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Showing content with the highest reputation on 07/07/2019 in all areas

  1. Heard from inside sources just the other day at the park that 5 people were JUST casted for “surprise zone” on October 26/27 and November 1/2. Who knows what this could be? could there possibly be a shadows of the past type of zone coming?
    4 points
  2. DRUIDS AND DEMONS: NECROMANCER'S KEEP Mitch's Morda-Hir dungeon was a successful campaign. Of course, he can't let his party stagnate, he needs to find more challenging monsters for them to fight. While pondering what to throw at them while working at his local games shop, however, he uncovered a book: THE DM'S GUIDE TO EVIL. Nothing accursed about it... to anyone in reality. No, what's inside is a challenge for any PC brave or stupid enough to enter. Get ready for Necromancer's Keep... where Resurrection spells won't save you. Combining Druids and Demons (Which, covering our bases, might as well be a licensed D&D house) with the yet-unused Necromancer's Keep idea, D&D: NECROMANCER'S KEEP returns us to Wooster's mind as he prepares a kickass gaming session. Of course, what's awesome to the player is madness to the PC, and while still awesome, it's still fricken' scary! (I mispelled Frickin'. Ignore that.) Also I've never played Dungeons and Dragons. Though I have played a session of Pathfinder. Which is legally different. ROOMS: Facade: Guests enter the house through the gaping maw of a dice tower. The exit (for dice) resembles a giant stone skull, and giant dice can be seen tumbling through the openings. Outside of the entrance, a skeleton impaled on a pike (animatronic with a guy providing the voice) chats with guests, providing a sharp wit. Mitch can be heard hyping up the campaign. Antechamber: Guests enter a dark antechamber, lit only by green flames. There is a mirror, which will drop down and reveal a skeleton, who will lunge out at guests. Cauldron Room: Guests pass by a room where the Necromancer tends to a steaming cauldron. He will threaten guests. From the opposite side, a figure made of smoke, with a skull face (...I think it's possible with a slightly reflective morphsuit and some lighting tricks) will attack. Hall of Armor: Guests then enter a room full of armored skeletons. Some look appropriately sinister, others look like they were heroes in life. Two of the armors are scaracters, and will lunge out at guests. Crypt: Guests then enter a crypt full of shaking coffins. Moaning fills the air, alongside the scent of decay, and zombies will burst out of the columns. Hallway: Guests then enter a hallway, where high-pitched cackling can be heard. Zombie goblins will attack. Under the Stairs: Guests then wind up below a set of stairs, where the Party can be heard fighting a horde of zombies. At times, a zombie will fall through the stairs (puppet), being stopped a few feet above the walkway Dungeon: Guests then pass between prison cells, with either a prisoner begging for release, or corpses in varying states of decay. While the prisoners will rush bars, watch out for the dead - they may reanimate and rush the bars, actually prying them apart. (I doubt the undead can actually do this in D&D. But I also doubt Hannibal Lector could too, and He did it in Horrorwood Hotel at Knotts, so...) Smithy: A skeleton blacksmith makes armor for the undead. He toils at the anvil, occasionally threatening guests with his hammer. Lucy's Chambers: Guests then enter a room labelled as Lucy's. Who's Lucy? Why, only the Necromancer's pet Dracolich, of course! She roars, claws at guests, and breathes green fire (smoke and lights). Princess's Prison: The Princess had an extra-comfortable room. However, she won't need that, as she's been poisoned. As guests pass by her pallid corpse, however, she reanimates and rushes at guests, eyes glowing green. (Contacts and black light.) FINALE: The Necromancer stands on a podium, reciting an incantation to Myrkul. Lightning flashes, and he's gone... or is he? After a period of darkness, the Necromancer returns - as a giant, demonic lich, roaring and clawing at guests above the exit. (Tricks of the light, of course.)
    2 points
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