Run time: 2h45m
Previously, on Dungeons and Dragons…
Convinced that the Queen’s intentions towards the “holy land” are not as innocent as she claimed, the party has set off to retrieve the spellbook of Sharin-isha – said to be the only artefact with the power to close the portals between our realm and others for good.
They have arrived in the Grand Temple of the Forestborn, and have grudgingly been granted access to the tower where the spellbook is kept, but they have an escort – and have been told in no uncertain terms that the upper levels of the tower are off limits.
Inside the Tower
The party ascends the tower. At the top, they charm the two guards protecting the stairs to the book, but have no such luck with the priests who had escorted them. A long back-and-forth bluff-fest ensues, culminating in a battle. After defeating the priests, the party ascend the stairs.
Inside the highest room of the tower, the book sits on a dais in the centre of the circular room. It opens without resistance, but as it is touched, the whole place begins to shake and come alive. The walls shriek and protest that someone has touched the book, and that the Queen will be unhappy.
Then the interior walls develop fists, and… roll initiative.
The Great Escape
The tower is tearing itself apart, with the fists pummelling the place in an attempt to destroy the party. They only just escape, by portalling themselves out of there and back to the pub at Kingswald.
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
|Skills||Climb +6, Handle Animal +4, Hide +2, Intimidate +6, Listen -1, Move Silently +2, Spot -1|
|Feats||Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Mobility|
|Name||?? High Priest||Race||Forestborn||Cl/Lv||Monk/4 Druid/3 Sorceror/4||Align||LN|
|Init||+4||HP||39 21 14 10 7 2 -6
39 34 28 12 2 0Init Gavil 19 Ailsa 18 Esqui 17 Dan 16 Zeke 9 HP1 9 Arken 7 HP2 7 James 4
|AC||14||AtkB||9/4Me 7/7Mo 8/3R||Fort||+8||Ref||+9||Will||+14||Move||40ft|
|Skills||Bluff +8, Concentration +10, Craft (Sculpting) +5, Decipher Script +5, Escape Artist +8, Handle Animal +3, Hide +6.5, Knowledge (Geography) +3, Listen +3, Move Silently +1, Spot +9, Tumble +7|
|Feats||Blind-Fight, [Deflect Arrows], Diligent, [Evasion], [Improved Grapple], [Improved Unarmed Strike], Lightning Reflexes, Skill Focus (Concentration), Weapon Focus (quarterstaff)|
|Spells||Druid Spells per day: 4/3/2
Sorcerer Spells Known (6/7/3): 0th — Arcane Mark, Detect Magic, Ghost Sound, Mage Hand, Mending, Read Magic. 1st — Charm Person, Magic Missile, Obscuring Mist. 2nd — Whispering Wind.
|Init||-1||HP||66 61 59 53 52 43 42 39
Init Arken 15 James 14 Esqui 14 Dan 14 Gavil 13 Zeke 11 Ailsa 9 Tower 2