In our last D&D session, a few months ago (we’ll get back to it after summer), after defeating Lord Snail the only thing that remained of him was his shell. I said to Rufb’s player that had picked it up and wanted to identify it (with the Tray of Ages), that, well, I didn’t know what it did, yet… That I’d come up with something and tell him next time.
Here it is:
This large shell functions as a Bag of Holding.
Curse: Legacy of a Pervert
Whenever you try to retrieve an item (as an action) from the Lord Snail’ Shell, you have 50% chance to pick instead one of the late Lord Snail’s innumerable erotic charcoal drawings (depicting his dungeon neighbour, the nereid).
A single, if somewhat large, room with living bones and living spirits. The elementalist wipe out the living spirits with a well-timed vengeance. We can then focus on the immediate goal of slaying 10 living bones (they keep popping up each round).
Once it’s done (not a big feat), the Hungry Soul manifests itself. Oddly, the Hungry Soul is no big deal as it’s just a slightly stronger elite living bones (with a strong shield that diminish the more living bones there is). So all in all, an anticlimactic end to the Fall of Man thread.
All three of us can now retire our characters, that’s pretty awesome!
Now, maybe the sensible thing would be to get some information on who or what is The Voice exactly? But following what IT wants means that we get in the Lingering Swamp. And, as it happens, we have a swamp aficionado, of all things, among us. So to hell with prudence, lets go to the decrepit wood to seek something or other that our desincarnated employer wants so bad.
Goal: Reveal G tile, kill all monsters, loot treasure
I’m not quite certain what an Harrower is but they sure are tough cookies. But as they’re melee attackers, they’re quite easy to outmanoeuver. In fact, we did so well with this scenario that… I don’t feel like there’s much to say?
The soothsinger’s forte is not high damage output.
We chose to enter the door in front of us instead of going by the side entrance. We get pesky Black Imps and more Harrowers.
Last room and we still have plenty of resources, no worries.
this one was a walk in the park
we now unlock the elementalist’s life goal special (double) scenario
Both me and the soothsinger will complete our own life goals too so we’ll retire as a team!
We’re supposed to investigate a dragon sighting in the copperneck mountains, but more frivolous adventurers the world as never seen. We’ve sidetracked at the first occasion, in this case after seeing some odd writings on the walls of a cave mentionning a “voice”. Or rather: The Voice.
We start the scenario with our first encounter with drakes (of the rending variety) and oozes. The soothsinger immobilize the whole lot before the elementalist softens them up. I then finish the two leftmost drakes with a devastating swing of my battleaxe. The way is clear (mostly).
In the next room floats 4 living spirits with their annoying shields and all.
But they’re promptly zapped into oblivion by the elementalist.
3 more drakes. We manoeuver so that they’re bunched together and:
Boom! They’re disintegrated, just like that.
Things are so smooth & easy, we’re swaggering our way deeper into the echo chamber. We will pay the price for our overconfidence though…
Only one door to open to win the scenario, but at least one of us must survive the round and it now seems far from certain…
The elementalist goes down too but the soothsinger survives to win the day. With 1 hp!
That was an incredibly close call!
Upon verification, surviving the final round isn’t mandatory but that would have felt like cheating…
The drakes are hard-hitting but not very durable, glass cannons essentially.
I think this scenario should be fairly easy, with a sound plan, on most play
Miles upon miles of massive bones. No vegetation whatsoever. Somewhere in the middle is an ancient mansion. But first you’d have to get past the carrion critters and the undead dinosaurs
Pit of the Broken Idols
A cave. A long-lost civilization had thrown statues that they found offensive down the 60′ deep shaft. There’s still some residual power in some of them.
A spectacular array of flowers and rare medicinal plants amongst the tallest trees of the jungle. This is the works of a cigar-smoking treant that doesn’t take kindly to trespassers.
Rogue, evil aarakocras, have made their lair atop this lonely peak. They’re given to banditry. They keep tongueless harpies as wretched slaves.
A very ancient site of worship, originally to some obscure amphibian deity. Glittering precious stones can be seen in the pristine water of the pool.
Tunnel Cave (Mistcliffs)
A several miles long cave makes the link from dense, batiri-infested jungles to the coast, through the mistcliffs mountains. There’s many divergent paths and a lot of dangerous critters along the way.
Jagged Summit (Mistcliffs)
The greatest aarakocra “nest” of the mistcliffs, the numerous sentinels patrolling the air don’t miss much. There’s an outpost for trade and only rare visitors are considered trustworthy enough to be allowed further.
One of several rock tower that served to guard the border of the now defunct mezroan empire. This one has sunken below ground, only the uppermost tip remains. The lower part is now in the middle of a cave system.