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Aftermath - Campaign after the War
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<blockquote data-quote="Rybaer" data-source="post: 1096" data-attributes="member: 118"><p>Adventure #4 - Shadykin's School for Arcane Arts and Magical Sciences</p><p></p><p>Session #4.1 – The Welcoming Committee or “Let Yourselves In, the Door is Unlocked.”</p><p></p><p></p><p>So, ten minutes after striking camp and mounting up, the group finds that the road heading north leads directly into a huge open field in the middle of the forest. Centered in the roughly circular clearing is a massive building or complex built primarily of stone. Three tall towers loomed over a thirty-foot high wall. The road led up to a gatehouse of some manner with two enormous double doors constructed of wood. To the left of the entrance were two large, rectangular buildings set at odd angles that both joined up with the wall – between which was an unusual curved section of wall done seemingly all in dark glass that started fifteen feet above ground and went up to the top. </p><p></p><p>Perhaps the most noteworthy feature of the complex was the golden dome. From their location they could only see part of it, but it looked as through a perfectly smooth hemisphere comprised of pure gold was attached to the other structures around the back left corner. It’s top had to be at least seventy feet above the ground, making it tower above all but the towers. The group saw no signs of activity, but also no immediate signs of danger. Deciding on caution, they made broad circuit of the complex, staying at the wood line.</p><p></p><p>While walking around it, they noted a couple other things. The tallest of the three towers, which was opposite the gate house (the only apparent entrance they could find), had a sizable bit of the top couple floors destroyed. While it was too far to make out any details of the insides of the tower, one feature was quite visible – a seemingly perfect sphere that had a mirrored surface. It appeared to be about ten feet in diameter and sitting (?) amongst the rubble. Boaz, while making the circuit with the others, thought that he caught a glimpse of movement in one of the high windows in the northernmost tower (between the golden dome and the damaged tower), but he couldn’t be certain.</p><p></p><p>Not seeing any immediate threats, they decided to take the direct approach and went to the front door and knocked. No answer. There was a sign over the door proclaiming this to be “Shadykin’s School for Arcane Arts and Magical Sciences,” but it was otherwise looking pretty desolate. The double doors had handles which they tried and found to be unlocked. Within was a largish rectangular room with a worn flagstone floor. Magical light from an unknown source kept the room dimly lit. Set in each of the other three walls were another set of massive double doors identical to the ones they had just opened, though these were closed. The room was otherwise empty. Walking up to the set directly opposite the ones they’d entered, they opened them and found themselves looking into an exact replica of the room they were already in…so identical, in fact, that there was another set of themselves that they were viewing from behind. Much like having a video camera shooting footage of a television that it has a live feed going into, they were looking in on themselves from behind.</p><p></p><p>One of them tried walking through the door and found that he essentially reappeared back at the front entrance without having experienced any sensation of moving there. They opened one of the side doors and found that when doing so it caused the other set of side doors to open as well. Sure enough, going through one of the side doors led right back in the other side. The only time they didn’t reappear in the room after going through a door was when they went back out the way they came in…this always led back outside, regardless of how many times they had walked through the other doorways.</p><p></p><p>They tried countless iterations and tricks of jumping and walking through doors, opening and closing in certain combinations, and so on, but could not seem to get through. Finally, Zalman cast levitate on Nigel and sent him up the side of the wall to have a look. The wall itself was narrow on top, not much more than about two feet, and it had two lines of razor sharp metal sticking up (presumably to slice through any rope and grappling hooks that tried to get over that way). Beyond the wall, Nigel saw a large courtyard full of trees, a meandering stream and a waterfall. He saw nothing else moving, though, so he let himself down to ground level inside the courtyard where the doors were open and he could see his comrades. They, however, could see nothing but the recursive inside of the gatehouse. He walked into the gatehouse and again found himself seeing nothing but endless gatehouses through each of the exits.</p><p></p><p>Rurik, through a bit of luck and dwarven aptitude for things stone, noticed a slight irregularity with the flagstones in the gatehouse floor. Placing his head at ground level, he noticed that some of the stones were more settled than others, as if a path had been worn through here with the hauling of heavy materials. From the front entrance, the path turned to the left doors. Another path went from the doors on the right to the doors opposite the entrance. Deciding to give this a shot, a couple of them tried walking the path from the front door through the left, then continuing from where they appeared at the right door through the far door. Nothing happened. They were still in the gatehouse. They tried it once more, and this time found that instead of another recursion of the gatehouse, the far set of doors opened into the green courtyard beyond. Relieved, the others quickly followed the same technique and were all through. (The horses had been left outside the gatehouse for the time being.)</p><p></p><p>The inner courtyard was spacious and pleasant, aside from being somewhat overgrown. A waterfall began against the far outer wall, the water appearing in midair. From there it became a small stream that meandered through the yard, pausing briefly in a number of pools and running under several small foot bridges before finally disappearing in a whirlpool near the gatehouse. Trees and other shrubbery dotted the rest of the yard, but there was no evidence of any recent efforts to control or trim back their growth. Some tracks (small humanoid in nature) could be seen leaving the gatehouse area.</p><p></p><p>Shortly after entering the quiet courtyard, they noticed that the door to the north tower on the opposite side of the courtyard (the one in which Boaz claimed to have seen motion in one of the upper floor windows) had opened and a lovely female elf wearing leather armor and equipped with a scimitar came out. She seemed shaken and surprised to see them. Calling out, she asked for their assistance. Her friends, she claimed, were being overwhelmed in the tower by large creatures she was unable to identify. Most of the group hurried over to the tower to offer assistance, but a couple were less enthusiastic - sensing that something was amiss.</p><p></p><p>Inside the tower, she indicated a trapdoor in the floor with a ladder leading down. The only other features of the room were a couple large stone statues and the crumbled remains of a staircase that once led up before being blocked off. Not waiting for everyone to catch up, she hurried down the ladder and off into the darkness below. While a Boaz and Rurik went down the ladder into a dark hallway, they stopped there, wondering where she had gone off to. The others, meanwhile, had entered the main floor of the tower but had not yet proceeded down the ladder when the main door slammed shut behind them. A couple of thuds quickly followed, presumably the large statues that had been outside on either side of the door were now leaning up against it, trapping them within. While most of the group tried to follow the elf in the dark tunnel, Nigel remained above, poised to attack any who might try to reenter the tower.</p><p></p><p>Below, the trapdoor led to a hallway went in only one direct and shortly made a left turn. At the turn, there was a door to the right and one a short way off to the left. Neither Boaz nor Rurik had heard a door shut behind the elf, further increasing their suspicions and curiosity. They opened the door to the right and found a small room piled high with junk - mostly old weapons, armor, and cookware...all metal. At the next door, they heard a very faint bit of scraping. Deciding to take whatever threat might be there head on, they opened the door and charged in. Two rust monsters (though most of the group were unaware of their nature) awaited them in a largely empty rectangular room with one other door set in the far wall. Amblin and Boaz took the frontal assualt with Rurik right behind. Zalman and Kisty took up positions further back. Things were going well initially, with the fighter dealing one a vicious blow. However, with his second attack, his (newly acquired) magic great sword assumed a new form (pile of rust), and things were suddenly not looking as good. The fighter’s armor was the next thing to go when it was tagged by the rust monster he’d already softened up. Rurik’s warhammer likewise turned to rust upon striking one of the beasts. Between the monk's fists, the rogue's sling stones, and the wizard's spells and (wood) staff, they were quickly finished off.</p><p></p><p>After re-equipping with crude gear from the store room back down the hall, the group proceeded to the door in the opposite wall of the room. Kisty checked the door and found that it was locked. While picking it, she set off a trap that she had overlooked, and got hit with a couple of needles (fortunately not poisoned). Beyond the door was a short hall that turned to the right. The monk offered to lead the way and managed to set off another trap, a sharp blade that swing out from the wall and hit his leg causing a small gash. The short hall ended at another door that Kisty spent extra time carefully searching for traps. It was easily picked and opened to a smaller room with a door and two rough cut passages in the earth. While looking around, Kisty noticed that there was a trap on the floor right in front of the door. Unsure of the nature of it, she marked around the edges of it in chalk. At that point, rather than proceeding, the group decided to return to the main floor of the tower, regroup with Nigel, and make plans.</p><p></p><p>The general consensus was to get out of the tower rather than risk whatever other traps had been laid in the parts below. Rurik went down below to fetch a couple of axes with which they could hack through the tower door. Just as he was about to return, he spotted three critters descending upon him in the small store room from the direction of the chamber where they’d slain the rust monsters. Each of the three resembled a beholder in nearly every detail but size, these being only about two feet in diameter. Recognizing them from stories of old, he yelled out "beholders!" and then pulled the door to the store room shut behind him. One, however, was quick enough to slip in before he got it fully shut.</p><p></p><p>Those up above quickly raced down the ladder and a fight in the tight hallway ensued. Boaz fearlessly led the charge, hacking viciously at the first one. The two beholderkin fought back with hard bites and acidic saliva. An attempt to hurl a vial of acid at one failed to bother it. Zalman also tried to fire off a magic missile, only to have it fizzle in an apparent anti-magic field generated by the little critters.</p><p></p><p>In the store room, Rurik had a tough fight on his hands. He tried to get off a spell at it, but the beholderkin interrupted him with another bite. Exchanging hits, the two wore each other down until finally the cleric was nearly done in.</p><p></p><p>The fight outside was quick and brutal. The two beholderkin didn't fare well, but the group was surprised to note that these particular ones had an amazing ability to heal themselves at supernatural rates. After dropping one of them twice, they finally pummeled it beyond its ability to heal itself. They then forced their way in to the store room and pulled Rurik’s body clear and then slammed the door shut behind them – sealing in the remaining beholderkin.</p><p></p><p>After regrouping, they forced the door open and charged back in after the last creature (which had nearly recovered from all its wounds by this time). Severely outnumbered, the fight was short and the beholderkin became a puddle on the floor. While the group had come out victorious, Rurik was seriously injured and several of the others had taken some significant abuse as well.</p><p></p><p>The group healed up a bit and again prepared to cut their way out the front door of the tower. Boaz and Nigel, working together, were hacking methodically through it when they heard a loud thudding sound coming from outside. They paused in their cutting to peek through the small holes they’d cut in the door - only to find that there was a large humanoid figure standing just outside the door now. They opened the hole a bit further and tried to communicate with it. They asked it to move the statues out of the way. It did so by picking one up and hurling it through the door rather violently at them.</p><p></p><p>Interpreting this as an unfriendly gesture, Boaz decided to try to run past the iron golem (as they had settled upon its nature), only to have it pound him badly in the back as he raced by. Amblin and Nigel, armed with the vials of acid they had recovered from the dragon's lair, peppered the golem's legs. This tactic seemed to cause it some degree of distress, so they kept at it. Meanwhile, Zalman, Kisty, and Rurik raced back down through the trapdoor to the rust monster corpses and cut their antennae off - tying them to long wooden poles salvaged from the store room. Boaz, despite his massively bruised back, got up and made a mad dash for the gate house.</p><p></p><p>The golem, annoyed enough by the acid, finally backed off from the door. Amblin and Nigel heard a loud flapping sound from just outside as they went in pursuit. The golem was nowhere to be seen. However, a rather large, furred creature with wings was flapping away from them over the walls of the school.</p><p></p><p></p><p></p><p>(DM notes – the iron golem, as the players would later learn, was just the resident witch using polymorph self. This was prior to the errata version of the spell that prohibits the use of construct forms, or changing forms during the duration of the spell, for that matter. The group’s tactic of trying to get the antennae off of the rust monsters was particularly clever and would have likely destroyed the witch outright if the acid vials hadn’t been so effective against her and forced her to retreat prematurely.)</p><p></p><p></p><p></p><p>Next time: Despite being beat up and depleted on spells and resources, the group manages to split themselves up and get into all sorts of trouble. The fate points flow freely for some when the two spellcasters learn just how dangerous half a dozen stirges can be…</p><p></p><p>-Rybaer</p></blockquote><p></p>
[QUOTE="Rybaer, post: 1096, member: 118"] Adventure #4 - Shadykin's School for Arcane Arts and Magical Sciences Session #4.1 – The Welcoming Committee or “Let Yourselves In, the Door is Unlocked.” So, ten minutes after striking camp and mounting up, the group finds that the road heading north leads directly into a huge open field in the middle of the forest. Centered in the roughly circular clearing is a massive building or complex built primarily of stone. Three tall towers loomed over a thirty-foot high wall. The road led up to a gatehouse of some manner with two enormous double doors constructed of wood. To the left of the entrance were two large, rectangular buildings set at odd angles that both joined up with the wall – between which was an unusual curved section of wall done seemingly all in dark glass that started fifteen feet above ground and went up to the top. Perhaps the most noteworthy feature of the complex was the golden dome. From their location they could only see part of it, but it looked as through a perfectly smooth hemisphere comprised of pure gold was attached to the other structures around the back left corner. It’s top had to be at least seventy feet above the ground, making it tower above all but the towers. The group saw no signs of activity, but also no immediate signs of danger. Deciding on caution, they made broad circuit of the complex, staying at the wood line. While walking around it, they noted a couple other things. The tallest of the three towers, which was opposite the gate house (the only apparent entrance they could find), had a sizable bit of the top couple floors destroyed. While it was too far to make out any details of the insides of the tower, one feature was quite visible – a seemingly perfect sphere that had a mirrored surface. It appeared to be about ten feet in diameter and sitting (?) amongst the rubble. Boaz, while making the circuit with the others, thought that he caught a glimpse of movement in one of the high windows in the northernmost tower (between the golden dome and the damaged tower), but he couldn’t be certain. Not seeing any immediate threats, they decided to take the direct approach and went to the front door and knocked. No answer. There was a sign over the door proclaiming this to be “Shadykin’s School for Arcane Arts and Magical Sciences,” but it was otherwise looking pretty desolate. The double doors had handles which they tried and found to be unlocked. Within was a largish rectangular room with a worn flagstone floor. Magical light from an unknown source kept the room dimly lit. Set in each of the other three walls were another set of massive double doors identical to the ones they had just opened, though these were closed. The room was otherwise empty. Walking up to the set directly opposite the ones they’d entered, they opened them and found themselves looking into an exact replica of the room they were already in…so identical, in fact, that there was another set of themselves that they were viewing from behind. Much like having a video camera shooting footage of a television that it has a live feed going into, they were looking in on themselves from behind. One of them tried walking through the door and found that he essentially reappeared back at the front entrance without having experienced any sensation of moving there. They opened one of the side doors and found that when doing so it caused the other set of side doors to open as well. Sure enough, going through one of the side doors led right back in the other side. The only time they didn’t reappear in the room after going through a door was when they went back out the way they came in…this always led back outside, regardless of how many times they had walked through the other doorways. They tried countless iterations and tricks of jumping and walking through doors, opening and closing in certain combinations, and so on, but could not seem to get through. Finally, Zalman cast levitate on Nigel and sent him up the side of the wall to have a look. The wall itself was narrow on top, not much more than about two feet, and it had two lines of razor sharp metal sticking up (presumably to slice through any rope and grappling hooks that tried to get over that way). Beyond the wall, Nigel saw a large courtyard full of trees, a meandering stream and a waterfall. He saw nothing else moving, though, so he let himself down to ground level inside the courtyard where the doors were open and he could see his comrades. They, however, could see nothing but the recursive inside of the gatehouse. He walked into the gatehouse and again found himself seeing nothing but endless gatehouses through each of the exits. Rurik, through a bit of luck and dwarven aptitude for things stone, noticed a slight irregularity with the flagstones in the gatehouse floor. Placing his head at ground level, he noticed that some of the stones were more settled than others, as if a path had been worn through here with the hauling of heavy materials. From the front entrance, the path turned to the left doors. Another path went from the doors on the right to the doors opposite the entrance. Deciding to give this a shot, a couple of them tried walking the path from the front door through the left, then continuing from where they appeared at the right door through the far door. Nothing happened. They were still in the gatehouse. They tried it once more, and this time found that instead of another recursion of the gatehouse, the far set of doors opened into the green courtyard beyond. Relieved, the others quickly followed the same technique and were all through. (The horses had been left outside the gatehouse for the time being.) The inner courtyard was spacious and pleasant, aside from being somewhat overgrown. A waterfall began against the far outer wall, the water appearing in midair. From there it became a small stream that meandered through the yard, pausing briefly in a number of pools and running under several small foot bridges before finally disappearing in a whirlpool near the gatehouse. Trees and other shrubbery dotted the rest of the yard, but there was no evidence of any recent efforts to control or trim back their growth. Some tracks (small humanoid in nature) could be seen leaving the gatehouse area. Shortly after entering the quiet courtyard, they noticed that the door to the north tower on the opposite side of the courtyard (the one in which Boaz claimed to have seen motion in one of the upper floor windows) had opened and a lovely female elf wearing leather armor and equipped with a scimitar came out. She seemed shaken and surprised to see them. Calling out, she asked for their assistance. Her friends, she claimed, were being overwhelmed in the tower by large creatures she was unable to identify. Most of the group hurried over to the tower to offer assistance, but a couple were less enthusiastic - sensing that something was amiss. Inside the tower, she indicated a trapdoor in the floor with a ladder leading down. The only other features of the room were a couple large stone statues and the crumbled remains of a staircase that once led up before being blocked off. Not waiting for everyone to catch up, she hurried down the ladder and off into the darkness below. While a Boaz and Rurik went down the ladder into a dark hallway, they stopped there, wondering where she had gone off to. The others, meanwhile, had entered the main floor of the tower but had not yet proceeded down the ladder when the main door slammed shut behind them. A couple of thuds quickly followed, presumably the large statues that had been outside on either side of the door were now leaning up against it, trapping them within. While most of the group tried to follow the elf in the dark tunnel, Nigel remained above, poised to attack any who might try to reenter the tower. Below, the trapdoor led to a hallway went in only one direct and shortly made a left turn. At the turn, there was a door to the right and one a short way off to the left. Neither Boaz nor Rurik had heard a door shut behind the elf, further increasing their suspicions and curiosity. They opened the door to the right and found a small room piled high with junk - mostly old weapons, armor, and cookware...all metal. At the next door, they heard a very faint bit of scraping. Deciding to take whatever threat might be there head on, they opened the door and charged in. Two rust monsters (though most of the group were unaware of their nature) awaited them in a largely empty rectangular room with one other door set in the far wall. Amblin and Boaz took the frontal assualt with Rurik right behind. Zalman and Kisty took up positions further back. Things were going well initially, with the fighter dealing one a vicious blow. However, with his second attack, his (newly acquired) magic great sword assumed a new form (pile of rust), and things were suddenly not looking as good. The fighter’s armor was the next thing to go when it was tagged by the rust monster he’d already softened up. Rurik’s warhammer likewise turned to rust upon striking one of the beasts. Between the monk's fists, the rogue's sling stones, and the wizard's spells and (wood) staff, they were quickly finished off. After re-equipping with crude gear from the store room back down the hall, the group proceeded to the door in the opposite wall of the room. Kisty checked the door and found that it was locked. While picking it, she set off a trap that she had overlooked, and got hit with a couple of needles (fortunately not poisoned). Beyond the door was a short hall that turned to the right. The monk offered to lead the way and managed to set off another trap, a sharp blade that swing out from the wall and hit his leg causing a small gash. The short hall ended at another door that Kisty spent extra time carefully searching for traps. It was easily picked and opened to a smaller room with a door and two rough cut passages in the earth. While looking around, Kisty noticed that there was a trap on the floor right in front of the door. Unsure of the nature of it, she marked around the edges of it in chalk. At that point, rather than proceeding, the group decided to return to the main floor of the tower, regroup with Nigel, and make plans. The general consensus was to get out of the tower rather than risk whatever other traps had been laid in the parts below. Rurik went down below to fetch a couple of axes with which they could hack through the tower door. Just as he was about to return, he spotted three critters descending upon him in the small store room from the direction of the chamber where they’d slain the rust monsters. Each of the three resembled a beholder in nearly every detail but size, these being only about two feet in diameter. Recognizing them from stories of old, he yelled out "beholders!" and then pulled the door to the store room shut behind him. One, however, was quick enough to slip in before he got it fully shut. Those up above quickly raced down the ladder and a fight in the tight hallway ensued. Boaz fearlessly led the charge, hacking viciously at the first one. The two beholderkin fought back with hard bites and acidic saliva. An attempt to hurl a vial of acid at one failed to bother it. Zalman also tried to fire off a magic missile, only to have it fizzle in an apparent anti-magic field generated by the little critters. In the store room, Rurik had a tough fight on his hands. He tried to get off a spell at it, but the beholderkin interrupted him with another bite. Exchanging hits, the two wore each other down until finally the cleric was nearly done in. The fight outside was quick and brutal. The two beholderkin didn't fare well, but the group was surprised to note that these particular ones had an amazing ability to heal themselves at supernatural rates. After dropping one of them twice, they finally pummeled it beyond its ability to heal itself. They then forced their way in to the store room and pulled Rurik’s body clear and then slammed the door shut behind them – sealing in the remaining beholderkin. After regrouping, they forced the door open and charged back in after the last creature (which had nearly recovered from all its wounds by this time). Severely outnumbered, the fight was short and the beholderkin became a puddle on the floor. While the group had come out victorious, Rurik was seriously injured and several of the others had taken some significant abuse as well. The group healed up a bit and again prepared to cut their way out the front door of the tower. Boaz and Nigel, working together, were hacking methodically through it when they heard a loud thudding sound coming from outside. They paused in their cutting to peek through the small holes they’d cut in the door - only to find that there was a large humanoid figure standing just outside the door now. They opened the hole a bit further and tried to communicate with it. They asked it to move the statues out of the way. It did so by picking one up and hurling it through the door rather violently at them. Interpreting this as an unfriendly gesture, Boaz decided to try to run past the iron golem (as they had settled upon its nature), only to have it pound him badly in the back as he raced by. Amblin and Nigel, armed with the vials of acid they had recovered from the dragon's lair, peppered the golem's legs. This tactic seemed to cause it some degree of distress, so they kept at it. Meanwhile, Zalman, Kisty, and Rurik raced back down through the trapdoor to the rust monster corpses and cut their antennae off - tying them to long wooden poles salvaged from the store room. Boaz, despite his massively bruised back, got up and made a mad dash for the gate house. The golem, annoyed enough by the acid, finally backed off from the door. Amblin and Nigel heard a loud flapping sound from just outside as they went in pursuit. The golem was nowhere to be seen. However, a rather large, furred creature with wings was flapping away from them over the walls of the school. (DM notes – the iron golem, as the players would later learn, was just the resident witch using polymorph self. This was prior to the errata version of the spell that prohibits the use of construct forms, or changing forms during the duration of the spell, for that matter. The group’s tactic of trying to get the antennae off of the rust monsters was particularly clever and would have likely destroyed the witch outright if the acid vials hadn’t been so effective against her and forced her to retreat prematurely.) Next time: Despite being beat up and depleted on spells and resources, the group manages to split themselves up and get into all sorts of trouble. The fate points flow freely for some when the two spellcasters learn just how dangerous half a dozen stirges can be… -Rybaer [/QUOTE]
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