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Age of Worms - A Realms based D&D/AE campaign (updated 05/08)
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<blockquote data-quote="Elodan" data-source="post: 2923578" data-attributes="member: 8006"><p><strong>Session 3</strong></p><p></p><p><span style="font-size: 12px"><strong>16 Tarsakh, Year of Lightning Storms</strong></span></p><p></p><p>The party returns to the four-way intersection and proceed down the corridor leading to the stairs. They quickly discover that the stairs lead to water. The party’s light source penetrates the murky depth enough to see that water covers about half the length of the stairs that lead to an opening into another area. After several minutes Mason removes his armor and ties a rope to himself while telling the others to pull him back if he gives it 2 quick tugs. As the warmain disappears under the water with an everburning torch, with an impish grin Ash asks “Did he say 64 tugs means he’s okay and 63 means he’s in trouble?” Almost as soon as the totem warrior finishes his remarks, there is a great splashing and Mason tumbles out of the water. “Elemental!” he splutters while quickly climbing out of the water. The groups waits for several minutes but the elemental does not appear. “Are you sure it was elemental,” Ash asks and get a nod in reply from the warmain. “Well, it doesn’t seem to be chasing you. I think it’s safe to go back down. “ The Damaran male refuses to go back into the water. Eying the warmain with contempt, Ash ties the rope to himself, takes the everburning torch and dives under the water. The three on the stairs watch as the light slowly fades into the room beyond.</p><p></p><p>In the water-filled room below, Ash find a large pillar in the center of the room that has water spigots on each side about ten feet above the floor. The pillar is surrounded by benches as well a small retaining wall the rises about six inches off the floor. The totem warrior follows the wall and finds a side room. He has to untie the rope in order to explore it. Inside are lockers and benches plus the grisly sight of a body in red leather jack floating in the middle of the room. The armor has the same pointed star logo as the suit found on the body in the room with the statue. While searching the body, Ash finds a lantern made out of red glass. An exact duplicate, except for the color, as the one he found in the wolves’ lair. As he leaves this room and prepares to move along the wall opposite the stairs, the halfling believes he sees a swirling shape heading toward the staircase.</p><p></p><p>The warmain, unfettered and “trap finder” are arguing whether or not they should see if the halfling is okay. The rope they are holding has gone slack. Shayar wants to follow while Mason says that the halfling can take care of himself. Muttering, “Where’s the bloody loot?” Vhade is absent-mindedly splashing the water when a dark shape comes out of the archway below and slams into him. With minor injuries, the three are able to destroy the creature.</p><p></p><p>Meanwhile, Ash finds the long abandoned jakes in the wall opposite the stairs as well as another “locker room” opposite the one with the body and red lantern. This room also contains a body wearing red leather jack with the pointed star logo on it. As he approaches the body to search it, he’s surprised with the corpse’s eyes open and it grins evilly at him. The creature swipes at the halfling with its claws but Ash manages to evade the attacks. Quickly swimming for the stairs, Ash manages to avoid the deadly strikes the ghoul takes at him. Bursting to the surface, Ash yells “ghoul!” to his fellow party members. The four make short work of this undead. In addition to his armor this ghoul wears a gold ring that is shaped like the pointed star found on the red armor. The group decides to take the lantern upstairs and light them all to see what happens. </p><p></p><p>On their return trip to the room with the hole that leads back upstairs, the small band of adventurers once again stand at the edge of the room with the orange paste and acid beetle colony. “Do you think there’s treasure in there?” asks Vhade. “Maybe” replies Ash, “but I’m not willing to take on a colony of acid beetles to find out.” Mason and Shayar nod vigorously in agreement. As the party is leaving, Vhade “trips” and falls into the room. Before he can lift himself off the ground his body is overrun with thousands of the insects. As the remaining three try to figure out how to save him, a large beetle, obviously the queen of the colony, comes out of the nest and heads for Vhade’s body while releasing a deadly acidic cloud. The survivors run to the room with the hole. Mason boosts the others to the rope hanging ten feet of the ground and, after several attempts, manages to jump up and grab the rope himself.</p><p></p><p>In the chamber with the sarcophagus, Ash and Shayar stay near the coffin while Mason goes around and lights the lanterns. While in the passage with the blue lantern he notices that it’s ceiling seems higher here than in the other passages. The warmain thinks he sees an opening some 40 feet above the floor in this passage. The halfling and Chondathan female join Mason in the passage. Ash confirms that there is indeed an opening up there. The three climb up and find that the opening is a corridor leading to a huge face with a gaping mouth that blocks the corridor 70 feet away. Mason steps on a block that sinks into the floor. Luckily for the three nothing immediately happens. Shayar examines the trap and decides that the best course of action is to spike the sunken piece of floor down. Ash quickly follows this advice and the three press on. Beyond the gaping mouth they see a large chamber that has a three-foot wide plank leading from the mouth to a door on the far side of the chamber. Strange hieroglyphics cover the walls. This plank is over a sunken floor that is covered with iron spheres. Shayar begins to cross the plank and is about a third of the way across when she is struck in the side by an iron sphere. The force of the blow knocks her of the walkway. Mason throws her a rope but before he can pull her up a large snake-like creature with four tentacles surrounding a beak-like mouth rises out of the spheres and attacks. The aberration’s attacks take the unfettered down. Mason hauls on the rope while Ash peppers the creature with arrows. Ash attacks seems to have no affect on the creature. The warmain is able to get Shayar out of the pit but the monster follows her out of the pit. Mason and Ash attack the creature but only Ash’s newly discovered magical sword seems to really affect it. Several moments later the duo are victorious.</p><p></p><p>During the battle, the two kept hearing a disembodied voice disparaging their efforts. The source of that voice, a ghostly figure of a young boy with a broken neck, appears before the totem warrior and warmain. The apparition blocks them from retreating to the room with the sarcophagus. The ghost enters Mason’s body and after a brief moment the Damaran speaks with a different voice. To prove that he is in control of the warmain’s body, the ghost runs it into a nearby wall, several times. The ghost tells Ash that his name is Alastor Land and that he died in the Whispering Cairn many years ago. Few adventurers reach this area and none have defeated the creature that lived amongst the iron spheres. He tells the halfling that there are great riches and secrets beyond the door but the only way to open the door is a switch on the inside of the chamber. Alastor will hit the switch if the party will take his bones to his family’s homestead and bury them next to his family’s bones. If the adventurers are not willing to do this for him, he will kill them all. The ghost raises Mason’s sword arm as he says this. Ash agrees to the ghost’s terms. The ghost uses Mason’s body to retrieve his bones from among the iron spheres. He then leaves the human’s body and disappears. The two carry Shayar back the entrance of the Whispering Cairn where they await the dawn to return to Diamond Lake.</p></blockquote><p></p>
[QUOTE="Elodan, post: 2923578, member: 8006"] [b]Session 3[/b] [SIZE=3][B]16 Tarsakh, Year of Lightning Storms[/B][/SIZE] The party returns to the four-way intersection and proceed down the corridor leading to the stairs. They quickly discover that the stairs lead to water. The party’s light source penetrates the murky depth enough to see that water covers about half the length of the stairs that lead to an opening into another area. After several minutes Mason removes his armor and ties a rope to himself while telling the others to pull him back if he gives it 2 quick tugs. As the warmain disappears under the water with an everburning torch, with an impish grin Ash asks “Did he say 64 tugs means he’s okay and 63 means he’s in trouble?” Almost as soon as the totem warrior finishes his remarks, there is a great splashing and Mason tumbles out of the water. “Elemental!” he splutters while quickly climbing out of the water. The groups waits for several minutes but the elemental does not appear. “Are you sure it was elemental,” Ash asks and get a nod in reply from the warmain. “Well, it doesn’t seem to be chasing you. I think it’s safe to go back down. “ The Damaran male refuses to go back into the water. Eying the warmain with contempt, Ash ties the rope to himself, takes the everburning torch and dives under the water. The three on the stairs watch as the light slowly fades into the room beyond. In the water-filled room below, Ash find a large pillar in the center of the room that has water spigots on each side about ten feet above the floor. The pillar is surrounded by benches as well a small retaining wall the rises about six inches off the floor. The totem warrior follows the wall and finds a side room. He has to untie the rope in order to explore it. Inside are lockers and benches plus the grisly sight of a body in red leather jack floating in the middle of the room. The armor has the same pointed star logo as the suit found on the body in the room with the statue. While searching the body, Ash finds a lantern made out of red glass. An exact duplicate, except for the color, as the one he found in the wolves’ lair. As he leaves this room and prepares to move along the wall opposite the stairs, the halfling believes he sees a swirling shape heading toward the staircase. The warmain, unfettered and “trap finder” are arguing whether or not they should see if the halfling is okay. The rope they are holding has gone slack. Shayar wants to follow while Mason says that the halfling can take care of himself. Muttering, “Where’s the bloody loot?” Vhade is absent-mindedly splashing the water when a dark shape comes out of the archway below and slams into him. With minor injuries, the three are able to destroy the creature. Meanwhile, Ash finds the long abandoned jakes in the wall opposite the stairs as well as another “locker room” opposite the one with the body and red lantern. This room also contains a body wearing red leather jack with the pointed star logo on it. As he approaches the body to search it, he’s surprised with the corpse’s eyes open and it grins evilly at him. The creature swipes at the halfling with its claws but Ash manages to evade the attacks. Quickly swimming for the stairs, Ash manages to avoid the deadly strikes the ghoul takes at him. Bursting to the surface, Ash yells “ghoul!” to his fellow party members. The four make short work of this undead. In addition to his armor this ghoul wears a gold ring that is shaped like the pointed star found on the red armor. The group decides to take the lantern upstairs and light them all to see what happens. On their return trip to the room with the hole that leads back upstairs, the small band of adventurers once again stand at the edge of the room with the orange paste and acid beetle colony. “Do you think there’s treasure in there?” asks Vhade. “Maybe” replies Ash, “but I’m not willing to take on a colony of acid beetles to find out.” Mason and Shayar nod vigorously in agreement. As the party is leaving, Vhade “trips” and falls into the room. Before he can lift himself off the ground his body is overrun with thousands of the insects. As the remaining three try to figure out how to save him, a large beetle, obviously the queen of the colony, comes out of the nest and heads for Vhade’s body while releasing a deadly acidic cloud. The survivors run to the room with the hole. Mason boosts the others to the rope hanging ten feet of the ground and, after several attempts, manages to jump up and grab the rope himself. In the chamber with the sarcophagus, Ash and Shayar stay near the coffin while Mason goes around and lights the lanterns. While in the passage with the blue lantern he notices that it’s ceiling seems higher here than in the other passages. The warmain thinks he sees an opening some 40 feet above the floor in this passage. The halfling and Chondathan female join Mason in the passage. Ash confirms that there is indeed an opening up there. The three climb up and find that the opening is a corridor leading to a huge face with a gaping mouth that blocks the corridor 70 feet away. Mason steps on a block that sinks into the floor. Luckily for the three nothing immediately happens. Shayar examines the trap and decides that the best course of action is to spike the sunken piece of floor down. Ash quickly follows this advice and the three press on. Beyond the gaping mouth they see a large chamber that has a three-foot wide plank leading from the mouth to a door on the far side of the chamber. Strange hieroglyphics cover the walls. This plank is over a sunken floor that is covered with iron spheres. Shayar begins to cross the plank and is about a third of the way across when she is struck in the side by an iron sphere. The force of the blow knocks her of the walkway. Mason throws her a rope but before he can pull her up a large snake-like creature with four tentacles surrounding a beak-like mouth rises out of the spheres and attacks. The aberration’s attacks take the unfettered down. Mason hauls on the rope while Ash peppers the creature with arrows. Ash attacks seems to have no affect on the creature. The warmain is able to get Shayar out of the pit but the monster follows her out of the pit. Mason and Ash attack the creature but only Ash’s newly discovered magical sword seems to really affect it. Several moments later the duo are victorious. During the battle, the two kept hearing a disembodied voice disparaging their efforts. The source of that voice, a ghostly figure of a young boy with a broken neck, appears before the totem warrior and warmain. The apparition blocks them from retreating to the room with the sarcophagus. The ghost enters Mason’s body and after a brief moment the Damaran speaks with a different voice. To prove that he is in control of the warmain’s body, the ghost runs it into a nearby wall, several times. The ghost tells Ash that his name is Alastor Land and that he died in the Whispering Cairn many years ago. Few adventurers reach this area and none have defeated the creature that lived amongst the iron spheres. He tells the halfling that there are great riches and secrets beyond the door but the only way to open the door is a switch on the inside of the chamber. Alastor will hit the switch if the party will take his bones to his family’s homestead and bury them next to his family’s bones. If the adventurers are not willing to do this for him, he will kill them all. The ghost raises Mason’s sword arm as he says this. Ash agrees to the ghost’s terms. The ghost uses Mason’s body to retrieve his bones from among the iron spheres. He then leaves the human’s body and disappears. The two carry Shayar back the entrance of the Whispering Cairn where they await the dawn to return to Diamond Lake. [/QUOTE]
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