Ten doors. pick one and tell me why.

Pick a Door, all lead to adventure.

  • Door 1: Red City

    Votes: 7 9.7%
  • Door 2: Winter (fey?)

    Votes: 11 15.3%
  • Door3: Primative Halflings

    Votes: 3 4.2%
  • Door 4: mid-air pastoral

    Votes: 6 8.3%
  • Door 5: Sandstorm

    Votes: 1 1.4%
  • Door 6: Boat of Halflings

    Votes: 8 11.1%
  • Door 7: Crying Man, Dog-Cat and Mules

    Votes: 18 25.0%
  • Door 8: Dark City

    Votes: 6 8.3%
  • Door 9: Dungeons & dwarves

    Votes: 4 5.6%
  • Door 10: Slaves and the Whirlwind

    Votes: 8 11.1%

I chose #10 for the same reason blargney chose #7. (I know nothing about Yanna other than what is mentioned in the OP.) But 10 just looks a little more interesting/fantastic than 7.

Randomly openning doors just gets you killed.
If you fear opening the door to adventure, hire or summon something to open the door. But for the love of adventure, open the damn door! "I didn't get all dressed up for nuthin'."

Bullgrit
 

log in or register to remove this ad


#6, the Halfling one.

Hopefully that key will also open one of the other doors, and I'll be able to go in all of them! I want to complete all 10 quests for the xp.
 

Door 1, because it seemed more mysterious. I'm a sucker for urban adventures, and the theme seemed interesting: chainmail veils, shadowy deals, red-clay buildings. There are some people nearby I can talk to, and find out where the real opportunities lie.

I picked Door #1 (red clay city) because I figure your biggest problem in going through gates is getting back home, and #1 is good for that because:
a) It might be Exag, in the Mounds of Dawn region of Greyhawk. Sounds like Baklunish people with those chainmail veils, and Exag specifically with the red clay city.
b) Any city is a pretty good place to figure out how to find another gate home from.
c) #8 is also a red clay city, very likely the same place, so it likely has 2 gates. (And metagaming, is likely a focus of the adventure, since it has two gates.)
 

I'm going through door 4!

Nothing sppokier than something as normal as a deer drinking form a stream! Pure terror! Sign me up!

Plus that man that's crying... Are you sure he needs help? Muahahahaha, you fell into my trap so easily!!!!
 



Doh. Am I the only that that picked based off the 10 options in the poll BEFORE looking at the descriptions? I must be crazy cause I was totally thinking of a choose-your-own-adventure thing. Like... you see some doors with markings in them. You open one and THEN you see the description in the post. I saw Halfling Boat and was thinking wooh! party!

And what I want to know is... how do you decide based off the description in the post anyway? Do you open every single door and THEN decide to walk in? Is every door made of glasssteel? You can see through it, but you still need the key cause the glass is as hard as steel!
 

And what I want to know is... how do you decide based off the description in the post anyway?

In game? The doors swing both ways. The doors pull open to show a single moment in time. Pushing a door open means you are now part of the action.

Out of Game? I e-mailed these descriptions to the players and they all picked thier top 3 choices. I wrote/polished an adventure for the scene with the greatest response.

ill repost Saturday with thier results, possibly a new thread with the next 10 doors. Unless they end up with these same 10 doors again, which is a real possibility, depending on luck and/or cleverness.

BTW the great response here inspired me to write up at least half of the next set of doors. Keep it coming.
 
Last edited:

Really depends on the party make-up classes, personalities, and alignments.
The hallway seems to go on forever in both directions, but only ten doors open to the glass key you recovered.

Door 1: A large red clay city stretches out from the door. A wooden sign with a painted eye hangs over a nearby shop. Warriors wearing chainmail veils walk past in the street. In a nearby alley two cloaked figures are passing something from hand to hand.
Is the painted eye a known symbol? How about the chainmail veils are they a known section of your world?
Doesn't really grab me though.

Door 2: The battlements before you seemed to be made of millions of shimmering diamonds. Below the wall, drifts of snow almost obscure an ice covered road. Could this be the Fortress of Frozen Tears. A domain of deepest winter in the Feywild. If it is, where is the silver path?
mmm interesting, am I prepared for Winter adventuring?
Has possiblities, I assume we have time to watch for a bit to judge it better.

Door 3: Grass huts and strange broad-leafed trees surround a clearing of packed earth. Halflings of all ages wearing only loincloths seem to be preparing a feast, fruits, nuts and fish. One male is pointing to something out of view with a pearl knife blade.
Screams cannibalistic halflings of Darksun to me. Either that of Hobbits of Middle Earth.

Door 4: A long scrubby hillside, sloping down. In the distance some deer (?) are drinking at a creek. For once there seems to be no structure around the door. The door opens about 6’ above the ground apparently hanging in mid-air.
The door is above the ground? Like the land has moved but the portal hasn't.
Actually appeals to the puzzle nature in me.

Door 5: A wall of sand appears to hang in mid-air, obscuring almost everything. In the middle distance you can see some shadowy forms. You get the sense that the sand is moving at tremendous speed.
Blowing high speed sand........
no thanks, I've sand blasted metals before and know what it could do to skin.

Door 6: A cramped wooden corridor, everything is slightly curved and damp looking. Barrels and sacks fill much of the space. Although the right side of the corridor has several Halflings chained together. One of the Halflings is holding up a free hand with a key in it, and is grinning.
This holds adventure in helping the halfings escape or preventing.

Door 7: An overgrown yard overlooking a wide track where several men stand among panicky a mule train. Some are fighting a two-headed creature, one head is canine the other feline. In the middle of the chaos a man looks at the sky. Tears run down his face.
Good lord its a mule and several of them, am I Epic levels? The gaezebo can't be very far from here.
The hero in me would rush forward to defend the mule train.

Door 8: A shadowy and twisted city – many of the structures are red clay, but here and there is a different structure, its architecture completely out of place. On the next street over you spot a building that might be the Blue Boar. A familiar inn frequented by students in the city of Dae Terrus. These streets are dark and deserted.
If I know an inn in a city, does the rest of the city look like it?
This doesn't really pull at me unless it's a shadow plane version of it.

Door 9: A dark hallway 10’wide, with softly glowing fungus on the walls, a broad staircase leads down, with a small band (at least 4) of dwarves coming up it. Three of the dwarves are heavily armed and armored, while all carry huge, overstuffed packs.
Dwarves aren't know for being to friendly on those who intrude on their tunnels uninvited. Might be a fight before you get a chance to say anything.

Door 10: Rough men dragging chained captives move between the houses in a small village. An older man stands in the center of a whirlwind, menaced by a bigger man holding a whip. The old man bears the symbol of Yanna, the goddess of Air, Freedom and Trade.
Appears as the old man is attempting the freeing of the slaves.

===========================

I would have to go with 7 or 10.
Leaning at 7 for the instant help factor.
10 says that the old man picked this fight on his own and could probably take care of himself.
 

Remove ads

Top