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<blockquote data-quote="Remathilis" data-source="post: 4721976" data-attributes="member: 7635"><p>So we're in the Dread Crypt of Srihoz (DCC #25), and the PCs encounter a portal with a cryptic clue that every third thing placed in the portal goes to a different point than the first two (and then resets). Most of the PCs figure it out, but are unsure if they mean organic creatures or merely anything. So the Artificer takes the risk of hopping on his effigy-dragon mount (pretty much a medium-sized dragon golem) and rides through, triggering the dragon (mount) as 2nd and he (rider) as third. The artificer appear on a cave 200 ft above sea-level over a day away from the dungeon, taking him out of the game for now. He's the team's only trapfinder.</p><p></p><p>The remaining 5 PCs (wizard, ranger, 2 fighters, cleric) press on, blundering into the remaining traps and finding a secret passage that has hundreds of 2-inch holes in it (big enough for gaseous forms to pass). They only have 3 potions of gaseous form, and the wizard doesn't have it in his spellbook, so they decide on a second route, the wizard stares through the correct hole (found with search check) to study it, teleports three members of the party, and the ranger uses a potion to ooze through the hole, and all of them would appear on the other side ready for combat.</p><p></p><p>Buffs applied, potions drunk, the wizard grabs the two fighters and cleric and BAM! Rolls random mishap table, rolls 98%, which is similar location. They appear in a crypt, but an undead free one back on the mainland in the city they started the adventure in, (5 days away via elemental galleon). The ranger seeps through, doesn't see his friends, and using his gaseous form high-tales it OUT of the crypt post-haste, making several wrong-turns, until he finds his way out of the dungeon, back to the boat, and decides to call it lost and sail back home. </p><p></p><p>24 hours later, sendings are sent, and the PCs all regroup at the city they began the adventure in. They are currently deciding whether or not to go in there and finish it as a matter of pride or wait until they're 20th level and THEN go do it.</p><p></p><p>Srihoz hasn't laughed like that in thousand's of years.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4721976, member: 7635"] So we're in the Dread Crypt of Srihoz (DCC #25), and the PCs encounter a portal with a cryptic clue that every third thing placed in the portal goes to a different point than the first two (and then resets). Most of the PCs figure it out, but are unsure if they mean organic creatures or merely anything. So the Artificer takes the risk of hopping on his effigy-dragon mount (pretty much a medium-sized dragon golem) and rides through, triggering the dragon (mount) as 2nd and he (rider) as third. The artificer appear on a cave 200 ft above sea-level over a day away from the dungeon, taking him out of the game for now. He's the team's only trapfinder. The remaining 5 PCs (wizard, ranger, 2 fighters, cleric) press on, blundering into the remaining traps and finding a secret passage that has hundreds of 2-inch holes in it (big enough for gaseous forms to pass). They only have 3 potions of gaseous form, and the wizard doesn't have it in his spellbook, so they decide on a second route, the wizard stares through the correct hole (found with search check) to study it, teleports three members of the party, and the ranger uses a potion to ooze through the hole, and all of them would appear on the other side ready for combat. Buffs applied, potions drunk, the wizard grabs the two fighters and cleric and BAM! Rolls random mishap table, rolls 98%, which is similar location. They appear in a crypt, but an undead free one back on the mainland in the city they started the adventure in, (5 days away via elemental galleon). The ranger seeps through, doesn't see his friends, and using his gaseous form high-tales it OUT of the crypt post-haste, making several wrong-turns, until he finds his way out of the dungeon, back to the boat, and decides to call it lost and sail back home. 24 hours later, sendings are sent, and the PCs all regroup at the city they began the adventure in. They are currently deciding whether or not to go in there and finish it as a matter of pride or wait until they're 20th level and THEN go do it. Srihoz hasn't laughed like that in thousand's of years. [/QUOTE]
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