By Richard Paul Evans
The hair-raising motion keeps for Michael Vey during this charged 3rd installment of the number one New York Times bestselling series.
Michael, Taylor, Ostin and the remainder of the Electroclan have destroyed the most important of the Elgen Starxource vegetation, yet now they're scattered around the Amazon jungle. The Elgen have joined forces with the Peruvian military to trap the Electroclan, and purely Michael has controlled to stay unfastened. together with his acquaintances because of stand trial for terrorism—a cost which could hold the dying penalty—Michael will want all his wits and his skills if he's to save lots of them.
Meanwhile, at the different aspect of the realm, Dr. Hatch and his unswerving electrical young children have seized keep watch over of the E.S. Ampere—the tremendous yacht the Elgen use as their headquarters. With the Elgen fleet now less than his regulate, Hatch heads again to Peru to choose up his military after which commence his quest for worldwide domination.
Michael should loose his associates then be able to prevent Hatch, however the association in the back of the mysterious voice that has guided him so far has been compromised. Hatch understands Michael and the Electroclan are coming. And he's prepared for them.
Can the Electroclan win the conflict of the Ampere? Or has Michael's good fortune eventually run out?
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Extra info for Battle of the Ampere (Michael Vey, Book 3)
First of all, it is triple locked, end there is a -3 penalty to any open locks rolls for all three because of their masterful construction. The keys have been sent separately to Lalali-Puy for security purposes. Once the locks have been opened, there is a magical shock trap on the coffer, which will inflict 6d10 dice of electrical damage on anyone other then Lalali-Puy who attempts to open the coffer and 3d10 points to anyone within ten feet (save versus paralyzation for half damage). If, after all this, the PCs still want to open the coffer, they will be disappointed to find an exceedingly ordinary necklace inside.
Quarter is neither asked nor given. Role-playing in such a merciless melee is minimal at best. Statistics. The various raiders and caravan defenders are given here. The PCs will fight their nearest enemies, then go on to the next. Human Raiders and Human Guards: AL N; AC 10; MV 12; HD 4d10; hp 26; THAC0 17; #AT 1; Dmg 1d6; SZ M; ML 12; XP 15 Elven Raiders: AL CN; AC 10; MV 12; HD 5d10; hp 34; THAC0 16; #AT 1; Dmg 1d6; SD Surprise foes; SZ M; ML 13; XP 35 Thri-kreen Raider: AL N; AC 5; MV 18; HD 6+3; hp 25; THAC0 13; #AT 5; Dmg 1d4/1d4/1d4/1d4/1d4+1; SA Paralyzation; SD Dodge missiles; SZ L; ML 17; XP 1,400 Semponius of Asticles, leader.
The various raiders and caravan defenders are given here. The PCs will fight their nearest enemies, then go on to the next. Human Raiders and Human Guards: AL N; AC 10; MV 12; HD 4d10; hp 26; THAC0 17; #AT 1; Dmg 1d6; SZ M; ML 12; XP 15 Elven Raiders: AL CN; AC 10; MV 12; HD 5d10; hp 34; THAC0 16; #AT 1; Dmg 1d6; SD Surprise foes; SZ M; ML 13; XP 35 Thri-kreen Raider: AL N; AC 5; MV 18; HD 6+3; hp 25; THAC0 13; #AT 5; Dmg 1d4/1d4/1d4/1d4/1d4+1; SA Paralyzation; SD Dodge missiles; SZ L; ML 17; XP 1,400 Semponius of Asticles, leader.