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%

Doors, schmoors...

1) Head back to town.
2) Find a tavern.
3) Sit in the dimmest corner of the tavern.
4) Wait for adventurers to show up.
5) Tell them some :):):):):):):):) story about untold riches and high adventure.
6) Sell them the key.
7) Enjoy my new-found wealth.
 

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Honestly? What am I playing? because I ain't picking the door - my character is. So it really all depends on whether I'm a druid with a lot of nature skills, or an urban-savvy rogue. Not to mention the fact that if five PCs come across ten doors, there will be eleven different proposed outcomes (with the eleventh choice being, of course, "I magic missile the darkness" or maybe "why can't we all play MECHWARRIOR!?")

Personally, though, I went for the winter one. Simply because I'm a sucker for winter themes. And no, it's not because I'm Canadian.

Shame on you for even thinking that.
 


All four players picked door 7, although none chose it as the top pick (of 3)
the runner up was Door 1: the red clay city. 3rd place was a 4-way tie.
(Doors: 2,3,4,10)

What lies behind door #7[sblock]
The Psuedo-Chimera also has a spitting cobra tail. It was part of a pack. The man was crying for his kidnapped daughter. A wizard on a hipogriff arrived a few minutes before, leading the pack of psuedo-chimeras. He siced the pack on the merchant and left with the daughter. The party is now in the midst of failing to rescue her.

They managed to quickly confirm they have traveled at least 1000 years into the past. The mules are carrying coffee beans, which were unknown in the present day. This does not worry them as much as it should.

The party killed the pack, tracked them back to the lair of the wizard breeding them, and in a night raid they killed off an adult pair of the 3-headed-beasts. They only bloodied the hipogriff, and did not rescue the daughter or wake-up the evil wizard.

The ranger has 3 hp and no surges. 2 other PCs have burned thier dailies. They are considering sleeping till dawn, if the coffee jitters ever wear off.
They are along way from returning to the hallway, and home is further still.
[/sblock]

party description: (top choice) [sblock]
Ranger - solitary loner until meeting the party. (door 3: primative halflings)
Dark-pact Warlock - recently lost in Feywild. (door 2: winter fey)
Ex-guardsmen Warlord. (door 1: the city)
Paladin raised in the feywild, worships a god allied to Yanna (door 10:slaves and the whirlwind)
[/sblock]
 
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"It is by caffeine alone I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning. It is by caffeine alone I set my mind in motion."
 

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