Run time: 2h30m
Previously, on Dungeons and Dragons...
The party talked and battered their way past the priests of the temple, eventually arriving at the room at the very top of the tower where the spellbook was kept. Upon removing it, the walls themselves grew fists and started to attack the party. The party fled, and as the fists pounded on floors and ceilings in an attempt to reach the characters, they willed into existence a portal that took them back to Kingswald – just in time. They landed in an ungainly fashion in the middle of the pub, where patrons are now staring at them – plus the gigantic book that Ezekiel is still just about holding.
The Book is Opened
Realising that two portals are currently open: the one in the Queen’s throne room, plus the one that James found originally. After a long debate they decide to try reading the spell at the second portal, as it is less risky than the other.
After a long trek, the party reach the portal site and open the book. Its contents consist of many pages of spells, each written in Old Common with text in the Forestborn tongue scrawled between. Ailsa says these are a translation of the human words – she is surprised that the party cannot read “the humans’ language”.
There is indeed a spell for closing the portal – but if Sharin-isha herself could not close the portal she had made, what hope do we have? Ailsa tries, and she does not manage to completely close it.
Ailsa has a theory that the portal needs to be closed simultaneously from both sides to ensure that the closure holds. The party wonders if they can make a spell scroll, and spends the next two days with Ailsa doing exactly that, at last producing two copies. They decide that Ailsa will remain on the Realm side of the portal to read the spell from there, whilst Esqui (the closest thing they have to an arcane spellcaster) crawls through the reduced portal to read the spell from the other side.
Esqui takes the portal-making box with him, hoping to be able to remake a portal back to the Realm from the other side. He makes it through, and discovers a plane of unending, depth-less white, marked by light breezes and a complete lack of gravity.
NPC / Enemy Roster
|Init||+5||HP||24 22 19|
|Skills||Hide +4, Jump +8, Listen +2, Move Silently +4, Ride +9, Spot +2|
|Feats||Dodge, Power Attack, Cleave|
|Skills||Craft (Alchemy) +8, Craft (Woodworking) +10, Craft (Sculpting) +6, Diplomacy +8, Handle Animal +3, Hide +5, Knowledge (Nature) +8, Knowledge (Nobility and Royalty) +4, Knowledge (Religion) +4.5, Listen +3, Move Silently +2, Spot +1, Use Magic Device +4|
|Feats||Combat Casting, Extend Spell, Silent Spell|
|Spells||Druid Spells Per Day: 4/3/2 Sorcerer Spells Known (6/6): 0th -- Detect Magic, Detect Poison, Mage Hand, Message, Ray of Frost, Read Magic 1st -- Charm Person, Obscuring Mist, Protection from Evil|