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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: 2923587" data-attributes="member: 8006"><p><strong>Session 5</strong></p><p></p><p><span style="font-size: 12px"><strong>19 Tarsakh, Year of Lightning Storms</strong> </span>(con't)</p><p></p><p>Completing their search of Filch’s hideout, the party finds a message from Balabar Smenk to the necromancer asking Filch to come to Diamond Lake and help him find insurance against what is happening under the Dourstone mine. The four then gather up the skeletons of the Land family so they can return them to their graves. They finish burying the bones of Alastor and his family at the Land farmstead as dusk falls. Ash, Shayar, Mason and Altix return to the Able Carter Coaching Inn and spend the night.</p><p></p><p></p><p><span style="font-size: 12px"><strong>20 Tarsakh, Year of Lightning Storms</strong></span></p><p></p><p>In the morning Altix uses his last ounce of strength to heal the remaining members of the party. “I finally understand what Valkus was trying to teach me about Tyr’s mission for us,” he whispers as he collapses. Leaving the favored of Tyr with the high cleric in Tyr’s chapel, Ash, Shayar and Mason decide to spend the day in town so they can fully recover from the wounds they suffered in the battle with the necromancer and his minions.</p><p></p><p>After spending several hours bargaining and discovering more about the town with the various shopkeepers, the trio head to Allustan’s tower. Despite all the rumors about the mage, the party decides that “the smartest man in town” may have some thoughts about the segmented green worm and the doings transpiring under the Dourstone mine. “Besides,” Ash chimes in, “we have magical items to be identified and he did good by me when it came to identifying what my sword could do.” The mage is cold and formal as he greets the halfling and humans. Looking bored, Allustan is in the middle of telling them he is too busy to help them when Mason pulls out the jar with the worm in it. The red-robed human quickly ushers the party inside and takes them to his study. He listens patiently and seldom interrupts as Ash relates the story of how they found the worm and the Cult of the Ebon triad that has taken up residence under the Dourstone mine. The spell caster spends several moments in quiet contemplation. Breaking the silence he speaks, “that’s quite a tale, good adventurers. It seems that my brother and his people are lax in their duties, no surprise there. I have much to think about. Return in an hour and I will have identified your potions. It’s the least I can do.” </p><p></p><p>Later that day, the three adventurers return to the tower. The greeting they receive this time is much warmer. Returning the potions and explaining what the contents of each does, the mage tells them he plans on sending to Waterdeep for some books that may help him learn more about the Cult and the worm. He asks that they return in several days so they can speak further and mentions “that it might be a good idea for someone or a group of some ones who actually seem to care to investigate what is happening under the Dourstone mine.” The rest of the day passes quietly for the three.</p><p></p><p></p><p><span style="font-size: 12px"><strong>21 Tarsakh, Year of Lightning Storms</strong></span></p><p></p><p>Over breakfast Mason mentions that it might be worth the time to return to the Whispering Cairn to see the riches that the ghost claimed was beyond the door. Before leaving town, the party load themselves down with flasks of oil and alchemist’s fire. “Well show those beetles,” says Ash. In the Cairn, the totem warrior, unfettered and warmain climb down the hole in the colored lantern chamber to the floor below. The three stand at the edge of the room containing the acid beetle nest and lob in several flasks of oil. The beetles, led by their queen, begin to head toward the source of the disturbance, before they can move beyond the edge of the next; three flasks of alchemist’s fire make contact with the nest and ignite the oil. A large fireball ensues wiping out the colony. Amongst the orange sludge the nest had been feeding on lie three humans in armor decorated with the Seeker’s insignia.</p><p></p><p>Having vanquished the mighty beetle army, the three return to the colored lantern chamber and climb to the opening in the passage with the blue lantern. They find that the door on the other side of the iron sphere chamber beyond the mouth opening is open. Mason’s calls to Alastor go unanswered. Entering the chamber beyond the door they find that it contains a massive pit surrounded by a walkway. In the middle of the room is a pillar of air that disappears into a hole in the ceiling. Once four walkways connected the central area to the outer walkway but only two remain. On the walls on the outer edge of the chamber are pictures of various scenes. As Shayar approaches one, steams plays over it and the scenes come to life. A group of djinni relaxing in a field. Dozens of perfect circles dot the sky above them. These circles burst one by one as efreeti appear from the edges of the mural. The second mural depicts a proud djinni warrior standing over a legion of lesser warriors. Each figure bears a glyph. As the steam passes over this image, the warrior raise their swords in salute to the central figure. The third shows seven proud noble djinni presenting a staff-like rod to a council. Motion shows the central figure of the council raising the rod where it splits into seven irregular parts. Finally, a djinni warrior using the staff-like rod strikes down some sort of demonic creature that looks like a drider with the human head flanked by two wolf-like heads. The warrior and wolf-spider are disappearing into a planar rift, the proud djinni warrior depicted in the second mural is struck by a beam from the demon creatures eyes and slumps dead to the ground.</p><p></p><p>Guessing that the treasure must be above the three adventures move out on one of the walkways leading to the pillar of air. As they approach, two suits of armor rise from the bottom of the pillar. Pinions flapping and carrying two long swords each, it’s obvious that these suits are empty of any flesh and blood. Mason yells, “withdraw!” but before the group can act on that suggestion, the warriors made of wind fly over to the outer walkway cutting off their escape. Both wind warriors clang their swords together; the sonic blast hurting both Mason and Ash. Most of the action takes place on the outer walkway as the totem warrior, unfettered and warmain try and coordinate their attacks against the gliding suits of armor. Blows are exchanged. “Move to flank,” Shayar tells Mason. “It’ll help keep it distracted.” Mason acknowledges the Chondathan female’s request by moving onto on of the walkways leading to the air pillar on the other side of the floating armor. Unfortunately, this was not the tactically sound move that Shayar thought it was. With Mason perched on the edge of the walkway, the wind warrior takes advantage and pushes the warmain over the edge. With a loud clang, Mason finds the bottom of the pit. Gasping in pain, the Damaran barely stands before his is pressed by an attack from the wind warrior who followed him over the edge. Ash calls upon the rituals he knows and Shayar swings her spikestick with all her might. It seems that the pair are just getting the better of the wind warrior when a longsword takes Shayar out of the battle. Down below, things are not going much better. Mason is tiring as he tries to keep out of the reach of the flying menace. Exhaustion overcomes the warmain and allows the wind warrior to sneak in a blow that fells the large human. Ash, calling upon his totem spirit and running out of rituals to use, manages to slay the wind warrior. He turns toward Shayar’s body in the hopes of stabilizing her wounds when the second warrior of air flies out of the pit. “Oh, come on!” says the halfling. Again, the battle is joined. Each manages to score hits on the other until Ash manages to prevail over the wind warrior.</p><p></p><p>Ash runs to Shayar and manages to staunch her bleeding. The halfling pours a healing potion down her throat and the unfettered awakens. Together they climb into the pit and recover Mason’s body. The halfling and human step into the pillar of air and are raised to a room above the chamber. Inside is a sarcophagus on a small dais. The lid has a djinni figure sculpted into it. A duplicate of the one in the colored lantern chamber far below. Beyond the coffin a bas-relief sculpture shows the mighty warrior in simple garb, bearing a longsword and wearing a diadem upon his brow that bears the symbol on the amulet on the figure carved into the sarcophagus. Next to him stands a cloaked demonic figure with red tipped black horns. The cloaked figure holds a device comprised of a small handle and loop which seem to guide a sphere of absolute blackness, a sphere of annihilation. Steam covers the picture and the globe touches the bald warrior who slowly fades from sight. As Ash moves onto the steps leading to the sarcophagus, the warrior in the mural speaks, “Say my name!” it commands. Totem warrior and unfettered exchange dumbfounded looks. “Can you give us a hint?” asks Ash. The mural remains silent. “Guess we need to visit ‘the smartest man in town’ to help figure this one out,” states Shayar. The two take Mason’s body and bury it next to the Land family. “Since he couldn’t remember his own family, we might as well bury him with one that knew of him,” says Ash.</p><p></p><p>Allustan is somewhat surprised to see the duo at his door but quickly brings them to his study. He knows what the glyph says but refuses to share its meaning until Ash and Shayar tell him where they found it. Satisfied, for now, to be told about the Whispering Cairn but not its location, Allustan tells them the glyph represents the name Zosiel. He then tells the human and halfling what else he knows about the history behind the glyphs. The Wind Dukes of Calim were djinni generals of the Calim Empire, what is now Calimshan. Their enemies were the armies of Memnonnar led by the great efreeti general Memnon is service to Kossuth, elemental lord of fire. Memnon and his armies laid siege and were snuffing out the culture of Calim slowly buy surely. When all seemed lost, seven wind dukes left the battles and went on an epic quest to find some way to defeat Memnon. Drawing upon the lore of hundreds of cultures, they crafted the Scepter of Calim, one of the most powerful artifacts in history. They brought the artifact to battle and what followed was the Era of Skyfire. A tremendous battle that destroyed both genie-led empires and created the Calim Desert. It seems that the djinni decided to bury their honored dead far to the north, out of the reach of Memnon’s tomb raiding legions. He tells the adventurers that they seem to have stumbled upon a tomb that has gone relatively untouched over the centuries.</p><p></p><p>Unfettered and totem warrior return to the Cairn and speak the name before the sarcophagus in the room above the air pillar. Inside they find several items.</p><p></p><p>For the second time that day the pair approach Allustan’s tower. Inside his study, the mage explains that he has found some information about the Cult of the Ebon Triad and the segmented green worms. He essentially confirms what the two adventurers were already told by Filch. “This is quite serious, we need to know what’s happening under that mine,” Allustan tells the two. “If you agree to investigate Dourstone’s mine, I will identify your items plus maybe I can help you in other ways.” “Can you enhancify a spikestike?” Shayar asks hopefully. Allustan replies that he can but that Shayar will have to supply the weapon. After a pleasant dinner with the mage, the two return to the Able Carter Coaching Inn to plan their next moves.</p></blockquote><p></p>
[QUOTE="Elodan, post: 2923587, member: 8006"] [b]Session 5[/b] [SIZE=3][B]19 Tarsakh, Year of Lightning Storms[/B] [/SIZE](con't) Completing their search of Filch’s hideout, the party finds a message from Balabar Smenk to the necromancer asking Filch to come to Diamond Lake and help him find insurance against what is happening under the Dourstone mine. The four then gather up the skeletons of the Land family so they can return them to their graves. They finish burying the bones of Alastor and his family at the Land farmstead as dusk falls. Ash, Shayar, Mason and Altix return to the Able Carter Coaching Inn and spend the night. [SIZE=3][B]20 Tarsakh, Year of Lightning Storms[/B][/SIZE] In the morning Altix uses his last ounce of strength to heal the remaining members of the party. “I finally understand what Valkus was trying to teach me about Tyr’s mission for us,” he whispers as he collapses. Leaving the favored of Tyr with the high cleric in Tyr’s chapel, Ash, Shayar and Mason decide to spend the day in town so they can fully recover from the wounds they suffered in the battle with the necromancer and his minions. After spending several hours bargaining and discovering more about the town with the various shopkeepers, the trio head to Allustan’s tower. Despite all the rumors about the mage, the party decides that “the smartest man in town” may have some thoughts about the segmented green worm and the doings transpiring under the Dourstone mine. “Besides,” Ash chimes in, “we have magical items to be identified and he did good by me when it came to identifying what my sword could do.” The mage is cold and formal as he greets the halfling and humans. Looking bored, Allustan is in the middle of telling them he is too busy to help them when Mason pulls out the jar with the worm in it. The red-robed human quickly ushers the party inside and takes them to his study. He listens patiently and seldom interrupts as Ash relates the story of how they found the worm and the Cult of the Ebon triad that has taken up residence under the Dourstone mine. The spell caster spends several moments in quiet contemplation. Breaking the silence he speaks, “that’s quite a tale, good adventurers. It seems that my brother and his people are lax in their duties, no surprise there. I have much to think about. Return in an hour and I will have identified your potions. It’s the least I can do.” Later that day, the three adventurers return to the tower. The greeting they receive this time is much warmer. Returning the potions and explaining what the contents of each does, the mage tells them he plans on sending to Waterdeep for some books that may help him learn more about the Cult and the worm. He asks that they return in several days so they can speak further and mentions “that it might be a good idea for someone or a group of some ones who actually seem to care to investigate what is happening under the Dourstone mine.” The rest of the day passes quietly for the three. [SIZE=3][B]21 Tarsakh, Year of Lightning Storms[/B][/SIZE] Over breakfast Mason mentions that it might be worth the time to return to the Whispering Cairn to see the riches that the ghost claimed was beyond the door. Before leaving town, the party load themselves down with flasks of oil and alchemist’s fire. “Well show those beetles,” says Ash. In the Cairn, the totem warrior, unfettered and warmain climb down the hole in the colored lantern chamber to the floor below. The three stand at the edge of the room containing the acid beetle nest and lob in several flasks of oil. The beetles, led by their queen, begin to head toward the source of the disturbance, before they can move beyond the edge of the next; three flasks of alchemist’s fire make contact with the nest and ignite the oil. A large fireball ensues wiping out the colony. Amongst the orange sludge the nest had been feeding on lie three humans in armor decorated with the Seeker’s insignia. Having vanquished the mighty beetle army, the three return to the colored lantern chamber and climb to the opening in the passage with the blue lantern. They find that the door on the other side of the iron sphere chamber beyond the mouth opening is open. Mason’s calls to Alastor go unanswered. Entering the chamber beyond the door they find that it contains a massive pit surrounded by a walkway. In the middle of the room is a pillar of air that disappears into a hole in the ceiling. Once four walkways connected the central area to the outer walkway but only two remain. On the walls on the outer edge of the chamber are pictures of various scenes. As Shayar approaches one, steams plays over it and the scenes come to life. A group of djinni relaxing in a field. Dozens of perfect circles dot the sky above them. These circles burst one by one as efreeti appear from the edges of the mural. The second mural depicts a proud djinni warrior standing over a legion of lesser warriors. Each figure bears a glyph. As the steam passes over this image, the warrior raise their swords in salute to the central figure. The third shows seven proud noble djinni presenting a staff-like rod to a council. Motion shows the central figure of the council raising the rod where it splits into seven irregular parts. Finally, a djinni warrior using the staff-like rod strikes down some sort of demonic creature that looks like a drider with the human head flanked by two wolf-like heads. The warrior and wolf-spider are disappearing into a planar rift, the proud djinni warrior depicted in the second mural is struck by a beam from the demon creatures eyes and slumps dead to the ground. Guessing that the treasure must be above the three adventures move out on one of the walkways leading to the pillar of air. As they approach, two suits of armor rise from the bottom of the pillar. Pinions flapping and carrying two long swords each, it’s obvious that these suits are empty of any flesh and blood. Mason yells, “withdraw!” but before the group can act on that suggestion, the warriors made of wind fly over to the outer walkway cutting off their escape. Both wind warriors clang their swords together; the sonic blast hurting both Mason and Ash. Most of the action takes place on the outer walkway as the totem warrior, unfettered and warmain try and coordinate their attacks against the gliding suits of armor. Blows are exchanged. “Move to flank,” Shayar tells Mason. “It’ll help keep it distracted.” Mason acknowledges the Chondathan female’s request by moving onto on of the walkways leading to the air pillar on the other side of the floating armor. Unfortunately, this was not the tactically sound move that Shayar thought it was. With Mason perched on the edge of the walkway, the wind warrior takes advantage and pushes the warmain over the edge. With a loud clang, Mason finds the bottom of the pit. Gasping in pain, the Damaran barely stands before his is pressed by an attack from the wind warrior who followed him over the edge. Ash calls upon the rituals he knows and Shayar swings her spikestick with all her might. It seems that the pair are just getting the better of the wind warrior when a longsword takes Shayar out of the battle. Down below, things are not going much better. Mason is tiring as he tries to keep out of the reach of the flying menace. Exhaustion overcomes the warmain and allows the wind warrior to sneak in a blow that fells the large human. Ash, calling upon his totem spirit and running out of rituals to use, manages to slay the wind warrior. He turns toward Shayar’s body in the hopes of stabilizing her wounds when the second warrior of air flies out of the pit. “Oh, come on!” says the halfling. Again, the battle is joined. Each manages to score hits on the other until Ash manages to prevail over the wind warrior. Ash runs to Shayar and manages to staunch her bleeding. The halfling pours a healing potion down her throat and the unfettered awakens. Together they climb into the pit and recover Mason’s body. The halfling and human step into the pillar of air and are raised to a room above the chamber. Inside is a sarcophagus on a small dais. The lid has a djinni figure sculpted into it. A duplicate of the one in the colored lantern chamber far below. Beyond the coffin a bas-relief sculpture shows the mighty warrior in simple garb, bearing a longsword and wearing a diadem upon his brow that bears the symbol on the amulet on the figure carved into the sarcophagus. Next to him stands a cloaked demonic figure with red tipped black horns. The cloaked figure holds a device comprised of a small handle and loop which seem to guide a sphere of absolute blackness, a sphere of annihilation. Steam covers the picture and the globe touches the bald warrior who slowly fades from sight. As Ash moves onto the steps leading to the sarcophagus, the warrior in the mural speaks, “Say my name!” it commands. Totem warrior and unfettered exchange dumbfounded looks. “Can you give us a hint?” asks Ash. The mural remains silent. “Guess we need to visit ‘the smartest man in town’ to help figure this one out,” states Shayar. The two take Mason’s body and bury it next to the Land family. “Since he couldn’t remember his own family, we might as well bury him with one that knew of him,” says Ash. Allustan is somewhat surprised to see the duo at his door but quickly brings them to his study. He knows what the glyph says but refuses to share its meaning until Ash and Shayar tell him where they found it. Satisfied, for now, to be told about the Whispering Cairn but not its location, Allustan tells them the glyph represents the name Zosiel. He then tells the human and halfling what else he knows about the history behind the glyphs. The Wind Dukes of Calim were djinni generals of the Calim Empire, what is now Calimshan. Their enemies were the armies of Memnonnar led by the great efreeti general Memnon is service to Kossuth, elemental lord of fire. Memnon and his armies laid siege and were snuffing out the culture of Calim slowly buy surely. When all seemed lost, seven wind dukes left the battles and went on an epic quest to find some way to defeat Memnon. Drawing upon the lore of hundreds of cultures, they crafted the Scepter of Calim, one of the most powerful artifacts in history. They brought the artifact to battle and what followed was the Era of Skyfire. A tremendous battle that destroyed both genie-led empires and created the Calim Desert. It seems that the djinni decided to bury their honored dead far to the north, out of the reach of Memnon’s tomb raiding legions. He tells the adventurers that they seem to have stumbled upon a tomb that has gone relatively untouched over the centuries. Unfettered and totem warrior return to the Cairn and speak the name before the sarcophagus in the room above the air pillar. Inside they find several items. For the second time that day the pair approach Allustan’s tower. Inside his study, the mage explains that he has found some information about the Cult of the Ebon Triad and the segmented green worms. He essentially confirms what the two adventurers were already told by Filch. “This is quite serious, we need to know what’s happening under that mine,” Allustan tells the two. “If you agree to investigate Dourstone’s mine, I will identify your items plus maybe I can help you in other ways.” “Can you enhancify a spikestike?” Shayar asks hopefully. Allustan replies that he can but that Shayar will have to supply the weapon. After a pleasant dinner with the mage, the two return to the Able Carter Coaching Inn to plan their next moves. [/QUOTE]
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