With the defeat of the warforged, the 2nd level of the main tower was clear. Descending to the first level, the party found goblin remains all over the floor on the main chamber. Further exploration found a couple of meeting rooms, a food pantry, dining room, where a potion of cure poison(contained in a box only a wizard could open) was procured, and lastly a formal reception room.
A hutch on one wall had a locked door the Rudy was not able to pick. Fortunately, Mara rolled a 20 and unlocked it. This was a much better solution than Ekeraath's, punching through the door. Inside was a crystal decanter full of an unidentified liquid. There was enough there for 6 people to drink. Once again, stepping up and feeling brave, Ekeraath took his drink. He was forced to save against Fortitude and with his success, added one to the ability score of his choice. Everyone else followed and unfortunately, Leenia failed her check and became intoxicated.
Since Jeff was controlling Rudy because Mike was on a business trip, Rudy hasn't made his check yet.
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3 comments:
This was a crazy powerful boon, since it seems in 4e there are almost no other ways to improve ability scores except to increase level.
That +1 boost to my Int will pop me up to a higher AC and.. +5 to hit for the rest of a round for the party if I can ever land a daily. That should be nice. :)
I'm in a sticky spot right now. Treasure, other than magic items, has little value to you guys. So I had to come up with something different. I figured the save would at least make it interesting.
Now, about that drunken halfing and elf, giggling in the corner.
I think I would disagree.
Treasure is still valuable. Keep in mind that our characters may want to hire henchlings, donate to a church, fund a colony on the mainland, start a rebel alliance to overthrow the kobolds, get involved in island politics, bribe others to learn about new treasures, even buy regents for rituals or create magic items.
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