• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

What's the worst that could happen?

Beyond is a room where a half dozen gamers sit around a table with all of their books and dice. They eagerly invite you to sit down and roll up a character.

But they never actually play the game. Most of them debate politics while the DM and the Rules Lawyer argue with each other. Meanwhile, you've been seated next to the most obnoxious and flatulent of the bunch who can't keep his hands to himself and keeps telling you stories about his character, Eldrizzter, who's somehow related to both Drizzt and Elminster and why he's 1000 times better than the character you just rolled up.

You keep trying to leave, but the obnoxious guy keeps wrapping his arms around you and saying "Come'on, stay just a bit longer!" while giving you a noogie.

The question is: You still have your torch lit, so what do you do?

And the system is FATAL.
 

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The seal that seperates the normal world from a realm of eternal torment is broken and all living beings suffer at the hand of demons for all eternity.
 

suddenly Mom/nonplaying spouse calls from the Kitchen, "Game time is over! time to clean up!" A sudden chilly wind howls thru the game room, and the distance front door slams shut. Leaving you all alone, to clean up, and knowing it be next month before the group games.
the horror the horror.
 


Darkness there, and nothing more.

Deep into that darkness peering, long you stand there wondering, fearing,
Doubting, dreaming dreams no mortals ever dared to dream before;
But the silence is unbroken, and the stillness gives no token,
And the only word there spoken is the whispered word, "Lenore?"
This you whisper, and an echo murmurs back the word, "Lenore!" -
Merely this, and nothing more.
 

Alright, what sort of noob actually touches a closed door? That's like asking to die.

1) Check for traps. Not on the door, before you even get to it. Carefully clear a 5' path toward the door by searching for traps, proding with a 50' pole, and if possible sending conjured beings ahead of you.

2) Inspect the ceiling. Does it look ready to collapse? Is it concealed behind cob webs?

3) Cast detect magic. Dectect curse and detect evil might also be warranted. True seeing of course is better. Does the door have some sort of spell on it? Is the door an illusion? Is the floor or walls an illusion?

4) Is there sufficient gap to send an arcane eye to scout on the other side of the door? Is it worth it to use an augury to make sure the door is even worth opening? At the very least, do we have a screened cone that the rogue can use to listen at the door without risk of things crawling in his ear?

5) Is this a false lead? Might want to cast detect secret doors here just to be sure.

6) Assuming everything looks legitimate, is there a way to open the door at a distance, possibly by tying a rope to a handle and pulling it open? Or using some sort of magical push?

As for the question though, that's an easy one. The worst thing that can happen is that you open the door and find an empty room.
 

A small room containing not much... but over the other side of the room is another door- exactly the same as the door you just opened... you head over.

And the next thing you know its 34 years later (for me) and there's yet another unopened door... and another... and another.
 

As you try to open the door you realize that the door is actually a clever carving in the wall made to fool you into thinking there is a door present. Furthermore, the "knob" is actually covered in super sticky glue. The more you struggle to free yourself the more attached you become. As you contemplate what to do while stuck to the "door" you realize that your Super Breakfast Triple Bean Burrito is suddenly disagreeing with you....
 

When the door opens, you see a dark mist. It seems alive with purpose, you cannot see 5 feet beyond as the mist seems to feed off the light of your torch. You feel the insidious caress of the mist as it seems to violate every facet of your being. An unstoppable chill runs down your spine and you spin around to look behind and notice that the door that you came through is now gone. The mist clears up and you are standing inside a lavishly decorated room resplendent with expensive dark furnishings, priceless artifacts, and seats lined in crushed blood-red velvet. A fire licks at the hearth to your left and you look around to your right.

You notice someone standing there smiling at you with perfectly - too perfectly - white teeth. He's tall, foreboding, and menacing all at the same time. He says to you, "Welcome to Ravenloft. I'm Count Strahd von Zarovich and you are now my guest..."

*Inspired by the other thread that someone asked about Ravenloft... I couldn't pass up the opportunity!
 


Into the Woods

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