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D&D Act Three Scene II - The Quiet Country

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  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard puts #1's backpack back on him. He waves goodbye and heads back the way he came.


  • Closed Accounts Posts: 16,707 ✭✭✭✭Tigger


    Goodie has 8,000 on him before the treasure and 4K from his split so he gives 10,000 to the village to start a fund to attract new villagers back.


    Now we go kill you’re nightmare


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    The people rename the village Goodiebrook in honour of its most famous citizen and quickly begin trying to attract new blood.

    OOC: sKeith and Tigger I can run you lads tonight.

    Goodie now Level 9 Halfling Master and Level 8 Ranger

    Level 8 Ranger gives access to druid spells, see AEC. You can also make six attacks over two rounds, split between the rounds as you want.

    Level 9 Halfling master grants access to the following spells:
    1. Cure Light Wounds
    2. Hold Animal
    3. Obscure
    4. Remove Fear
    5. Resist Fire
    6. Sleep
    7. Snake Charm
    8. Speak with Animals
    9. Water Walking

    Water Walking
    Level: 2
    Range: 0 (Master or creature touched)
    Duration: 1 round per level of caster

    Effect: Enables one being to walk upon the surface of any liquid or thin ice. This spell enables a Master, or another
    creature deliberately touched during the spellcasting, to walk upon the surface of any liquid, and other semi-solid surfaces
    such as mud and ice. The spell actually supports the being on a cushion of force just above the liquid so that the being
    will not actually come into contact with the substance. The spell has no effect upon gases and does not guard against
    the effects of severe heat or cold. The Master will feel how much time he or she has left before the spell expires. Unless
    the Master tells a non-Master empowered by this spell to walk upon liquids how much time is left, the magic will end
    without warning. Rough and agitated liquids can be walked, run, or slid across without fear of submergence.


  • Closed Accounts Posts: 16,707 ✭✭✭✭Tigger


    So we head for the chaotic magic place

    Ook right keithy


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    ooc: yep..


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  • Closed Accounts Posts: 16,707 ✭✭✭✭Tigger


    The group go tondevil bear place
    I lead


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    ooc: dragvil.. say it .. lol


  • Closed Accounts Posts: 16,707 ✭✭✭✭Tigger


    sKeith wrote: »
    ooc: dragvil.. say it .. lol

    devilbear


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Getting through the Blight mountains is easy enough and the shire even easier. They need to stop at nightfall, but the night passes without trouble.

    By early morning the next day, they arrive at the old oak tree with the cult lair's entrance dug into the hill beside it. The flowers in front of the door are slightly rotted.


  • Closed Accounts Posts: 16,707 ✭✭✭✭Tigger


    Fourier wrote: »
    Getting through the Blight mountains is easy enough and the shire even easier. They need to stop at nightfall, but the night passes without trouble.

    By early morning the next day, they arrive at the old oak tree with the cult lair's entrance dug into the hill beside it. The flowers in front of the door are slightly rotted.

    Ok we back up to 70 feet away and spread out
    Explosive arrow to the door


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  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard tastes the flowers, not eat, taste.


  • Closed Accounts Posts: 16,707 ✭✭✭✭Tigger


    sKeith wrote: »
    Ekbard tastes the flowers, not eat, taste.

    Ook Obviously I don’t shoot till he’s finished being wierd


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Ekbard tastes the flowers. Just very rotted, but nothing more.

    The arrow blows open the door revealing an old clerical style office, now in ruins from the explosion. A door at the back of the office leads north into the lair.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard casts detect evil.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Ekbard detects at least twenty evil presences in the room to the North.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard say, " I detect plenty of bad guys inside, a legion of them"


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard sends his undead in first. Then waits.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    The undead enters, but there are no sounds of a struggle.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard follows in


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Ekbard enters a large circular lecture theatre with a crowd of ghosts arguing the finer points of the Bumblebear faith. They seem not to notice him.


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  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard addresses the ghosts, "hello chaps, how are you today? what can you tell be about this abomination you created?"


  • Closed Accounts Posts: 16,707 ✭✭✭✭Tigger


    Fourier wrote: »
    Ekbard enters a large circular lecture theatre with a crowd of ghosts arguing the finer points of the Bumblebear faith. They seem not to notice him.

    I stay outside and keep sketch
    Concealed wtc


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    ooc: keep the other halflings entertained.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    sKeith wrote: »
    Ekbard addresses the ghosts, "hello chaps, how are you today? what can you tell be about this abomination you created?"
    "Obviously the honey mine is not literally infinite otherwise the average value of each drop of honey would approach zero"

    "Unlikely, remember Kluxty's argument of preserved value, he argues, in volume three that..."

    They continue as if Ekbard didn't exist.

    Five doors lead out of the room. One West, One North, Two East and the way they came in to the South.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard makes a count of the ghosts he can see.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    He then heads to the east and asks #1 to open the first door they come accross.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    The door leads to pretty cold corridor with a transparent floor. Beneath the floor they can see gems. This West-East corridor continues for about 20' before intersecting one running North-South.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Ekbard does not go further that way, he goes to the next east door and asks #1 to again open it.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    OOC: Save against spell.


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  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    When the door is opened a normal enough looking corridor is present. However something seems off to Ekbard, the corridor is not lit realistically. He breaks the illusion. In truth the place is a long lab littered with monster corpses, long dead.

    There are no other doors out of the lab aside from this entry one.


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