but they think six more are alive in the Priest's wing of the keep.  
Vaygel, Skull Sword of Iuz
AC 18 HP 52 Prof. + 2 
Saving Throws Con +4, Wis +2, Advantage vs. fear
2 AT Greatsword : +5 to hit, 2d6 + 3 DMG, +2 to hit, Crossbow 1d10 DMG       Leadership, 1 min, give command adding 1d4 to Attack and Save rolls of 1 follower until KO Parry. + 2 AC vs one melee attack that would hit, as reaction
700 XP
Iuz “Wraith” Scout
AC 13 HP 16  Perception +5, Survival +5, Nature +4, Stealth +6
2 AT 
Shortsword +4 to hit, reach 5 ft. 1d6 + 2 DMG
Longbow +4 to hit,  1d8 + 2 DMG                                                                        100 XP
To the side is the Skull Sword's quarters, with a statue of Iuz in his Cambion form, worth 25 gold if someone would buy it.   The Soldiers all have 10 sp each. 
The back door leads to the Interior Hallway.
The Center Door from the Entrance Hall leads to a massive...
Worship Chamber
There is a hand-painted symbol of Iuz covering the floor, surrounded by hundreds of candles.  Two giant, oil-filled braziers sit near the center of the room.  They can be tipped over and the oil will spill out in front of them in a cone that extends 20 feet.  Players must make a Dex check( Acrobatics is applicable, as is Athletics) or take 5 fire damage. DC 15. Anyone moving in the area once the oil is spilled will take 5 fire damage.   They will take 5 damage every round until they spend an action putting it out.  
When the players attack, Shenezek will cast hold person on one of them as soon as they are in range of the braziers and then the other cultists will tip them over, starting the fire, with the PC stuck in the pathway.  They will throw 3 demon globes containing Dretch demons at the PCs
Shenezek, Unholy Devoted of Iuz
Hit Points 33 Proficiency Bonus +2
Dark Devotion. Advantage on saving throws vs being charm or fright           Spellcasting. spell save DC 11, +3 to hit with spell attacks.                         Cantrips (at will): light, sacred flame, thaumaturgy                                    1st level (4 slots): command, inflict wounds, shield of faith                       2nd level (3 slots): hold person, spiritual weapon                                        Dagger. 2 AT +4 to hit, range 20/60 ft.,  1d4 + 2 piercing damage.
450 XP
2 Devoted of Iuz                                                                                                     AC 12, HP 9, 
+3 to Hit, D6 + 1 DMG (Short Bow/Scimitar), advantage on Charm,                    
 25 XP each  
3 Dretch Demons (from demon globe)                                                                AC 11, HP 18, 2 
AT + 2 To Hit, Bite : D6 DMG, Claw, 2D4 Damage                         
50 XP each
Behind a door to the left is Mefrin, a human cleric of Beory, painted head to toe in symbols of Iuz.  He was captured while traveling through the Gnarley ministering to his people.  He is soon to be a sacrifice to Old Wicked.
In the rear of the room is a door to the Interior Hallway
The Right Side Door out of the Entrance Hall leads to a 90 foot Hallway.
There are three doors on the right side of the Hallway, one leads to the..
Slave Quarters
Four Gnomes, led by Gimble, wash pans near the straw mats they sleep on.  A giant pile of things to wash is in the middle of the room.  They are guarded by one Soldier.
Iuz Soldier
AC 12 HP 11                                                                                                   Scimitar +3 to hit,  Hit: 1d6 + 1 DMG 
 Light Crossbow. +3 to hit 80/320 ft, 1d8 + 1 DMG
XP 25
The second door leads to a Storage Room
This room has all the things Iuz's forces stole from the people they captured.  There are various sets of clothing, a pile of treasure worth 56 sp, a chest of holy books of Beory, a bunch of gnome trade goods.  The gnomes' gnome-sized weapons.  There is also some things that were cleared out of the keep when they took it over.  
There is a book called Zagyg, Arch Mage of Greyhawk, which tells how he became Lord Mayor of Greyhawk, founded the Guild of Wizardry, built the City Arena and Castle Greyhawk and how he disappeared in 421 and was never seen again.  How some say he captured 9 demigods under his Castle, and how some say Boccob made him a God.
The third door leads to the Priest Quarters.  These are the higher ups in charge of the Bonefort.  They sleep on more comfortable bedrolls and they have two more gnome slaves waiting on them. Two play Dragonchess on a board worth 25 gp.  There is a statue of Iuz here.  Two argue about the duty roster.  Two wonder if they've sacrificed that old cleric yet.  When the PCs arrive they will attack.  
6 Acolytes of Iuz
HP 10 AC 9
Spell Save DC 12 + 4 to hit Spell Attacks
Cantrips : Toll the Dead, Sacred Flame (Purple), Resistance
1st level Spells (3 slots) Inflict Wounds, Command, Bane, Detect Evil and Good
Club (with Skull head) + 2 to hit, 2 DMG
50 XP each, 300 Total
One will run at the end of battle to warn Father Behenek.
A door out of the Priest Quarters leads to the...
Interior Hallway
The Interior Hallway runs the width of the Keep and separates the back third from the rest of the Bonefort. There are two doors.  The first leads to the private quarters of Father Behenek,  the Priest who led the forces of Iuz to the Bonefort.  
If Waquonis was destroyed in the locket at the Wizard's Bazaar, then Behenek is not here.  He is in the Keep Lord's Suite.   If Waquonis lives, Behenek is here.
His bed is here, as well as a writing desk.  He has a lamp and a chest of clothing, several bottles of strong booze and some opium.  He has a demon globe containing a Maw Demon that he will use upon deciding that a fight is inevitable.  He may try to enlist the players in helping him kill Waquonis if they decide to talk first and he sees which way the wind is blowing.
Father Behenek has a large Holy Symbol of Iuz, and a copy of The Book of The Old One, which explains how Iuz was born of Iggwilv the witch and the demon Graz'zt, how he was imprisoned by Zagyg, and freed by Robliar to be slain, but escaped, and how he won the Greyhawk Wars and conquered many nations.  How he will one day conquer Oerth.  How he invites you to join him in his glory.    
Father Behenek
Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 25 ft.                     Bonus action: spend spell slot to deal an extra 10 (3d6) radiant damage on melee hit. If spell slot of 2nd level or higher, add  1d6/level
Spell save DC 13, +5 to hit with spell attacks                                                      Cantrips - Toll The Dead, Sacred Flame, Thaumaturgy                                     1st level (4 slots): Inflict Wounds, Command, Guiding Bolt                             2nd level (3 slots): Aid, Spiritual Weapon                                                         3rd level (2 slots): , Vampiric Touch, Bestow Curse                                         Skull-headed Mace: +2 to hit, 1d6  damage                                                      450 XP
Maw Demon
AC 13, Hit Points 33 Resistant: cold, fire, lightning, Immune: poison, charm, fear
Senses darkvision 60 ft.
Rampage. When it reduces a creature to 0 hp,  gets bonus action to move up to half its speed and make a bite attack.
Bite. +4 to hit, 2d8+2 piercing damage.                                                                                    
200 XP
The second door leads to The Keep Lord's Suite. This is where Zagyg's chosen commander lived in times past.  If Waquonis survived the events of the Wizard's Bazaar, then he is here. If not, then Behenek is here, as he is the lord of the Bonefort.
The suite has a small bedroom, a small study, and a large common area, with a meeting table and several chairs.  There is a door in the back to the Stairwell. At the meeting table are three representatives, Smiling Rem Renney, a ship captain of the Slave Lords out of Highport, Nurrsh, chief of the Crooked Claw Orcs in the Pomarj, and Sibasti, a Sorcerer representative of Rary of the Bright Desert.  They are making plans to destroy Greyhawk.  A map of the city is on the table. There are dots marked off where they plan to attack.  There is also a map of the Domain of Greyhawk, where various objects of power are believed to be hidden.   PCs that use stealth can overhear part of their conversation, as they plan acts of terror on Greyhawk.  If all her enemies work together, there is no way the city will stand.  
IF Waquonis is alive, he leads the meeting.  When the PCs arrive, his three guests turn on him.  
Nurrsh : You said you were strong!  Your whole keep falls to an elf, 2 women and a half blood?  Ha! You are not worthy of the Crooked Claw Orcs!
Smiling Rem : You run a loose ship, matey.  This is no good at all.  If you get yourself sorted, you know where to find me.
Sibasti : Kaedriss! It seems neither of us were content to remain good little desert girls. But you ran away, and now our people bow to me!  
They run through the door, out the back stairs to the roof.
Waquonis confronts the PC's.  What do they want?  Why must they resist the great Iuz?  They killed Father Zoreg.  And now they dare ruin his plans?  Furyondy makes him sick.  
“A nation of peasants, led by dullards and cowards.  Why defend them? They are sheep for the powerful to toy with as they will!  Are you no better than those simple fishermen, boring farmers, and fat merchants?  You worship feeble gods, Lolth, who uses you as her playthings, St. Cuthbert who prevents you from doing anything fun at all, and Boccob, a frightened old man who might as well be dead!  Now you will pay for you folly.”
If Waquonis is dead, Benehek runs the meeting, and the fight with him and the Maw demon happens here.  He says the same basic speech, but adds in
“If you had only killed Waquonis, I would thank you for getting him out of my way, but you have now ruined an alliance I had planned for months!  When I kill you, The Old One will know that I am ready to rule Greyhawk in his name!”
Waquonis
AC 11 (14 With Mage Armor) HP 49 
Spellcasting - Charisma (spell save DC 14, +6 to hit with spell attacks)          Cantrips (at will): spare the dying, eldritch blast, friends, mage hand, true strike, poison spray, vicious mockery                                             1st–5th level (3 5th-level slots): chill touch, blindness/deafness, death ward, ray of sickness, silence, fear, hold monster, aura of life, contagion, false life, witch bolt
Defy Death - on a successful death saving throw or when using spare the dying, add 1d8 plus Constitution bonus hp.  Recharges after long rest
Dagger.+3 to hit, reach 5 ft. or range 20/60 ft. 4 (1d4 + 2) piercing damage.
1,100 XP
In Waquonis’ chamber is a longsword + 1 which he looted from Axeport.  It has the crest of the Shield Lands engraved in the pommel.
The stairs lead to the...
Rooftop
If Waquonis made it to the Bonefort and just fought the PCs, The last thing they see as they climb up to the roof of the Bonefort is the representatives getting on their flying mounts and leaving for the south, in three different directions.  
Rem mounts a Giant Seagull, Sibasti a Giant Vulture, and Nurrsh a Giant Bat.  They fly off, but Sibasti circles around once more to warn Kaedriss.  Then she flies off.
“You killed my teacher.  He rescued me from being just another nomad's wife.  And one day you will pay for that.  Come home if you have the courage!”
If Waquonis died in Furyondy and the PCs just killed Behenek and the Maw Demon, then Sibasti is waiting on the rooftop to avenge Onar.  She cannot let it go.  She attacks.  When the vulture is reduced to two HP, it will circle overhead.  If Sibasti hits zero, the Vulture swoops down to save her.  
“Onar came to my village, he saw that I was a sorcerer, but no Bright Desert Man would let a woman wield power, so he saved me from their narrow minded oppression and taught me the power of the Desert Winds! It is only appropriate that I use what he taught me to avenge him!”
Sibasti
Armor Class 12 (15 with mage armor) Hit Points 44
Speed 30 ft. Skills Deception +5, Persuasion +5 Senses passive Perception 10
Spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
Cantrips (at will): blade ward, gust,* light, prestidigitation 
1st level (4 slots): feather fall, jump, thunderwave, witch bolt
2nd level (3 slots): gust of wind, invisibility
3rd level (3 slots): fly, lightning bolt
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
700 XP
Giant Vulture
AC 10 HP 22, flight 60 feet
Advantage if Ally is within 5 feet and standing
2 AT Beak +4 to hit 7 DMG, Talons +4 to Hit, 9 Damage
200 XP
Whether the PC’s fight Sibasti on the rooftop or just watch her and her two fellow representatives of hostile powers fly away, they now stand on the roof alone.  They look out over the wall and see the Free City of Greyhawk loom in the distance.  The biggest, most important city in the world.  Their enemies want it destroyed.  They have new friends there who may open up entire new worlds of influence and power.  They have maps that may be the key to magic and wealth.  Will they go back to Furyondy or go through the door that lies open, just a few miles away, in the greatest city on Oerth?
New Magic Items
Vayne’s Demon Globe (minor, rare)
A Magical Glass Eight Inch Sphere.  If thrown at the ground it shatters and releases the demon imprisoned with in it in gaseous form.  The demon grows to full size and solidity and attacks the nearest character on the next round.  
Null's Impenetrable Box (major, rare)
This item is a black box about one cubic foot in volume.  It is made of an odd black lacquered wood into which odd runes in Abyssal are carved into every surface centimeter.  It gives off strong magic and evil if detect spells are used on it. It cannot be opened by any means except by the creator of the box. It is indestructible.  In this case, the locket of the Great Kingdom (from Greyhawk Adventures) is inside it.  The soul inside the locket can normally cast magic jar, feeblemind, and animate dead but because it is inside the magical box, it cannot affect anything outside the box's walls.  The only way to open the box without it's original creator is to cast anti-magic shell. This will also negate the properties of the locket so it would have to be removed from the box and the shell for the soul inside (currently Waquonis, a Warlock of Iuz) to use it's powers to free itself from the locket.
Null's Pointing Pyramid (minor, rare)
This six inch black pyramid is made out of an odd black lacquered wood and is covered in Abyssal runes on every centimeter of it's four sides. The top two inches separate from the base and point in the direction of one Null's Impenetrable Box that is attuned to it.  It will always point to the box until it is destroyed.  It gets warm when the box is close.
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KAZIRANGA NATIONAL PARK RHINO
KAZIRANGA NATIONAL PARK RHINO
Nature hunt gives the best tour packages to explore the Kaziranga National Park Rhino at an affordable price. This packages will give you the best experience to be in between the wild animals and get a chance to click pictures of one-horned Rhinoceros from closer and other animals.
Nature Hunt is the best travel and tour agency in northeast India situated in Guwahati, Assam and offers the best tour packages with breathtaking destinations. We provide all the facilities required by our clients for your trip. We also organized all types of tour packages like wildlife safari tour, Leisure tours, Heritage tours, Tribal tours, Birding tours, and Trekking tours and the choices are yours which one you would like to pick. We cover the entire travel packages booked by you with us on your desired trip. Nature Hunt gives you the excellent travel experience covered the entire popular tourist destination in North East India without any complaints. We give our prior attention to serve you with our best services. Traveling in North East India with Nature Hunt is the best choice as our tour guide is well skilled and has wide knowledge about the places and climate condition of North East India.
Nestled in the Eastern Himalayan region houses the rich biodiversity and it is the perfect reason for the availability of various species in the Park. Kaziranga National Park Rhino is the most popular wildlife conservation in northeast India and is the famous for the conservation one -Horned Rhinoceros in India. The Park is located in Galoghat and Nagaon districts of Assam and the most significant wildlife sanctuary and has been declared as a world heritage site by UNESCO in 1985. The park has the Tropical moist mixed deciduous forest and semi-evergreen forest primarily covers the area of the Park and also the grassland and jungle in the park.
Kaziranga National Park  Rhino protected area was built in 1904 due to the interest of Lady Curzon, the wife of Lord Curzon, the Viceroy of India under the British Rule. When the Lady failed to see a single Rhinoceros during her visit, she persuaded the Viceroy to draw the protection of the forests and the wildlife. The park became Reserve forest in 1908 and during 1974 the Assam government the Park as the National Park. When you enter the park you can see the vibrant environment and wild animals playing in the natural Habitat. In Kaziranga National Park you can experience an elephant safari and jeep safari which is the best adventure in Park and the best place to watch several species of bird during birds watching season.
Kaziranga National Park is the popular home for the one-horned Rhinoceros, which has about 2200 Rhinos are roaming in the land of the Kaziranga National Park. The park also preserves Tiger and it was declared as a Tiger reserve from 2006. Besides from this the Park in the home of rare and endangered species like elephant, Swamp Deer, Hispid Hare, Gangetic Dolphin, Wild Buffalo, Golden Langur, Hoolock Gibbon, Stump-tailed Macaque, and Pig-tailed Macaque. The park continues to be the highest breeding in Elephant. Swamp deer and wild water buffalo.
The park has the flourished growth of tall elephant trees, marshland and dense tropical moist broadleaf forest which give the park an evergreen looks. The greenish cover of the Park looks like heaven on earth with rare and endangered species roaming around the park adds more to the park. November to April is the best time to visit the Kaziranga National Park Rhino when the weather is clear and one sees the Rhino roaming in the green field of the Park and spotting other animals which become easier during summer.
If you are like to visit the Kaziranga National Park Rhino for your holiday then Nature Hunt is the best choice for you to guide you and provide you with a comfortable stay.  To know more information about us then you can email us or can contact us in the given below address. You can also visit our website naturehunttours.com.
Nature hunt  Tour N Trek
House No: 96 Near EXCEL Centre Borthakur Mill Road Ulubari,
Guwahati – 781 007 Assam, India
Contact no-+9197060 48801, +9199575 77417
0361 2450330 (Office Landline)
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jessemcdonnellq86 · 6 years
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Heli-Hogging: Fighting America’s Pig Problem Through the Air
Heli-Hogging: Fighting America’s Pig Problem Through the Air
America has a hog problem. And it’s going to get worse before it gets any better. What started as a nuisance for Southern landowners has grown into a full-fledged epidemic as wild hog populations have spread like wildfire throughout the Deep South and California. Conservative estimates put the total US population at 6 million. Females are able to reproduce at just six months old, and can have two litters of six to eight (and often as many as 12) piglets every year.
Here’s what feral hogs can do to a yard in just a few hours
Unchecked, the hog population can TRIPLE every three years.
But it gets so much worse. Wild hogs wreak havoc on their ecosystem. They kill fawns and young livestock. They destroy crops. They outcompete native species for food. They turn fields of grass and vegetation into mud pits. And when they exhaust all available food from an area, they move on to a new one, repeating the process and leaving decimated land in their wake. The US Department of Agriculture estimates that hogs cost an estimated $1.5 billion each year in damages and control costs.
While the hog epidemic has caused problems for farmers and landowners, it has also created a unique opportunity for hunters. In many southern states, hogs may be taken year-round on private property with no bag limit (check state laws first). Spot-and-stalk hunting, stand hunting, baiting and trapping are all viable and all fun.
But the MOST fun? It’s gotta be heli-hoggin’.
If you’ve never heard of it, buckle in. For a fee, you can experience the once-in-a-lifetime thrill of sitting in a helicopter gunner seat while a skilled pilot takes you to known hog hang-outs and lets you blast away at moving targets.
Hili-Hogging is among the hottest new destination hunting opportunities available in the US, and trips are often booked months in advance. You call one of guide services and arrange a time and place. Hunts can take flight over privately-owned land (with owner permission), and many guide services have their own hunting grounds. Pork Choppers Aviation, for example, has over 100,000 acres…so no matter what, you’ll be covering a lot of ground. Most guides make it a point to fly over dense brush in river bottoms, cultivated land, mesquite, and other types of terrain to give you as much variety as possible. A select few services even allow you to heli-hunt your own land!
You can bring your own magazine-fed AR or shotgun, but pretty much every company is willing to provide you a fully-kitted AR and all the ammo you can shoot. When you arrive, expect to take both a helicopter safety course and an aerial gunnery course.
Typically, you’ll be going up two at a time in a Robinson R22 or R44 helicopter, as they’re agile and fast. Pilots are typically very skilled and experienced, and—*most* of the time—you can expect to have the opportunity to kill 20 hogs in two hours. Companies like Pork Choppers Aviation will even record the hunt and edit the video for you! That way you’ll have something to show your friends when you’re bragging.
As for what happens to the dead hogs, some companies leave the meat to the vultures and other scavengers. Some companies donate it. As a general rule, you’re not going to get the best-tasting boar from a helicopter shoot: once the adrenaline courses through the meat, it becomes tough. And nothing gets a hog’s adrenaline pumping like being chased by a helicopter. Point being, you’re not going to get much meat out of the deal. But that’s about the only downside.
Imagine it. The heart-pounding excitement as the chopper’s blade spools up. The rush of skimming the tree tops and watching hogs flush from the relative safety of cover. And you, dumping mag after mag into the invasive animals below. There’s nothing like it.
It’s an opportunity to have some good-old American fun while also helping the environment. And the silver lining? Heli-hoggin’ has brought quite a few tourism dollars to the state of Texas. Companies like HeliBacon, a guide service operating out of Bryan, Texas, are helping Texans offset the cost of hog management while offering shooters and hunters a once-in-a-lifetime experience.
https://ift.tt/2HAv19n
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jamespdsolmcc09 · 6 years
Text
Heli-Hogging: Fighting America’s Pig Problem Through the Air
Heli-Hogging: Fighting America’s Pig Problem Through the Air
America has a hog problem. And it’s going to get worse before it gets any better. What started as a nuisance for Southern landowners has grown into a full-fledged epidemic as wild hog populations have spread like wildfire throughout the Deep South and California. Conservative estimates put the total US population at 6 million. Females are able to reproduce at just six months old, and can have two litters of six to eight (and often as many as 12) piglets every year.
Here’s what feral hogs can do to a yard in just a few hours
Unchecked, the hog population can TRIPLE every three years.
But it gets so much worse. Wild hogs wreak havoc on their ecosystem. They kill fawns and young livestock. They destroy crops. They outcompete native species for food. They turn fields of grass and vegetation into mud pits. And when they exhaust all available food from an area, they move on to a new one, repeating the process and leaving decimated land in their wake. The US Department of Agriculture estimates that hogs cost an estimated $1.5 billion each year in damages and control costs.
While the hog epidemic has caused problems for farmers and landowners, it has also created a unique opportunity for hunters. In many southern states, hogs may be taken year-round on private property with no bag limit (check state laws first). Spot-and-stalk hunting, stand hunting, baiting and trapping are all viable and all fun.
But the MOST fun? It’s gotta be heli-hoggin’.
If you’ve never heard of it, buckle in. For a fee, you can experience the once-in-a-lifetime thrill of sitting in a helicopter gunner seat while a skilled pilot takes you to known hog hang-outs and lets you blast away at moving targets.
Hili-Hogging is among the hottest new destination hunting opportunities available in the US, and trips are often booked months in advance. You call one of guide services and arrange a time and place. Hunts can take flight over privately-owned land (with owner permission), and many guide services have their own hunting grounds. Pork Choppers Aviation, for example, has over 100,000 acres…so no matter what, you’ll be covering a lot of ground. Most guides make it a point to fly over dense brush in river bottoms, cultivated land, mesquite, and other types of terrain to give you as much variety as possible. A select few services even allow you to heli-hunt your own land!
You can bring your own magazine-fed AR or shotgun, but pretty much every company is willing to provide you a fully-kitted AR and all the ammo you can shoot. When you arrive, expect to take both a helicopter safety course and an aerial gunnery course.
Typically, you’ll be going up two at a time in a Robinson R22 or R44 helicopter, as they’re agile and fast. Pilots are typically very skilled and experienced, and—*most* of the time—you can expect to have the opportunity to kill 20 hogs in two hours. Companies like Pork Choppers Aviation will even record the hunt and edit the video for you! That way you’ll have something to show your friends when you’re bragging.
As for what happens to the dead hogs, some companies leave the meat to the vultures and other scavengers. Some companies donate it. As a general rule, you’re not going to get the best-tasting boar from a helicopter shoot: once the adrenaline courses through the meat, it becomes tough. And nothing gets a hog’s adrenaline pumping like being chased by a helicopter. Point being, you’re not going to get much meat out of the deal. But that’s about the only downside.
Imagine it. The heart-pounding excitement as the chopper’s blade spools up. The rush of skimming the tree tops and watching hogs flush from the relative safety of cover. And you, dumping mag after mag into the invasive animals below. There’s nothing like it.
It’s an opportunity to have some good-old American fun while also helping the environment. And the silver lining? Heli-hoggin’ has brought quite a few tourism dollars to the state of Texas. Companies like HeliBacon, a guide service operating out of Bryan, Texas, are helping Texans offset the cost of hog management while offering shooters and hunters a once-in-a-lifetime experience.
https://ift.tt/2HAv19n
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Enjoy Best Hunting Experience with Top Hunting Clubs
Are you finding it tough to identify a hunting destination? You must look for the best hunting preserves that offer the congenial and enjoyable environment for the hunters. It is not a difficult thing to identify a good hunting destination if you are prepared to do some research.
Best hunting experience and bringing families together
What distinguishes best hunting clubs from substandard ones? The simple answer is that best clubs are an all inclusive hunting destination. They do not charge a membership fee or initiation fee and individual pricing is offered for all hunts. There is no need to worry about the Hunting season CA. At top clubs, you get a lot of options to experiment with. In the morning, you can hunt ducks and geese and in the afternoon, there are pheasant and chukar to hunt. In order to avoid the element of monotony, you have the option of hunting dove in the evening. These types of services can only be associated with premier hunting clubs and they make sincere and committed efforts to make the hunting process an unforgettable experience for every customer. Moreover, these destinations bring families together in the outdoors.
Repeat customers and great working relationships
Bird hunting in Nevada becomes a memorable experience and once you enjoy the facilities available in the best clubs, you become a repeat customer. When you conduct research online, you can easily find that most of our hunters are repeat customers and they keep on visiting these clubs repeatedly. Top destinations strive hard to develop excellent hunting relationships with all of their clients.
Enjoy the best turkey hunting California experience
You can make your turkey hunting experience amazing with the best clubs. Top destinations offer guided spring turkey hunts that will get your heart pumping racing and you will definitely come back for more. Most importantly, you can expect a high success rate and each hunt gets you up very close and personal with these animals. More than 90% of shots can be within 30 yards and all these turkey hunts are completely guided as well. The properties of the best clubs are top class and you are not going to find them over-hunted. It does not matter whether hunting turkey on the move or out of a ground blind; the aim of the club is to take you into a position for taking a kill shot at its best. It can be described as an experience that you do not want to miss and you can visit the website of the top clubs to find out what exactly they offer.
Garcias Hunting Preserve is the most attractive and reliable hunting destination in the US and they offer amazing experience for their customers. Special packages are offered for loyal customers and the price structure for all customers can be described as highly affordable. When it comes to hunt options, you can find excellent variety and they include pheasant hunting, chukar hunting, guided waterfowl hunts, dove hunts, spring turkey hunts, wild pig hunts and many more.      
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kuwahuru · 5 years
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Gombe National Park
Gombe National Park (often, but incorrectly, called "Gombe Stream National Park") is located in western Kigoma Region, Tanzania, 10 miles (20 km) north of Kigoma, the capital of Kigoma Region on the western border of Tanzania and  Congo. Established in 1968, Gombe is one of the smallest national parks in Tanzania, with only 13.5 square miles (35 km2) of protected land along the hills of the eastern shore of Lake Tanganyika Situated on the wild shores of Lake Tanganyika, Gombe Stream is an untamed place of lush forests and clear lake views. Hiking and swimming are also popular activities here, once the day’s expedition to see the chimpanzees is over. Gombe Stream’s main attraction is obviously the chimpanzee families that live protected in the park’s boundaries. Guided walks are available that take visitors deep into the forest to observe and sit with the extraordinary primates for an entire morning — an incredible experience and one that is the highlight of many visitors’ trips to Africa. Besides chimpanzee viewing, many other species of primates live in Gombe Stream’s tropical forests. Vervet and colobus monkeys, baboons, forest pigs and small antelopes inhabit the dense forest, in addition to a wide variety of tropical birdlife. An excited whoop erupts from deep in the forest, boosted immediately by a dozen other voices, rising in volume and tempo and pitch to a frenzied shrieking crescendo. It is the famous ‘pant-hoot’ call: a bonding ritual that allows the participants to identify each other through their individual vocal stylizations. To the human listener, walking through the ancient forests of Gombe Stream becomes a spine-chilling outburst which is also an indicator of imminent visual contact with man’s closest genetic relative: the chimpanzee. Gombe is the smallest of all the Tanzania’s national parks: a fragile strip of chimpanzee habitat straddling the steep slopes and river valleys that hem in the sandy northern shore of Lake Tanganyika. Its chimpanzees – habituated to human visitors – were made famous by the pioneering work of Jane Goodall, whom in 1960 founded a behavioural research program that now stands as the longest-running study of its kind in the world. The matriarch Fifi, the last surviving member of the original community – that was only three-years old when Goodall first set foot in Gombe – is still regularly seen by visitors. Chimpanzees share about 98% of their genes with humans, and no scientific expertise is required to distinguish between the individual repertoires of pants, hoots and screams that define the celebrities, the powerbrokers, and the supporting characters. Perhaps you will see a flicker of understanding when you look into a chimp’s eyes, assessing you in return – a look of apparent recognition across the narrowest of species barriers. The most visible of Gombe’s other mammals are also primates. A troop of beachcomber olive baboons, under study since the 1960s, is exceptionally habituated, whereas the red-tailed and red colobus monkeys – the latter regularly hunted by chimps – stick to the forest canopy. The park’s 200-odd bird species range from the iconic fish eagle to the jewel-like Peter’s twinspots that hop tamely around the visitors’ centre. After dusk, a dazzling night sky is complemented by the lanterns of hundreds of small wooden boats, bobbing on the lake like a sprawling city. About Gombe Stream National Park Size: 52 sq km (20 sq miles), Tanzania’s smallest national park. Location: 16 km (10 miles) north of Kigoma on the shore of Lake Tanganyika in western Tanzania. Getting there Kigoma is connected to Dar and Arusha by scheduled flights, to Dar and Mwanza by a slow rail service, to Mwanza, Dar and Mbeya by rough dirty roads, and to Mpulungu in Zambia by a weekly ferry. From Kigoma, local lake-taxis take up to three hours to reach Gombe, or motorboats can be chartered, taking less than one hour. Best time to visit Chimpanzee can be trekked throughout the year. However, for plants /insects and better chimpanzee spotting, the best time is during wet season (November to mid May) and for the best photo taking (May to October). From Kigoma, local lake-taxis take up to three hours to reach Gombe, or motorboats can be chartered, taking less than one hour. What to do Chimpanzee trekking; hiking, swimming and snorkeling; Visit the site of Henry Stanley’s famous “Dr Livingstone I presume” at Ujiji near Kigoma, and watch the renowned dhow builders at work Accommodation 1 new luxury tented lodge, as well a self-catering hostel, guest house and campsites on the lakeshore. Read the full article
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Tanzania Adventure Safari- Top Things to Do and Explore
One of the Africa’s top safari destinations- Tanzania is a home to many well-preserved wildlife reserves and national parks. On a guided Tanzania adventure safari, you will get an opportunity to visit some of the most popular national parks and wildlife reserves to see a wide variety of stunning wildlife in their natural habitat. The wildlife-filled game parks and the Africa’s tallest mountain- Mount Kilimanjaro in Tanzania attracts a huge number of tourists, nature lovers, and adventure enthusiasts to enjoy a memorable safari tour.
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Are you planning to make Tanzania your next safari destination? Do you want to know about the top things to do or explore on your Tanzania safari holiday? Here are the clues for these questions on Tanzania Adventure Safari ;
1. Enjoy Climbing Africa’s Highest Peak-Mt. Kilimanjaro:
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The world’s tallest free-standing mountain and Africa’s highest peak, Mount Kilimanjaro offers six trekking or climbing routes to access the summit. Climbing the Mount Kilimanjaro is considered to be one of the favorite things to do in Tanzania on an adventure safari tour that will take you to the picturesque summit through a scenic, natural trail. Do not forget to get the assistance of a professional guide, warm hiking clothes and essential hiking or climbing gear to enjoy an exciting climbing or hiking adventure.
2. Game Drive at the Ngorongoro Conservation Area:
A UNESCO World Heritage Site- Ngorongoro Conservation Area in Tanzania gives you a chance to indulge in an adventurous game drive. The best thing about this conservation area is- here you can spot the Big Five (African Lion, Elephant, Cape Buffalo, Leopard, and Rhino). This conservation area has the largest unflooded and unbroken crater in the world and a home to some of the densest population of wildlife. On your game drive at the Ngorongoro Conservation Area, you are guaranteed to encounter loads of animal species that will offer a breathtaking visual spectacle.
3. Explore the Vast Plains of Serengeti National Park:
The Serengeti National Park in Tanzania is one of the best places to explore on your adventure safari tour. This national park is world famous for the greatest wildlife spectacles-annual Great Migration, which takes place between the Mara reserve (Kenya) and Serengeti. Riding on a 4×4 safari vehicle, you can conveniently explore the vast Serengeti National Park to view an immense array of wildlife and enjoy the quintessential African safari experience. Your Tanzania Adventure Safari tour remains incomplete without this ;
4. Visit the Gombe Stream National Park:
This national park has an impressive biodiversity, which makes it one of the Tanzania’s most popular tourist attractions and safari destinations. The high levels of diversity make the Gombe Stream National Park a home for chimpanzees, primates, olive Tanzania Adventure Safari baboons, vervet monkeys and red-tailed monkeys. You can trek along this park to spot the chimpanzees, encounter hippos, bush-pigs, leopards and over 200 bird species.
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To have the utmost fun and make your Tanzania adventure safari tour a safe and memorable one, you can rely on a reputable local tour operator- Blackfaced Vervet Adventure. Our aim is to provide unique services and Tanzania tour packages like beach holidays, mountain climbing, adventure safaris, honeymoon holidays and more that can be customized as per the client’s requirement and budget.
  Lake Eyasi Is a seasonal shallow endorheic salt lake on the floor of the Great Rift Valley at the base of the Serengeti Plateau, just south of the Serengeti National Park and immediately southwest of the Ngorongoro Crater in the Crater Highlands of Tanzania. The lake is elongated, orientated southwest to northeast, and lies in the Eyasi-Wembere branch of the Great Rift Valley.
In lake Eyasi we can learn the cu;lture of Hadzabe who live by hunting and you will have a time tp practice it also the we can also see the Datogo the iron smith people and learn how they make some of the bracelets. You will have sometime watching birds of different kind and listen to their beautiful songd
Lake Natron
Lake Natron is a salt and soda lake in the Arusha Region of northern Tanzania. The lake is close to the Kenyan border and is in the Gregory Rift, which is the eastern branch of the East African Rift.[1] The lake is within the Lake Natron Basin, a Ramsar Site wetland of international significance
Millions of flamingos are moving each year are coming from all over east Africa for hatching their eggs from August to October each year! Also you can have sometimes vising the waterfalls and have great walking at the highlands
Selous Game reserve
The Selous Game Reserve is one of the largest faunal reserves of the world, located in the south of Tanzania. It was named after Englishman Sir Frederick Selous, a famous big game hunter and early conservationist, who died at Beho Beho in this territory in 1917 while fighting against the Germans during World War I.
The reserve covers a total area of 54,600 km2 (21,100 sq mi) and has additional buffer zones. Within the reserve no permanent human habitation or permanent structures are permitted. All (human) entry and exit is carefully controlled by the Wildlife Division of the Tanzanian Ministry of Natural Resources and Tourism. Some of the typical animals of the savanna (for example African bush elephants, black rhinos, hippopotamus, Masai lions, East African wild dogs, cheetahs, Cape buffaloes, Masai giraffes and crocodiles) can be found in this park in larger numbers than in any other African game reserve or national park.
Tarangire National Park
Tarangire National Park is the sixth largest national park in Tanzania, it is located in Manyara Region. The name of the park originates from the Tarangire River that crosses the park. The Tarangire River is the primary source of fresh water for wild animals in the Tarangire Ecosystem during the annual dry season. The Tarangire Ecosystem is defined by the long-distance migration of wildebeest and zebras. During the dry season thousands of animals concentrate in Tarangire National Park from the surrounding wet-season dispersal and calving areas.
Tarangire National park is famous with elephant family and also baobab trees which attract more tourist each year and it’s good scenery and nature give a good climate. Tarangire national park also called small Serengeiti because of its climate of short grass and not much trees so you will have time to see animals well
Ruhaa National park
Ruaha National Park is the largest national park in Tanzania. The name of the park is derived from the Great Ruaha River, which flows along its south eastern margin and is the focus for game-viewing. The park can be reached by car on a dirt road from Iringa and there are two airstrips – Msembe airstrip at Msembe (park headquarters), and Jongomeru Airstrip, near the Jongomeru Ranger Post
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The park is famous with large elephants populations about 34,000 and 517 species of birds, Other noted animals found in this park are cheetah, African leopard, lion (Africa’s second largest population, representing 10 percent of the world population), African wild dog (third largest population in the world), spotted hyena, giraffe, hippopotamus, African buffalo, and sable antelope. The best times to visit for predators and large mammals is during the dry season (May–December) and for birds and flowers, during the wet season (January–April) .
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