Paizo Plays The Faerie Mound of Dragonkind

Game Master Misroi

Everyone is welcome!

Riderch's Stats:

Life Points: 37/40
Initial Equipment: Cwythia, panpipes (automatically defeat foes on a 6 or less on round 1), sword (hit on 7 or less, deal 6 damage),
ring of the faeries (may not be blinded), sphere of defense (smash this sphere before combat to defeat that foe, and all foes of that type within the mound)

Additional Items:
Potion 1 -
Potion 2 - Potion of Magic Resistance (negate all damage from a magical attack)
Potion 3 -
Weapon 1 -
Weapon 2 -
Ring 1 - Ring of Weakness
Ring 2 - Magic Ring of Glowiness
Ring 3 -
Other Object 1 - Magic Key
Other Object 2 - Mushroom Disintegration Powder
Other Object 3 - Wand of Teleportation (4 charges, 75A ref)

Zade, the contented elf
Life Points: 19/19
Sword: (strikes successfully in combat on a roll of 9 or less, inflicts 6 Life Points of damage with each successful strike)


1 to 50 of 339 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Dark Archive

Gameplay has not started yet. Please see the Discussion tab for game rules.

Dark Archive

You are Riderch, storyteller, musician, bard. You know the epic stories of your people and have related to them tales of heroism and triumph in trying times. You have lost count how many people you have brought to tears with your music, how many have had their hearts lifted by your stories, how many have been inspired to achieve greatness by your words. It is your calling - not to be the bonfire that illuminates the light, but to be the spark that ignites it.

Lately, though, you have wondered what will happen when your spark is snuffed out. It is the nature of the world that all that is mortal will eventually pass on, and you wonder if anyone will ever sing songs of your deeds, or if there is no eternal coda that echoes your refrain after you have been laid to rest. No longer are you content to sing the songs of old heroes. New songs must be composed, and your deeds will be the subject. If you are to add your compositions to the repertoires of future bards, however, you have decided on a daring plan.

Two thousand years ago, there were tales of a lute belonging to the first bard of your order, Danann. According to the stories you learned, there was a time when Danann was trying to lead his people to safety while being chased by bloodthirsty lizardfolk. Danann played a tune from this lute for the clouds above, and the notes were so pure, it caused the clouds themselves to weep uncontrollably, allowing your people to escape capture and death. There were multiple tales of Danann's lute, but only recently did you learn of the tale of Danann's disappearance - he sought to woo the faerie queen herself with his music, and delved into a faerie mound in an ancient wood on the outskirts of your homeland.

With Danann's lute, surely you could join the ranks of Danann and the bards of old! Heedless of the risks, you traveled deep into the woods, knowing you have no time to spare. The faerie mound only appears on this night once every thousand years, and if you do not delve now into the mound, you will never again see it in your life. You examine it, and find no entrance, but you recall the final tale of Danann. You remember how he circled around the mound nine times widdershins, and how those who watched him say he disappeared before the tenth. Determined to follow in his footsteps, you traverse the mound, and after the ninth circuit, you spy a faint glow in the grass before you. Kneeling down before it, you push into the grass, which spreads wide, granting passage into the hill itself. A bright light flashes out, and for a moment you blink as your eyes adjust. Gradually, you become aware that you are now in a huge room, far larger than could possibly fit inside a small mound of earth.

"Please to enter, sir," a lilting voice sounds, far nearer to you than you were prepared. You start as you realize an elf is standing before you, and while he is dressed in silver chain, his gesture is welcoming, not threatening. Beyond the elf, at the far end of the room, rises a huge throne in the shape of a dragon. Seated upon it is a small figure, dressed in purple robes and bearing a crown of gold upon his head. If this is not the faerie king himself, you cannot imagine who would be. As you stare at the king, a goblet is thrust before you. A leather-clad dwarf peers up, offering you a glass of a dark, earthy liquid that smells of strong ale. There are many other intriguing things, including a lute, a floating bottle, roast meats, and so on, but these people are immediately demanding your attention.

Do you:
A: Stop and talk to the elf?
B: Take the goblet from the dwarf?
C: Proceed directly to the faerie king?

I'll tally voting on Tuesday evening!

The Exchange

Complain about the new boards here!

We are a bard. Of course we talk to the elf. I'd say no to taking the goblet, since there's a whole slew of stories on what happens when you eat or drink in faerie land. My guess is the faerie King may be an illusion - he wouldn't be coming to welcome small fry like us until we've proven ourselves.

TLDR: Option A


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

"other intriguing things" includes a lute!? Since a lute was our original goal, I would have to say that is the most fascinating thing to me as I enter. That, however, is not one of the choices.

So, perhaps I stop and talk to the elf in hopes that can I get to know the rules of this place better. The elf already welcomed me, so perhaps can answer other questions.

The king is tempting, but theoretically he has the power to put me to death for trespassing, or other things, and the story of Dannan disappearing after seeking out the queen makes me cautious, lest I suffer a similar fate.

The ale doesn't seem tempting at all, because I want my wits very clear right now.

Dark Archive

Results: two votes for A, so we're talking to the elf.

While the environment is strange, you recover quickly. "Mae govannen, herdir edhellen," you reply in the melodic tongue of the elves. An honest smile plays across his face in response, and his body language relaxes. "I am Riderch, a skilled musician, and I am honored to be a guest in your lord's hall."

"Your knowledge of our language is welcome, but unnecessary," he replies. "Most in our lord's realm know the trade tongue, and can easily speak it. I welcome you to our revels." He takes note of Cwythia, currently slung over your shoulder. "You say you are a skilled musican? Come, play your pipes! A celebration demands music!"

A murmur runs through the crowd as word spreads that music will soon play, and being a natural-born performer, you take up your pipes and place them to your lips. "Play well, Cwythia," you whisper. "Our quest may end here if we do not meet the king's standards."

"Your quest, master!", she whispers back. "I have only your assurances I will not be replaced once you discover Danann's lute."

"When have I ever lied to you?", you reply. "Danann's lute will allow me to create masterpieces, but it shall be you that pipe them. If anything, you shall be all the more famous if we succeed!"

Before she can protest again, you begin piping a tune. The first few notes are harsh and off-key - no doubt a protest from the stubborn pipes - but she is as much a devoted performer as yourself, and soon a sweet melody begins to fill the chamber. Most nod their heads or tap their feet in time, but a number leap to their feet and form a circle of dancers around you. You have no idea exactly how long you play - time in the mound is strange, and you often lose yourself in the music - but eventually you feel the elf's hand upon your shoulder. "The king is ready to receive you," he says. Quickly, you finish the song to the dancers' dismay, and step toward the throne.

The gnarled old king bears a smile upon his face as you approach, possibly out of gratitude for providing music for his court, but you can't immediately tell. "It has been some time since a mortal has come before our court," he says, narrowing his eyes. "Why have ye come here?" You quickly explain your quest, focusing on Danann's entry into the mound and skirting around the reasons for his entry.

"A lute, ye say?", he replies, drumming his fingertips on the arm of his throne. "We are not opposed to allowing you into our realm and searching for this lute that belongs to the mortal world, but if we allow you this boon, you must complete a task for us."

Seeing little alternative, you bow graciously. "Of course, Your Majesty. I would be honored to accept this quest from you."

"Very well. It is a matter of a lamp."

You remain silent, thankful you had not finished your genuflection, allowing you to hide your confusion. "A...lamp, Your Majesty?"

"Yes, a lamp. Our wife - the queen, ye know - resides in her own quarters elsewhere in the mound. And she has vexed me by taking a particularly favored lamp of mine. Get this lamp back from her, and return it to us, and we shall be happy to help ye in your own quest."

You finish your bow to look the faerie king in the eye. "Of course, Your Majesty - this will be done. How shall I find her?"

"Easy enough, he replies, gesturing vaguely to your right. "You'll find a pool over that way. Leap into it, and it will magically take you to her domain."

"Of...course, Your Majesty," you reply, your heart quickening at the thought of being submerged, and you wonder for the first time how much you can trust this ancient being. The king closes his eyes and rests his head against a dragon scale. You turn and study the bustling festhall. Everyone is occupied with their own concerns, and there are several exists, but which one should you take? "Excuse me, Your Majesty," you reply, "but which way should I go?"

The faerie king stirs, and opens an eye. "What fools these mortals be! Ye say ye'll do us a favor, then want us to do it for ye!" His eye closes, and you quickly bow again, heading away form his throne. "Remember, mortal," you hear quietly from behind you. "To get safely through the pool, ye must acquire some magic items along the way."

Well, at least he wants me to get to the queen's realm safely, you think. You retreat to the center of the hall, debating on what to examine first.

Do you examine:
A: the floating bottle on the left?
B: the glowing lantern on the right?
C: the lute on the right?
D: the winged faerie at the back right?
E: the window on the wall to the left of the throne?
F: the iron-bound door on the right-hand side of the chamber?
G: the faeries at the tables?
H: the candles on either table?
I: a small coffer on the table?
J: a floating skull at the left-hand table?
K: a sword on the left-hand table?
L: a huge tree at the far left?

Voting will be tallied on Thursday evening.

The Exchange

Complain about the new boards here!

We are a bard. Talking has gotten us somewhere, and we have a lot of choices and very little information. A lute is nice, but Cwythia may get jealous, and since we're counting on her to see us out of this safely, we'd better not piss her off. We should talk to the faeries to get more information, let's get the faeries at the table, so they don't feel like we've slighted them by going to the winged faery at the back. Though it might run the risk of them asking us to drink something, at least now we have the faerie King's permission to be here.

TLDR: Option G


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

I'm definitely for option C. We have no idea what game the king is playing, and this might be *the* lute that we're looking for. There is no way to tell that unless we first examine it.

Since we're near the throne already, E is also tempting, as are many of the objects that have a chance of being magical items that could help us. The lantern (B) is a light source, which we don't seem to have, and will probably need, and a tree underground is naturally fascinating. Faeries are tricksters, so talking to them might be interesting, but not really my top priority, since all their information may or may not be trustworthy.

The Exchange

Complain about the new boards here!

This voice in Riderch's mind thinks that the lute wouldn't be so easily in our grasp. And the best way to deal with faeries is to treat them honestly, afterall hasn't good manners and honesty with the elf brought us here?

Again this voice in Riderch's mind likes to think the best of faeries. Could be persuaded to look at the lantern, but again there are stories that lanterns can trap your soul...

Dark Archive

Coin Flip, 1=C, 2=G: 1d2 ⇒ 2

Though tempted by the lute, you decide to not risk Cwythia's ire by immediately investigating the lute, instead spending some of the good favor you earned with the faeries when you played for them. They have not forgotten you, and cheers rise as you approach again. "The bard returns!", one says, raising a glass of red wine. "A toast and a drink for the musician!" Goblets of wine are presented to you, but you wave them off.

"Your hospitality is most gracious," you say as you decline the drinks. "But I am on a quest in your world, and have need to keep my wits about me."

"Then perhaps you might play for us again!", one of the faeries says hopefully. "Our dance was rudely interrupted before!"

You contain a smile as you concoct a plan in your head. "Certainly, I can play another tune, if you can grant me some aid in my quest in exchange." They quickly accept, and you play a different tune than before, this one filled with your brand of magics, one that would loosen their lips quicker than their faerie wine.

Indeed, you pipe for minutes, and while some of the faeries resume their dance, others begin to chatter amongst themselves in their melodic language. One, a plump balding man at the right hand table, looks up and speaks in your tongue, "We think you should know that guests to the court of the faerie queen are expected to bear gifts for her, especially if they're asking her for a boon. You should definitely have as many items as possible with you when you get ready to go down through the magic pool." No sooner than he says these words do his eyes widen, and he claps a hand over his mouth. Red-faced, he retreats into the crowd, fearing he had said too much already.

Do you examine:
A: the floating bottle on the left?
B: the glowing lantern on the right?
C: the lute on the right?
D: the winged faerie at the back right?
E: the window on the wall to the left of the throne?
F: the iron-bound door on the right-hand side of the chamber?
G: the faeries at the tables?
H: the candles on either table?
I: a small coffer on the table?
J: a floating skull at the left-hand table?
K: a sword on the left-hand table?
L: a huge tree at the far left?

Voting will close on Saturday evening.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

I want to look at the floating skull next.

The Exchange

Complain about the new boards here!

We are a bard. Since we got some good advice talking to faeries, we should talk to more faeries! We need to talk to the winged faerie at the back right! And the floating skull is probably ebul! It should not be touched!

Dark Archive

So, I think I'm going to try for daily updates for now. If we get more interested players, then I might revisit the update schedule, but for now, let's get the party going!

Coin Flip, 1=D, 2=J: 1d2 ⇒ 1

In the interest of gathering as much information from the king's court as you can before you leave it, you cross over to the back of the room, where there's a windowlike opening with a faerie scraping dirty plates into it. "What are you on about?", you ask.

The faerie seems a bit startled - whether it's because a mortal is addressing him, or if it's because someone's taken notice of him - and takes a moment to respond. "My job, as it happens. Them what's out there?", he says, pointing at the fey revelry happening in the center of court. "All they's do is eat, and eat, and eat, and they's never stops. So's one day, I notice the plates is pilin' up, right? I says to the king, 'oi, we should get the queen and her ladies back here to do the tidying up,' and next thing I knows, it's me doing the scraping! I ask you, is that fair?"

"It certainly wouldn't be the response I would expect from mortal women," you say politically, choosing your words carefully. Most of the women you've met would have done far worse to this man than the king. "So, where does the food go once you scrape it through the window?"

"I'm sure someone knows, but it tisn't me. The king ordered me to scrapes his plates, so I a-scraping I go. I suppose you could find out yourself - it's as viable an exit from here as any. I wouldn't expect much from them lot," he says, indicating the rest of the faeries. "Any time I asks them for anything, they laugh and hand me more dirty dishes."

Do you examine:
A: the floating bottle on the left?
B: the glowing lantern on the right?
C: the lute on the right?
D: the winged faerie at the back right?
E: the window on the wall to the left of the throne?
F: the iron-bound door on the right-hand side of the chamber?
G: the faeries at the tables?
H: the candles on either table?
I: a small coffer on the table?
J: a floating skull at the left-hand table?
K: a sword on the left-hand table?
L: a huge tree at the far left?

Next update tomorrow evening.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Well, I think it is a mistake to leave here without examining the other things already suggested, but since we've got a lead on the window, let's go check it out.

The Exchange

Complain about the new boards here!

Agree with Zanbabe. If we asked for some directions, we must as well follow them.

Option E

Dark Archive

Unanimous decision, then!

Leaning through the window at the back of the room, you see only darkness. You do hear a faint rustling sound, almost metallic.

Do you:
A: Ask someone that isn't the plate-scraping faerie whats down there?
B: Go through the window?
C: Go choose one of the other options available in the room?

Next update tomorrow evening.

The Exchange

Complain about the new boards here!

We are a bard. Of course we talk to faeries. We ask someone who isn't the plate scraping faerie what's down there.

Option A


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Nah, let's jump. We should have examined other stuff, but I'm really sick of talking to faeries. Now that we walked over here, time to go.

The Exchange

Complain about the new boards here!

If so, I vote to go back. Sometimes going forward you can't go back. I was talking to them for information so we could make an informed choice.

Option C

Dark Archive

Coin Flip, 1=B, 2=C: 1d2 ⇒ 1

I'll not find the object of my quest if I never leave this room, you think to yourself, and fling yourself into the dumbwaiter. You don't have far to fall, and your descent is halted by a pile of coins and jewels. There's no sign of the garbage anywhere - just a massive horde of treasure! Emeralds! Silver! Polished ivory! Unicorn statuettes! Red dragon!

Wait, what was that last one?

Your heart catches in your throat as you spy a huge red dragon, rising up from her horde. She has clearly taken notice of you.

Do you:
A: Fight the dragon?
B: Pretend she isn't there?
C: Negotiate with her?

Voting closes tomorrow evening.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Ha ha. :) Awesome. If this were a real RPG I would probably burrow into the pile and try to hide, but as it is, I vote negotiate. :) Maybe she needs us to do something just like the king did, or maybe she's looking to unload some unicorn statues, newly realizing how kitschy they are.

We didn't pick up a sword so fighting sounds suicidal, and she's probably smarter than a bugblatter beast, so ignoring might not work.

(If we die, are we going back to the beginning?)

[I bet that lying sack of Faerie untrustworthiness that suggested this path has a deal with the Dragon to send her nice morsels like us now and then.]

The Exchange

Complain about the new boards here!

I don't want to die...! If I could I would bravely bravely run away. But since it isn’t an option here, maybe we may still stand a chance to persuade the dragon that bards are stringy morsels that are not good eating.

Option C:Negotiate! For our life!

I think if we die, we just step back that we didnt make this choice, with one of our life gems shattered

Dark Archive

That's correct - basically, if you die, you'll lose a life gem. If it's due to combat, you'll regain any life points lost during that fight, and go to the victory section for that fight. If it's due to a dead end, then we'll just head back to the most recent decision point with one fewer gem. If we do lose all the gems, though, then our quest is truly at an end.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Okay, thanks for the clarification. I don't really mind dying, because I like going through all the choices in choose-your-own-adventure books probably. However, having the story over permanently would be sad.

Dark Archive

My only concern about dying is that PbP is already slow, and starting over from the beginning every time we find a 'game over' section would get rather tedious after awhile. Hopefully, this will strike a balance between inevitable failure and automatic success!


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Good points.

Perhaps I shall try to be less reckless.

Although, this bard seems to have low impulse control and a split personality disorder, so who knows what he might do. :)

Maybe we should go back up and push that lying faerie down the chute.

The Exchange

Complain about the new boards here!

There are a lot of ways to get yourself killed. Some amusing, some less so. In Lone Wolf books there usually is forewarning, Fighting Fantasy, depending on author, sometimes none.

Though the maze in Castle Death has really lots of unforseen ways to die.

It's like you're at a dungeon intersection. Turn left or right. You say, turn right.

Next section:<insert horrible event> You died.

Dark Archive

Yeah, there's stupid ways to die in here too. I couldn't say how bad off the top of my head, but I will say you've already avoided one - taking the mug of ale in the very first decision of the game is an instant game over!

Perhaps I can talk my way out of this!, you think, frantically clearing your throat before the dragon can breathe its fire upon you. "I've not come to harm you!", you say quickly. "I'm on a quest to find the lute of the bard Danann!" Seizing the moment, you sing one of the lieds of the ancient bard, weaving magics into your words. The music catches her attention, and her posture shifts from an aggressive stance to an apprehensive one, then to a much more calm repose. You weave the ending of that story into your own, searching for Danann's lute in order to tell the tale of your people, so that the coming generations will know their stories.

"I know of the importance of passing wisdom on to the next generation, mortal," the dragon says at last, craning her massive head towards a huge archway behind her. "You have amused me, and so I shall not kill you for intruding in my lair. Moreover, if you have a gem to trade, I shall even allow you to look around as long as you wish, but you may only take two items with you when you leave."

"And, if I don't have a gem?", you ask, cursing silently as she realizes you don't actually have one at the moment.

"Then you may leave with your life," she says curtly. "Now."

Not wishing to anger a dragon further, you quickly decide to leave via one of the two visible exits.

Do you:
A: leave via a set of stairs descending into darkness?
B: leave via the massive archway the dragon glanced down?

Update tomorrow evening.

The Exchange

Complain about the new boards here!

Yeah I am glad I followed my natural reticence on drinking and eating stuff. *Has a vision of someone of collapsing on the ground after eating food passed to him by some dubious, dubious monks.* Though in Fighting Fantasy, drinking alcohol is actually encouraged.

I think going the massive archway is back – since the dragon stated passing wisdom to the next generation, then turned her head back. Since back was where we wanted to go, we shall leave by the massive archway the dragon glanced down. Also the last time I looked, we didn’t have any light source. Falling down dark stairs to our death is so embarrassing. Or that there may be Grues waiting for us in the dark...

Option B


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

I think she glanced back because that is where her children are... her next generation. If we mess with them, we're toast.

You're right about the grues, of course, but it isn't much of a choice between grues and hungry baby dragons.

... Oh, all right. We'll go through the massive archway. But let's GET a light source next time instead of talking to lying idiot faeries that are trying to get us killed. :) Then we won't have to worry about grues.

Dark Archive

The dragon watches you leave down the long, dark hallway, resting back on her horde as you venture further out of her domain. The tunnel itself is rough-hewn stone, though there are scratches on the wall that appear more natural than having been made by any manmade tools. Without warning, the ground beneath your feet changes. You look down and discover you've entered into a rough metal grid, much like a cattle grid you've seen in farmlands to prevent cattle from entering garden, just on a much larger scale. You have no doubt that the dragon herself would be able to easily make the journey, but a human-sized person? That's a different story.

Can you make it without falling?: 1d12 ⇒ 6

You leap from beam to beam across the grid. Your shoe catches once or twice, but eventually you land safely on the other side, and you quickly come to grips with two sights you did not expect to see when you entered the mound this evening.

The first: you appear to be in a children's nursery.

The second: the children appear to be baby dragons.

At the room's center is a spiral slide made of metal that disappears into a circular hole in the floor. As you watch, there always seems to be a baby dragon on it, shouting and laughing as it spins round and round. At first you think you catch a glimpse of a fairly small dragon down a smaller tunnel that's cordoned off by a metal gate, but when you look again, the figure is gone. Other than the baby dragons - which are adorable, by the way - you are free to examine the room as you wish.

Do you investigate:
A: The newly-hatched wyrmling with a glowing ring on its nose?
B: The wide corridor you just came down?
C: A toy horse made of bone?
D: The wyrmling on the slide?
E: The slide itself?
F: The torch on the wall illuminating the room?
G: The animal pictures over the arch that circle the top of the room?
H: The small gated tunnel?
I: The shells of the dragon eggs?

Voting closes tomorrow evening.

The Exchange

Complain about the new boards here!

Oh my god... I love babies and baby dragons are adorable...but would mama dragon be upset with us if we played with her babies? Probably. Lets head towards the small gated tunnel and leave these lovely bundle of scales alone before mama gets mad.

Option H


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Hmm... the small gated tunnel leads to another dragon though, and might be the way out. I like that choice, but we might as well look around first.

I'm tempted by the glowing ring, but the shells are probably safer than directly interacting with likely fire-breathing toddlers... also, the torch could be the light source that we need.

I'm going with Investigate the shells of the dragon eggs.

The Exchange

Complain about the new boards here!

The other voice in my head was right about baby dragons in this place. Maybe the other voice in my head is right that the gated tunnel has a dragon and not an illusion of one. Let's investigate the dragon shells.

Change vote to I

Dark Archive

The dragon eggshells are tough and rubbery, and you wonder how the wyrmlings can break through them. You also begin to wonder - do they have any special properties that could aid you?

Do you:
A: Smell one of the shells?
B: Taste one of the shells?

Voting closes tomorrow evening.

The Exchange

Complain about the new boards here!

*sniff sniff*

We smell one of the shells


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

I like taste better, because sniffing doesn't seem like it would do anything permanent... but I'm over reckless. I know that about myself, so we'll go along with the seemingly safer choice. Smell.

Dark Archive

Gingerly, you pick up one of the pieces of shell and give it a sniff. It smells of something ancient, and powerful. Your blood begins to pump and your heart quicken. If the dragon saw you with one of her eggs in hand...

You decide not to chance it! The sooner you leave the nursery, the better.

Do you leave by:
A: The wide corridor that leads back to the dragon?
B: Down the slide?
C: The small gated tunnel?

Voting closes tomorrow evening.

The Exchange

Complain about the new boards here!

The dragon already told us not to run into her again. And the small gated tunnel has a dragon in it. How about the slide?

Option B


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

The slide probably leads directly to dragons as well. I think small gated tunnel. Maybe a shy dragon we can get around, or one that will talk to us... instead of landing on one, or having one land on us.

Dark Archive

The folding gate offers little resistance to you as you push on it, and begin to travel down the tunnel. Just beyond the gate is a small room with a table and fire. A kettle whistles merrily on the fire, and there are teacups on the table. A folded apron rests on one side of the table, but there's no sign of whoever put the kettle on. Rather than waiting around for them, you continue down the tunnel. It gets smaller and rougher as you travel, and there's no sign anyone's been down this way in some time. Eventually, you reach a room with bright light - sunlight, perhaps! - and enter.

"SMASH THE ANT!", bellows a booming voice from above. Looking up, you see a massive giant with dark skin and a scarlet beard raising a huge foot to stomp upon you. Rolling to safety, the fire giant's foot comes crashing down on the ground, shaking the room. You reach for your sword, but then you notice the giant isn't coming closer, and is futilely kicking at you. The reason for that is quickly apparent - he's manacled to the wall!

Backing away from him, you study the situation. There's a massive giant-sized archway on the far side of the room, flanked by three shields with animal heads upon them on one side, and three portraits of women on the other. A small pile of weapons and shields litter the floor, and there's also a hide-bound drum nestled amongst the weaponry. The only other obvious exit is the tunnel you just came from, and to get back to it, you'd need to get around the giant - or run between his legs, perhaps! You could probably investigate anything else in the room but the tunnel without dealing with the fire giant, but then again, he is wearing a glowing ring on his finger...

Do you:
A: Ignore the giant, staying carefully out of his reach?
B: Feel pity for the giant and try to free him?
C: Put him out of commission before you do anything?

Voting closes tomorrow evening.

The Exchange

Complain about the new boards here!

I'd say we put him out of commission. He's clearly hostile, and doesn't look amendable to talking, since his first reaction is to smash us. If he keeps pulling at the manacles, they may break, and he'll come after us at the worst possible moment.

Option C


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

No way. Not harming him. He's a prisoner. The safe thing to do is A, and go look at some of the weapons and stuff, but because I considered killing him, I feel *really* guilty, so I decide to free him.

Dark Archive

Coin Flip, 1=B, 2=C: 1d2 ⇒ 2

The giant is fierce looking, but if he were stronger, wouldn't he be able to rip free of those bonds? You have reservations about attacking a bound enemy, but after all, he is a fire giant! You pull Cwythia from your belt and begin to play - perhaps you can enchant him with the magic within your pipes.

Need 6 or less: 1d12 ⇒ 9

The giant roars, and shakes his head, ruining the spell. You pull your blade with some recalcitrance, but he will not rest until you have been pulped.

Riderch: 1d12 ⇒ 12

You pull your sword and advance, but trip over the collection of weaponry. Scrambling to your feet, you barely have time to avoid the giant's first strike.

Giant: 1d12 ⇒ 6

He catches you with his massive foot, and you cry in pain - but strangely not as much as you might have suspected. Your initial suspicion was correct, he is a weaker giant. 4 life points of damage.

Riderch: 1d12 ⇒ 10

You drop into a guard, trying to find a better angle to attack the giant. Finding none, you test his defenses, but aren't able to really hinder him.

Giant: 1d12 ⇒ 12

He raises his foot again, but this time you're ready - you jump out of the way, ready to slash at him again once you've landed!

Riderch: 1d12 ⇒ 9

Unfortunately, your strike doesn't penetrate his rock-hard skin. Roaring in anger, he kicks at you again!

Giant: 1d12 ⇒ 6

He strikes you again, and he kicks you away. Scrambling to your feet, you slash at him again! 4 more damage

Riderch: 1d12 ⇒ 5

At last, you cut into his thigh, and blood gushes forth. In response, he bellows, trying to crush you with a massive stomp. 5 damage to the giant!

Giant: 1d12 ⇒ 11

You've finally fallen into a rhythm with the giant, and as a bard, you excel at rhythms. Spinning as he kicks, you send another swipe of your sword at his flank.

Riderch: 1d12 ⇒ 4

With a final thrust, you stab your sword into the giant's gut. His eyes bug out, and he slumps in his bonds, defeated. You almost feel sorry for him, right up until you realize he's fallen in such a way that the tunnel you used to enter this room is now blocked by his body! There's no way you'll be able to move him, so you'll have to find some other way out. However, you're now free to examine the room more in detail. You're also down to 32/40 Life Points. Let me know if you'd like to use that potion of healing any time soon.

Do you investigate:
A: The ring on the giant's finger?
B: The drum?
C: The archway with shields?
D: The giant's belt?
E: The weapons on the floor?
F: The tunnel behind the giant?

Voting closes tomorrow evening.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Darn.

Okay, we totally deserve to die for killing a bound prisoner, so I won't be avoiding that ever again... but since it's over, I guess I grab the ring.

If the bard does indeed have a split personality, my side keeps saying

I hate myself, I hate myself, I hate myself

over and over and over and over again.

The Exchange

Complain about the new boards here!

Grab the ring, it's shinny! Why...murderhoboism feels good! He had it coming for calling us an Ant to be smashed. And to the victors go the spoils of war! Lewt! And maybe this is the ring to get us out of the dragon's den.

I feel as if I'm channeling Belkar lol.

Dark Archive

You pry the ring off the giant's finger, and note several small arcane runes written upon it. Recalling your teacher's lessons, you quickly identify the ring as a wing of weakness, certainly what was keeping the giant manacled, and enabled you to defeat him in combat. It shrinks to a size meant for a human's hand, but rather than place it on your own finger, you put it in your pocket, in the hopes you might use it elsewhere.

Your eyes are then drawn to the lighted archway and the shields around it. An idyllic woodland setting is just outside the arch, and as you try to step through, you run into some sort of invisible barrier.

Odd is Bad, Even is Good: 1d12 ⇒ 8

A gentle golden mist falls from the ceiling of the room, and settles over you. By the time it disappears, the aches from where the giant struck you have lessened. Regaining 1 Life Point!

You note a glow from the shields just as you impact the barrier, so clearly they have something to do with it. You set about deciding which one to investigate first. The shields on the left are each depicting a different animal - from top to bottom, a gryphon, a horse, and a pig - and the three on the right all depict comely women of flaxen hair.

Do you investigate:
A: The gryphon shield?
B: The horse shield?
C: The pig shield?
D: The woman depicted on the topmost shield?
E: The woman depicted on the middle shield?
F: The woman depicted on the bottom shield?

Voting closes tomorrow evening.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Random: 1d6 ⇒ 3

The Pig it is.

The Exchange

Complain about the new boards here!

Gryphons are a symbol of strength and courage. Both that we'll need. Gryphon shield it is.

Dark Archive

Coin Flip, 1=A, 2=C: 1d2 ⇒ 1

You touch the top shield, and it begins to glow, enveloping you. The gryphon turns, and as you get a better look at it, a chill runs down your back.

That's not a gryphon. That's a dragon, and it looks incredibly angry.

A roar echoes in your ears, and you find yourself on unsteady ground. You recognize where you are swiftly, as you're back in the room where you left the red dragon previously. She seems none to pleased that you've returned.

"YOU TRY MY PATIENCE, MANLING!", she bellows, rearing up on her haunches to strike!

We have to fight the dragon now, according to the text, but I'll pause to see if you want to use any of our items before we begin.

The Exchange

Complain about the new boards here!

Use a potion of greater healing. How was I to know the Griffin was in the shield. Sigh.

1 to 50 of 339 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Paizo Plays The Faerie Mound of Dragonkind! All Messageboards

Want to post a reply? Sign in.