Twelve Doors. Pick one and tell me why.

which door?

  • Goblin Market

    Votes: 4 11.1%
  • Elven Army Camp

    Votes: 1 2.8%
  • Tiefling Duel

    Votes: 2 5.6%
  • Dragon Tower and the Ritual

    Votes: 3 8.3%
  • Trapped Child

    Votes: 14 38.9%
  • Coliseum

    Votes: 1 2.8%
  • Halfling Gang

    Votes: 1 2.8%
  • Fat Badger Ship

    Votes: 2 5.6%
  • Smith

    Votes: 6 16.7%
  • High Forest Buildings

    Votes: 1 2.8%
  • Twisted Metal Rats

    Votes: 0 0.0%
  • Cavern of Mounted Spiders

    Votes: 1 2.8%


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They're each frozen until we interact with them, right?

If so, start with #9 - wait for the smith to finish the Hammer of Hammeriness, steal it as soon as he's done, then go back and thence through each of the other doors in no particular order and kick some butt once there.

Even the door with the kid. Something dropped that building on him and that something needs its butt kicked.

As for the Hobbit, take him back in as a companion. It'll be easy enough to hang him out to dry somewhere in one of the other fights and until then he'll be useful.

Lanefan
 

Obviously the door with the kid is the pure winner.

So assuming the child is saved what is next?
It was my intention to make the doors equally compelling. Any suggestions on making the other doors more tempting?

@Desert Geld: As for divine interventions, in this world only one god is in charge of each century, and the god of War/Steel had just begun his reign.
You may notice a certain theme of violence/metal that runs through most of the portals.

How it has played out in my home campaign: (2 doors)
[sblock]
The paladin in my game went to save the child, and took time out hot pursuit to rescue him. The boy was given to the #9 Smith to raise. The crippled boy with the sword will eventually become legend. The party was less interested in the sword (although it was less emphasized in the version they got.) than they were in chasing the thing that led them into the hallway.
Now that it is finished they will eventually have the chance to explore the hallway again and try another option.
[/sblock]
 

[URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1 2[/URL] , Cavern of Mounted Spiders because:
(1) I don't like Drow one bit.

(2) These guys need the help, right now, whereas everyone else is more vaguely threatened or in "arena" situations.

(3) It reminds of the Demonweb Pits (see reason #1 ).

(4) Those darn Drow and their Demonweb Pits could be coming for our homeland next! (see reason #1 )

(5) It's fun to be the cavalry racing to the rescue/what happens when someone else blows their Horn of Valhalla.
 

I would jump through the door to the Fat Badger Trading Consortium vessel. For a mundane human like myself, becoming the sidekick to dwarven merchant-warriors after stowing away on their trading ship sounds like the beginning of a fantastic hero's journey.
 

2. Elf camp so I can steal some elf amour and wine and make off with a female elf wench. Hey it is raid is not like they taking inventory right now.
 



I'm in a hallway full of magical doors... and one of them shows an obviously not-nice (gang leaders are rarely nice) halfling approaching with a door-related special object? Yeah, sounds like that needs to be stopped right quick. Whatever might be going on in other doorways, a gang getting access to these doors is probably a bad enough thing that, even if that's not what's about to happen... it might be best to make sure, just in case.

Unfortunately, I knee-jerked to help the kid before I read the actual descriptions, so I guess the halfling gets to rule the world, yeah?
 

I would jump through the door to the Fat Badger Trading Consortium vessel. For a mundane human like myself, becoming the sidekick to dwarven merchant-warriors after stowing away on their trading ship sounds like the beginning of a fantastic hero's journey.
Um... I don't think that's what happens when the dwarven merchant-warriors catch you stowed away on their ship...
 

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