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Aftermath - Campaign after the War
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<blockquote data-quote="Rybaer" data-source="post: 1084" data-attributes="member: 118"><p>Adventure #3.1 – The Journey Begins</p><p></p><p></p><p>We last left the party relaxing and training in the safe confines of New Selmar. Everyone was in pretty good spirits after their first two successful assignments, with the notable exception of Rurik. The transformation of his head into that of a lion, and his subsequent dismissal by his uncle from their house and chapel, had left him shaken. Furthermore, he was forced to endure the constant stares of curiosity and horror from the other townsfolk. </p><p></p><p>On the evening following their raid, the rest of the town’s fighting force returned from a successful series of skirmishes against one of the region’s orc tribes. Sangelais, the master wizard, met with Lord Stephen that night in private. Early the next morning, all five of the friends were again summoned to the Lord’s audience chamber. Stephen offered his congratulations to them for a job well done in their dealings with the hobgoblins and then got down to the matter at hand:</p><p></p><p>“With the widespread destruction caused by the war, we’ve found ourselves isolated and lacking in knowledge and resources. We don’t know how many others have survived or where the nearest settlement is anymore. Almost as bad, the invaders did their best to destroy or loot all our sources of knowledge. There can’t be more than a couple dozen books left in this city anymore. Unless we can regain contact with other cities, open trade and attain sources of knowledge, I fear that our city will eventually regress into barbarism.</p><p></p><p>“The council and I have discussed this matter on several occasions, and we had agreed upon a course of action. We will send out a small, well-equipped and well-trained group to try to find any evidence of other towns, cities, or knowledge and then return here with word of what they found. You five have demonstrated an uncanny knack for working well together while training and your recent exploits show this to extend to your work in the field. For this reason, we’re sending you on this mission.</p><p></p><p>“Besides, with Rurik’s unfortunate situation, I suspect he’d like to have a little time away from prying eyes. I understand that Sangelais has told you of a powerful wizard she once knew who lived not too far from here…one who might be able to help cure Rurik’s condition. Sounds like as good a direction to start as any.”</p><p></p><p>The group agrees with his logic and accepts the mission. They are equipped with travel supplies, horses, and food for two weeks. The following morning, a pleasant and sunny spring day, they depart for parts unknown.</p><p></p><p>Sangelais’ directions to Shadykin’s old school were vague but simple. Follow the river northeast. When the river turns to the east, make due north until you reach the Ironwood Forest. There is or was a small town near there, along with a monastery and the wizardry school.</p><p></p><p>The first day of the journey is pleasant and uneventful. The second day is when they encounter their first hardship. Out in the middle of the rolling grasslands, they are attacked quite unexpectedly – from below. An ankheg explodes out from underneath Rurik’s horse and clamps onto its midsection with powerful mandibles. Rurik is thrown from the horse as its innards spill out from the vicious attack (critical hit by the ankheg). As the first ankheg starts to pull the slain horse back down into its burrow, a second one erupts right beside Zalman’s mount. This one takes one snap at his horse and severs its head (critical hit by the second ankheg), spraying Zalman with blood and also throwing him to the ground. Before anyone in the group can react, both of the creatures retreat underground with their prizes. Wisely fearing other attacks, the group doubles up on horses (except for Amblin “Marathon Monk” Aimless, who always insists on running alongside them with his two dogs) and make all haste out of the area. They make it through the rest of the afternoon without incident and set camp for the night, taking stock of their now diminished supplies.</p><p></p><p>The next three days pass uneventfully. They are jittery after the encounter with the ankhegs, but after a day or two of mild spring days, they are lulled back into a steady groove. Late on their fifth day out from New Selmar, they spot riders off in the distance. Nigel’s sharp eye makes out about thirty orcs, all mounted, and all well armed. The group agrees that their best bet is to try to make nice with them, but when the orcs spot them and break into a full charge with lances the diplomatic approach is dropped like a sack of wet mice.</p><p></p><p>The orc charge comes at them from the east. Just to the north, about a quarter mile away, is the river (which they knew they’d have to cross pretty soon anyway). Given the lack of substantial cover on the hilly plains, they break for the river. Just on the other side is one of the largest patches of woodland they’ve seen thus far, and thus the hope of some semblance of cover.</p><p></p><p>Those on horseback make it to the river ahead of Amblin and his dogs. Zalman and Boaz both cross the river on horseback. The water isn’t too fast or deep, though the horse does have to swim for part of it. Nigel and Rurik pull up and wait for Amblin. The orc charge is clearly gaining on him, and it looks as though they’ll catch up just about the time he makes it to the shore.</p><p></p><p>Nigel draws his bow and starts flinging “sharp pointy sticks” as soon as the charge is within range, scoring a couple hits. Boaz does likewise from the opposite shore once in they’re in range. Nigel and Rurik then cross on horseback while Amblin and the dogs swim. Half the orcs pull up at the shoreline and draw shortbows, while the other half plunge into the water after them. Zalman summons a shark to harass the orcs who are trying to cross.</p><p></p><p>Arrows and magic missiles fill the air and several on each side take hits. A few of the orcs crossing the river fall to arrows or are victimized by the shark. Zalman also conjures a bank of mist to obscure the sight of the orc bowmen. Nigel, Rurik and Amblin reach shore right along with nearly a dozen orcs and melee combat is engaged. Many of the bowmen also start to cross at this point.</p><p></p><p>While respectable in combat, the party is sorely outnumbered and unable to outrun the mounted soldiers. Just as things start to feel desperate, a couple of small trees and old rotting logs crash down in the river amidst the orcs who were trying to cross. Too busy to see who their mysterious treeflinging benefactor is, the party continues to duke it with the remaining orcs on thier side of the river. Meanwhile, the other orcs not killed outright by the flying timber turn and flee. </p><p></p><p>Their benefactor, as they discover after the remaining orcs are slain, is a magnificent treant and two of his animated tree companions. The treant explains that it had seen them fleeing into the river. Having a long-standing grudge against the orcs for their excessive lumbering and hunting of its forest during the war years, it decided to help the group out. Everyone expresses their deepest gratitude, particularly the awe-struck elf Nigel.</p><p></p><p>The treant leads them to a secluded glade near a clean-running stream where they might rest and recover in peace. While the group eats dinner, the treant asks if they might be willing to perform a favor for it. It explains that a blighted area has recently appeared in his forest. It is centered upon a spring and extends for some radius around it. The plant and animal life in that area has become sick and putrid over the last couple years. The treant would have dealt with the issue itself, except that it becomes sick very quickly every time it tries to enter the area.</p><p></p><p>The party unanimously agrees to help the treant to the best of their ability. They spend another day healing up their injuries and are then led by the treant into the depths of the woods, to the blight.</p><p></p><p></p><p>-Rybaer</p></blockquote><p></p>
[QUOTE="Rybaer, post: 1084, member: 118"] Adventure #3.1 – The Journey Begins We last left the party relaxing and training in the safe confines of New Selmar. Everyone was in pretty good spirits after their first two successful assignments, with the notable exception of Rurik. The transformation of his head into that of a lion, and his subsequent dismissal by his uncle from their house and chapel, had left him shaken. Furthermore, he was forced to endure the constant stares of curiosity and horror from the other townsfolk. On the evening following their raid, the rest of the town’s fighting force returned from a successful series of skirmishes against one of the region’s orc tribes. Sangelais, the master wizard, met with Lord Stephen that night in private. Early the next morning, all five of the friends were again summoned to the Lord’s audience chamber. Stephen offered his congratulations to them for a job well done in their dealings with the hobgoblins and then got down to the matter at hand: “With the widespread destruction caused by the war, we’ve found ourselves isolated and lacking in knowledge and resources. We don’t know how many others have survived or where the nearest settlement is anymore. Almost as bad, the invaders did their best to destroy or loot all our sources of knowledge. There can’t be more than a couple dozen books left in this city anymore. Unless we can regain contact with other cities, open trade and attain sources of knowledge, I fear that our city will eventually regress into barbarism. “The council and I have discussed this matter on several occasions, and we had agreed upon a course of action. We will send out a small, well-equipped and well-trained group to try to find any evidence of other towns, cities, or knowledge and then return here with word of what they found. You five have demonstrated an uncanny knack for working well together while training and your recent exploits show this to extend to your work in the field. For this reason, we’re sending you on this mission. “Besides, with Rurik’s unfortunate situation, I suspect he’d like to have a little time away from prying eyes. I understand that Sangelais has told you of a powerful wizard she once knew who lived not too far from here…one who might be able to help cure Rurik’s condition. Sounds like as good a direction to start as any.” The group agrees with his logic and accepts the mission. They are equipped with travel supplies, horses, and food for two weeks. The following morning, a pleasant and sunny spring day, they depart for parts unknown. Sangelais’ directions to Shadykin’s old school were vague but simple. Follow the river northeast. When the river turns to the east, make due north until you reach the Ironwood Forest. There is or was a small town near there, along with a monastery and the wizardry school. The first day of the journey is pleasant and uneventful. The second day is when they encounter their first hardship. Out in the middle of the rolling grasslands, they are attacked quite unexpectedly – from below. An ankheg explodes out from underneath Rurik’s horse and clamps onto its midsection with powerful mandibles. Rurik is thrown from the horse as its innards spill out from the vicious attack (critical hit by the ankheg). As the first ankheg starts to pull the slain horse back down into its burrow, a second one erupts right beside Zalman’s mount. This one takes one snap at his horse and severs its head (critical hit by the second ankheg), spraying Zalman with blood and also throwing him to the ground. Before anyone in the group can react, both of the creatures retreat underground with their prizes. Wisely fearing other attacks, the group doubles up on horses (except for Amblin “Marathon Monk” Aimless, who always insists on running alongside them with his two dogs) and make all haste out of the area. They make it through the rest of the afternoon without incident and set camp for the night, taking stock of their now diminished supplies. The next three days pass uneventfully. They are jittery after the encounter with the ankhegs, but after a day or two of mild spring days, they are lulled back into a steady groove. Late on their fifth day out from New Selmar, they spot riders off in the distance. Nigel’s sharp eye makes out about thirty orcs, all mounted, and all well armed. The group agrees that their best bet is to try to make nice with them, but when the orcs spot them and break into a full charge with lances the diplomatic approach is dropped like a sack of wet mice. The orc charge comes at them from the east. Just to the north, about a quarter mile away, is the river (which they knew they’d have to cross pretty soon anyway). Given the lack of substantial cover on the hilly plains, they break for the river. Just on the other side is one of the largest patches of woodland they’ve seen thus far, and thus the hope of some semblance of cover. Those on horseback make it to the river ahead of Amblin and his dogs. Zalman and Boaz both cross the river on horseback. The water isn’t too fast or deep, though the horse does have to swim for part of it. Nigel and Rurik pull up and wait for Amblin. The orc charge is clearly gaining on him, and it looks as though they’ll catch up just about the time he makes it to the shore. Nigel draws his bow and starts flinging “sharp pointy sticks” as soon as the charge is within range, scoring a couple hits. Boaz does likewise from the opposite shore once in they’re in range. Nigel and Rurik then cross on horseback while Amblin and the dogs swim. Half the orcs pull up at the shoreline and draw shortbows, while the other half plunge into the water after them. Zalman summons a shark to harass the orcs who are trying to cross. Arrows and magic missiles fill the air and several on each side take hits. A few of the orcs crossing the river fall to arrows or are victimized by the shark. Zalman also conjures a bank of mist to obscure the sight of the orc bowmen. Nigel, Rurik and Amblin reach shore right along with nearly a dozen orcs and melee combat is engaged. Many of the bowmen also start to cross at this point. While respectable in combat, the party is sorely outnumbered and unable to outrun the mounted soldiers. Just as things start to feel desperate, a couple of small trees and old rotting logs crash down in the river amidst the orcs who were trying to cross. Too busy to see who their mysterious treeflinging benefactor is, the party continues to duke it with the remaining orcs on thier side of the river. Meanwhile, the other orcs not killed outright by the flying timber turn and flee. Their benefactor, as they discover after the remaining orcs are slain, is a magnificent treant and two of his animated tree companions. The treant explains that it had seen them fleeing into the river. Having a long-standing grudge against the orcs for their excessive lumbering and hunting of its forest during the war years, it decided to help the group out. Everyone expresses their deepest gratitude, particularly the awe-struck elf Nigel. The treant leads them to a secluded glade near a clean-running stream where they might rest and recover in peace. While the group eats dinner, the treant asks if they might be willing to perform a favor for it. It explains that a blighted area has recently appeared in his forest. It is centered upon a spring and extends for some radius around it. The plant and animal life in that area has become sick and putrid over the last couple years. The treant would have dealt with the issue itself, except that it becomes sick very quickly every time it tries to enter the area. The party unanimously agrees to help the treant to the best of their ability. They spend another day healing up their injuries and are then led by the treant into the depths of the woods, to the blight. -Rybaer [/QUOTE]
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