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%

Evilhalfling

Adventurer
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.

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?

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.

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.

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.

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.

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.

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.

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.

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.
 

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blargney the second

blargney the minute's son
I went with #7. Most of the rest felt like they were a situation that someone else already had under control. The remaining ones felt like nothing was going on that required an adventurer's input.
 

Chrono22

Banned
Banned
^Yeah, 'cause being an adventurer is totally just about the combat.:hmm:

I'd go with door 2. The place has some associated lore, exotic climes, and an interesting construction. There's more to it than just an exterior.
 

I chose door # 3. Primitive halflings mean that this door offers the possibility of time travel, an opportunity not to be missed.

I also enjoy playing halfling PC's and the idea of female halflings in loincloths doesn't hurt either. :p
 

Nifft

Penguin Herder
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.
Chainmail veils? They must be really ugly. No thanks.

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?
Cruel winter fey? Has some potential.

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.
A primative halfling feast, but I can't see what kind of meat they're roasting? RUN AWAY!

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.
Hmm, so running away would be difficult. Has potential, if one of my companions has a ladder in his portable hole.

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.
I like my skin. Let's stay away from that one.

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.
I'd poke my hand through to give them a spooky thumbs up, and possibly throw some spare weapons to them, if we had any in our portable hole.

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.
Cats and dogs living together?! That world is doomed. No way.

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.
Dark and deserted streets of a shadowy twisted city... hmm. No.

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.
Let's avoid that dungeon until the treasure respawns.

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.
Yanna must be conflicted about the slave trade. It's one of her portfolios, and one of her pet peeves.

- - -

I'll go for door number two: Death by Ice Fey. At least that way there's a good chance that I'll feed something pretty.

Cheers, -- N
 



Chrono22

Banned
Banned
Yeah, 'cause being an internet warrior is totally just about the hyperbole and ad hominem.:hmm:
Did you really need to invalidate all the other options just because they didn't match your narrow perception of what being an adventurer entails? Enjoy fighting your dog/cat, I'll be exploring the mysteries and dangers of an exotic world in the meantime.
 



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