Tag: Encounter 6

Results

  • 04

    You throw the drink on a monster. Make this attack: Go back to [[Encounter 6]] and continue it

  • 08

    If each Stealth check result was 14 or higher, go to [[Encounter 6]] and start with surprise on your side. Otherwise, just go to [[Encounter 6]]. Choose the western start area or northern start area, whichever is most appropriate to how you entered …

  • 010

    Strangely, magical emanations are not particularly strong here. Go back to [[Encounter 6]] and continue it.

  • 012

    Voyvod says, “Talk is at an end. Now, you will submit yourself to us. Come, drink this, and sleep until I have use for you.” Voyvod takes a cup from the table. If [[:friendsplug | Splug]] is with you, go to [[067]] otherwise, go to [[105]].

  • 016

    Undead are normally immune to poison, but this poison has a hint of acid. It might actually harm Voyvod! Go back to [[033]].

  • 021

    “Our magic has infused the creatures here. As we work, our creatures shall multiply. You shall be among them soon.” Go back to [[124]] and continue.

  • 025

    You arrive at [[Encounter 6]] in the square shown here (PC); [[:friendsplug | Splug]] arrives in the square marked (S). The monsters are aware of you.

  • 029

    Voyvod hurls the potion on the floor and attacks you! Go back to [[Encounter 6]] and begin combat.

  • 033

    Having taken the drink, which is green and smells sweet and acidic, you can drink (go to [[121]]), refuse to drink (go to [[088]]), examine the drink (go to [[044]]), pretend you intend to drink (go to [[038]]), or attack (go back to [[Encounter 6]] and …

  • 038

    Attempt a Bluff check (DC 10). If you succeed, go to [[093]] otherwise go to [[100]].

  • 040

    “Yes. You awakened and you could have escaped us. But you came to us instead. We must wonder why, but we will learn this in time without your telling us.” Go back to [[124]] and continue.

  • 044

    You can attempt an Arcana or Nature check (DC 15). Success leads you to [[107]]. Failure tells you nothing and sends you back to [[033]].

  • 047

    “No. You are particularly strong, for you managed to awaken and resist. Voyvod needs you most of all.” Go to [[012]] and continue.

  • 053

    “This was our tomb, a place of rest until our long sleep ended. Now it is our home and place of work. We shall sleep no more.” Go back to [[124]] and continue.

  • 059

    You have thwarted the wight’s dark plans and rescued the wight’s prisoners, your adventuring companions. They awaken shortly after the wight dies, and they reunite with you. Your memory returns quickly, and the ordeal has netted surviving heroes *500 …

  • 067

    [[:friendsplug | Splug]] starts to sidle forward with a sigh, as if he’s resigned to obeying Voyvod. Move him 1 square closer to Voyvod. If you accept the drink—not necessarily to drink it yet—move both heroes adjacent to Voyvod and go to [[033]]. Refusal …

  • 072

    “We are Voyvod. We are eternal. Majestic. Great. Our nosism is appropriate. Through us, much shall be born. You are too small in mind and sight to understand us.” Go to [[012]] and continue.

  • 077

    Attempt a DC 15 Athletics check. Success leads you to [[118]]. Failure forces you to [[025]].

  • 079

    “Yes. Our creatures are collectors who bring us subjects for our experiments. Subjects such as you and your companions and experiments with magic too great for you to grasp. Soon, Voyvod shall rule this area. We shall have an army and slaves, dead and …

  • 084

    The wight is unusual in that it doesn’t appear to be vulnerable to radiant damage. However, you sense a weakness and you deal 4 extra radiant damage on your next attack that deals radiant damage. Go back to [[Encounter 6]] and continue it.

  • 088

    Voyvod attacks you! Go back to [[Encounter 6]] and begin combat.

  • 093

    If you attack, you gain a surprise round. You also have a moment more with the drink, to examine it if you wish. Go back to [[033]] and continue.

  • 095

    “We are Voyvod, what such as you might call a wight. An undead creature, unburdened by a soul, immortal.” Go back to [[124]] and continue.

  • 100

    Voyvod howls in rage and attacks you before you can learn more about the drink. Go back to [[Encounter 6]] and begin combat.

  • 105

    If you accept the drink—not necessarily to drink it yet—move adjacent to Voyvod and go to [[033]]. Refusal forces you to [[029]]. You can also simply attack by going back to [[Encounter 6]] and starting combat.

  • 107

    The drink is an acidic poison of some sort, and you can be certain it’s harmful. You can attempt a Religion check (DC 15) and go to [[016]] if you succeed. Otherwise, go to [[033]].

  • 109

    “Your erstwhile companions sleep, unlike you, in the thickest darkness of the cavern until we wish to use them. They sleep until Voyvod no longer wishes it.” Voyvod points to the southern exit from the room. Go back to [[124]] and continue.

  • 111

    As your insult falls from your lips and takes root, Voyvod’s look of amusement becomes a mask of rage. “They” attack! Go back to [[Encounter 6]] and begin combat.

  • 115

    Attempt a DC 12 Stealth check. Success leads you to [[118]]. Failure forces you to [[025]].

  • 118

    You arrive at [[Encounter 6]] in the square shown here (PC); [[:friendsplug | Splug]] arrives in the square marked (S). You have surprised the monsters there.

    120

    Go to [[Encounter 6]]. Choose the western start area or northern start area, whichever is most appropriate to how you entered the room.

  • 121

    You drink the potion, which tastes sweet and tangy, and Voyvod smiles. Your flesh quickly goes cold, your innards burn, and the world goes black. You never awaken again, and your adventure is over.

  • 124

    As the wispy shapes begin to whimper and groan, the thin humanoid raises a hand and speaks to you in a hoarse whisper. “We are Voyvod. Welcome to our home. I see our creatures have brought you to us as we wished. You seem to be more resilient than your …

  • 125

    Unlike you and [[:friendsplug | Splug]], monsters with darkvision can see in and through the darkness in here. Go back to [[Encounter 6]].

  • 127

    Moving across the table smashes bottles and scatters paper. This enrages the wight but has little other effect. Go back to [[Encounter 6]] and continue.

  • Encounter 6

    h3. *SETUP* *When you can see into the area, read:* _This room is carved from the rock with hints that it too was once a natural cavern. Magical orbs of light floating in the northern corners reveal two small tables and a larger one, all of them …