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The sound burst takes care of most of the rest of them, you see a few about to attack that then disappear into a large hole in the cellar wall. The rest are dead, 30 or 40 of them.
The tunnel is dry, wide and at the beginning mostly dirt. It soon goes to limestone and then it becomes wet limestone. You can see rat droppings all over. There are also evidences of something larger than your average rat.
"These vermin are attacking an intruder in their territory. How do you serve good by killing what is only in your way? Villains do that all they want. What are they in your way of? This is your last chance."
I came here to gather mushrooms to save the villagers from deadly wounds. You live here on a human's land. This overlapping of territory creates conflict. If you do not wish me to destroy you, I offer you safe passage off of this farm into the wilderness.
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Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
Their diggings interfere with my territory, and I do not want to leave. They claim to own the surface, and they can have it. I live beneath it. Sometimes my children explore, which I cannot help, nor do I try to prevent. As for the mushrooms you seek, I seek them as well. We used to have plenty but then a foul abomination entered our domain and sickens all of us trying to get to them. I dare not take it on myself, for it it were to kill me what would happen to my children. If you kill it alone you may have access to the mushrooms forever, if I help you then you may take as many as you wish to carry, but must trade for them in the future.
I propose an alternate arrangement. I help you rid yourself of this abomination if you agree to burrow out of this cave and seal the entrance to the cellar so that your children will never stray in harm's way again. I will take what mushrooms I need, and I will leave you forever.
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Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
Then destroy the thing yourself and take your mushrooms, but never come back. Continue down the tunnel, take a right at the fork and follow the stench.
As you walk down the tunnel you can see what the voice meant by the stench. You have crossed week old battlefields that smelled better than this place. You round a corner and come to a chamber when a very slight pillar of light illuminates the roots of a tree, as well as large rocks strewn about. On the roots of the tree grow mushrooms matching the description of what you are looking for. Make a spot check.
10 or better
Spoiler
You notice one of the rocks has a ring cemented onto it that is attached to a broken chain.
15 or better
Spoiler
You notice runes on the floor of the tunnel about five feet from the connection to the chamber.
Go forward carefully, straining my eyes to take in every detail. spot - (1d20+3)[12] When I spy the broken chain, can I tell anything about how it broke or how long ago?
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Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
There isn't poison gas, but there is a ghast that is attacking you from behind. (1d20-2)[-1] (1d6)[2]
You whirl around.
His eyes glow with hatred of the living, a chain in his hands and one end attached to his neck.
Roll initiative
Turning damage (HD of creatures I can turn) (2d6+3)[11]. If I understand the rules correctly he now has to flee. In the cave, he cannot flee, so he must cower.
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
Correct, but if you get within 10 feet of him he no longer cowers and acts normally.
I am not sure if you just turned the ghast, or did actual damage to it.
Anyway, it cowers.