In this episode, Eric actually makes a friend.
You can buy the complete series right here.
Check out the previous episode recaps:
Part One (Episodes 1-6)
Part Two (Episodes 7-13)
Episode 14
Episode 15
Episode 16
Episode 17
Episode 18
Episode 19
Episode 20
Episode 21
Episode 22
Episode 23
Episode 24
Episode 25
Episode 26
Episode 27
Episode 28
Episode 24 - Odyssey of the Twelfth Talisman
Diana is voluntarily being chased by a herd of monster horses. She jumps a river, while the animals fall in. They're trapped.
This was apparently Eric's idea. The group intimately congratulates him.
Elsewhere, some random kid finds a magic talisman. He tries to trade it for some bread at a caravan, but they say no.
He ends up being chased by members of the caravan who think he stole the bread.
The kid ends up running into the group. The amulet begins firing purple lightning from the amulet that disperses both the herd and the people chasing him.
Lorne is the kid's name. Hank invites him to join the group.
The heroes make camp by a waterfall.
This show has a lot of really nice camping locations. That's something that should probably be in D&D campaigns more - nice, or fun, places to make camp.
Eric and Lorne do not get along. They put each other down constantly. Bobby: "That's all we need - two Erics."
The group brings up that they are looking for a stone of Astra, but they don't know what it looks like. The camera zooms in on Lorne's amulet. The stone on it bears a star symbol. Zooms in some more. HMMMMM
Resuming their journey, the adventurers journey through a forest. Dungeon Master has arrived again. He says the stone of Astra must be destroyed. The amulet protects only the wearer, it can do harm to those near him.
An evil wizard from the caravan is watching. He sends boulders flying at the group. The energy shot from the talisman destroys the boulders and knocks over a bunch of trees that the group barely avoids.
The wizard hides. The group tells Lorne to destroy the amulet, but he refuses and ditches the group.
The group makes camp and convinces Eric to go find Lorne. Eric finds him and convinces him to come back, but they're both lost.
They end up captured by the caravan. The evil wizard appears and demands the talisman. He uses magic that literally makes the sound effect from Star Wars when Luke trains with the lightsaber.
The group shows up but immediately gets trapped in a field of energy by the evil wizard guy.
Looks like the bad guy has won. Lorne tosses him the talisman... but Dungeon Master catches it. He's really intervening on his own scenario, here. Things must have gone way off the rails.
DM offers Korloc, the wizard, the amulet. He explains that it is cursed, more or less. But wait, here's Venger.
Venger starts flinging bolts of energy and Korloc uses the amulet to force Venger to flee. Then, Korloc tosses the amulet back to Dungeon Master.
The next day, Lorne joins the caravan.
There's something about that bother me about these episodes that introduce a new NPC.. I guess it's because the NPC is only on for that one episode, then they are never seen again. What's the point?
Stuff that Presto's Hat Does:
56. Conjures an apple.
57. Summons some bananas.
Eric's Life is Horrible Because:
22. Comes up with a plan that ends with the group being chased by a herd of monster horses.
Hank's Bow Can:
71. Miss an entire herd of monster horses.
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