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Dungeon Game of Death thread volume 1
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<blockquote data-quote="clockworkjoe" data-source="post: 175580" data-attributes="member: 1321"><p>GOOD TURN 2</p><p></p><p>PLAYERS<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />RAGA, JORACHIM, DELMARRA</p><p></p><p>As Jorachim prays and the rest of the party waits, Delmarra pulls out a wand and summons a pair of xorns. She quickly instructs the creatures to scout the dungeon. As she does this a group of humans in scalemail use their tower shields to form a wall to seal off the entrance to the dungeon. The xorns enter the dungeon.</p><p></p><p>Sir begins casting spells from a stack of scrolls carried by a halfling in a chain shirt. Praga Khan and two elves in leather armor enter the dungeon. The instant they step into the dungeon, a disembodied voice with unholy and unnatural </p><p>power behind it booms throughout the dungeon. Everyone within a 1 mile radius of the dungeon hears it say this:</p><p></p><p><span style="font-size: 12px"><strong>"I FEEL THE TAINT OF RIGHTOUS AND FOOLISH MORTALS IN MY ABODE. I SHALL BE AS GOD. YOUR EFFORTS ARE IN VAIN. WHEN THE RITUAL COMPLETES I SHALL ENSLAVE YOUR SOULS TO TORMENT YOU FOREVER FOR THIS ARROGANCE, THIS HUBRIS IN DEFYING ME. I SHALL ALSO REWARD MY TRUE AND LOYAL FOLLOWERS WITH DEVICES TO AID THEM IN THEIR DEFENSE OF MY HOME. FURTHERMORE ANY MORTAL THAT FALLS IN THIS DUNGEON WILL SERVE ME IN THEIR DEATH."</strong></span></p><p></p><p>Instantly, a powerful magic item appears in each lieutenant's gear. Here are what they are:</p><p></p><p>Scar Lip: Staff of Healing (40 charges)</p><p>Arrakk: Eyes of Charming</p><p>Castor Troy: Demon armor</p><p>Nemesis: belt of displacement major</p><p>Malgor: rod of negation</p><p></p><p>In addition, a stone fountain appears next to Scar Lip. It is the legendary Well of Souls, a powerful relic of healing, eternally full of mystical healing water. Anyone who drinks it shall receive a maximized cure light wounds (9 hit points per round of drinking). It is heavy though, and hard to move. </p><p></p><p>This action triggered another reaction, this time in the adventurers. Each adventurer and the city hero hears a voice in their mind. It says this:</p><p></p><p><em>"The Lich speaks boldly but is in truth is far more terrified of you than you could possibly understand. You see, as each of you have proven in your actions that you are the true champions prophesied in the books of old, a spell has been placed on you. A special spell that can not be dispelled or stopped except by your death. You see, Asinius is a clever and powerful mage, and has protected himself by means of ancient rituals from our touch directly. But should a mortal call us, we can circumvent his protective spells and destroy him. All you must do is make your way into his personal sanctum. From there, our spell will be activated and you will become a gate for our host of heavenly warriors to enter your world and destroy the lich. If you die in the next 6 hours, you will be reincarnated within 10 minutes and given another chance. Good luck!"</em></p><p></p><p>Shaken, but not deterred, the scouts begin to explore the first level. While they do this, the xorns return to tell Delmarra that they could not find the second level to the dungeon directly below the first. They went as far as row U but did not sense</p><p>anything below the ground. They thought if there was a second level to this dungeon then it was built at any angle away from the first. The two elemental creatures then disappeared. </p><p></p><p>In a few minutes, the two elves and Praga have swept all the rooms east of the great hall on level 1. Nothing of note is in them. They are hidden and thus can not be seen on the map. </p><p></p><p>It is now round 60. </p><p></p><p>RESULT:</p><p>Delay poison on Jorachim, Dabbil, Serena, Horacio, Delmarra, Caldour, </p><p>Lorac, Neville</p><p>+2 CON to Mr. Boots</p><p>+3 CON to Jorachim</p><p>+2 CON to Horacio</p><p>+5 CON to Neville</p><p>+4 STR to Neville</p><p>+3 STR to Horacio</p><p>+2 STR to Jorachim</p><p>+4 STR to Dabbil</p><p>+3 WIS to Sir Alexander</p></blockquote><p></p>
[QUOTE="clockworkjoe, post: 175580, member: 1321"] GOOD TURN 2 PLAYERS:PRAGA, JORACHIM, DELMARRA As Jorachim prays and the rest of the party waits, Delmarra pulls out a wand and summons a pair of xorns. She quickly instructs the creatures to scout the dungeon. As she does this a group of humans in scalemail use their tower shields to form a wall to seal off the entrance to the dungeon. The xorns enter the dungeon. Sir begins casting spells from a stack of scrolls carried by a halfling in a chain shirt. Praga Khan and two elves in leather armor enter the dungeon. The instant they step into the dungeon, a disembodied voice with unholy and unnatural power behind it booms throughout the dungeon. Everyone within a 1 mile radius of the dungeon hears it say this: [size=3][b]"I FEEL THE TAINT OF RIGHTOUS AND FOOLISH MORTALS IN MY ABODE. I SHALL BE AS GOD. YOUR EFFORTS ARE IN VAIN. WHEN THE RITUAL COMPLETES I SHALL ENSLAVE YOUR SOULS TO TORMENT YOU FOREVER FOR THIS ARROGANCE, THIS HUBRIS IN DEFYING ME. I SHALL ALSO REWARD MY TRUE AND LOYAL FOLLOWERS WITH DEVICES TO AID THEM IN THEIR DEFENSE OF MY HOME. FURTHERMORE ANY MORTAL THAT FALLS IN THIS DUNGEON WILL SERVE ME IN THEIR DEATH."[/b][/size] Instantly, a powerful magic item appears in each lieutenant's gear. Here are what they are: Scar Lip: Staff of Healing (40 charges) Arrakk: Eyes of Charming Castor Troy: Demon armor Nemesis: belt of displacement major Malgor: rod of negation In addition, a stone fountain appears next to Scar Lip. It is the legendary Well of Souls, a powerful relic of healing, eternally full of mystical healing water. Anyone who drinks it shall receive a maximized cure light wounds (9 hit points per round of drinking). It is heavy though, and hard to move. This action triggered another reaction, this time in the adventurers. Each adventurer and the city hero hears a voice in their mind. It says this: [i]"The Lich speaks boldly but is in truth is far more terrified of you than you could possibly understand. You see, as each of you have proven in your actions that you are the true champions prophesied in the books of old, a spell has been placed on you. A special spell that can not be dispelled or stopped except by your death. You see, Asinius is a clever and powerful mage, and has protected himself by means of ancient rituals from our touch directly. But should a mortal call us, we can circumvent his protective spells and destroy him. All you must do is make your way into his personal sanctum. From there, our spell will be activated and you will become a gate for our host of heavenly warriors to enter your world and destroy the lich. If you die in the next 6 hours, you will be reincarnated within 10 minutes and given another chance. Good luck!"[/i] Shaken, but not deterred, the scouts begin to explore the first level. While they do this, the xorns return to tell Delmarra that they could not find the second level to the dungeon directly below the first. They went as far as row U but did not sense anything below the ground. They thought if there was a second level to this dungeon then it was built at any angle away from the first. The two elemental creatures then disappeared. In a few minutes, the two elves and Praga have swept all the rooms east of the great hall on level 1. Nothing of note is in them. They are hidden and thus can not be seen on the map. It is now round 60. RESULT: Delay poison on Jorachim, Dabbil, Serena, Horacio, Delmarra, Caldour, Lorac, Neville +2 CON to Mr. Boots +3 CON to Jorachim +2 CON to Horacio +5 CON to Neville +4 STR to Neville +3 STR to Horacio +2 STR to Jorachim +4 STR to Dabbil +3 WIS to Sir Alexander [/QUOTE]
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