Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Story Hour
Alea Iacta Story Hour: A Mythic Rome Campaign (Baby Announcement: 8/17)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Orichalcum" data-source="post: 1062648" data-attributes="member: 3722"><p><strong>Fourth Session: Legacies and Freedom First Post: Spirits and Stories</strong></p><p></p><p>N.B.: Certain events in this session are still unknown to a majority of the PCs, so you won't be getting the full story at the moment - feel free to email me with direct questions.</p><p></p><p></p><p> Having defeated Aeduana, Chief Druid of all Britannia, in early spring, and been horrifically cursed by her to destroy all plant-life within a 5-foot radius, Metellus, Cornelia, Wena, Marcus, and Meloch the Pygmy spend the rest of the spring and summer in exile on a barren island in the middle of the Lake Country in Britannia. Meanwhile, Llyr brings Aeduana's Staff to Heilyn for examination. On careful study, Heilyn realizes that the staff has two powerful spirits, each nearly as powerful as the Spirit of the Games, bound up inside of it, one of Wind and one of Stone. He finds some intermediary lesser spirits who can speak successfully to the bound Spirits, who tell him that the Druids long ago bound the two of them into one Staff and their brother and sister, two Spirits of Fire and Water, into another Staff, promising them power and knowledge. While the Wind Spirit has been somewhat appeased in recent years by the blood sacrifices Aeduana performed, both Spirits' primary goal now is to gain their freedom from the Staff, which can be accomplished by breaking it. Now that they are no longer being held back by Aeduana's rituals and powers, they threaten to begin to try and escape the Staff themselves if they are not freed soon.</p><p> Before breaking the Staff, however, Heilyn decides to contact a powerful spirit ally, who tells him that the effect of suddenly releasing two such powerful spirits would likely destroy everything alive within three days' walk. The only way such a procedure could be carried out safely would be in a place where the boundaries of the spirit world and the normal world are joined, of which the most suitable location is the Isle of Mona, former home and training center of the Druids of Britannia. (Stonehenge at the summer solstice might also work, but unfortunately by the time this is ascertained they would have to wait another eleven months, and this seems to be a dubious plan.) Heilyn tells Llyr and Governor Cimbrus about the potential extreme hazards of breaking the Staff of Wind and Stone outside of Mona, and Cimbrus decides to send our group to Mona to break the staff in the sacred grove at the center of Mona and safely release the spirits, also thereby freeing us of this dreadful curse. Meanwhile, Heilyn makes a deal with the spirits in the staff to cooperate with him in return for gaining their freedom. Heilyn's spirit ally also tells him that there is something deeply wrong on Mona, and that the Celtic god Lugh, Lord of Light, youthful trickster deity and to the Romans a Mercury equivalent, went there some time ago [the spirit has little conception of the passage of mortal years] and has not returned.</p><p> Meanwhile, those of us on the island have been racking our brains for stories about Mona. Cornelia's great-grandfather, whom she can speak to through his funeral mask, tells her about the great battle of Mona, some sixty years ago, when the troops of G. Tacitus Agricola, during the reign of the Emperor Trajan, swam over to the seemingly impregnable island by night and took the Druids by surprise in their sleep, killing all the inhabitants and eliminating the center of Druidic power in Britannia. However, the very next morning, just as they were beginning to gather up the corpses for proper burial, Agricola received news of a revolt in southern Britannia, among the Catavellauni and Iceni, as usual, and the legions on Mona dashed to rescue Londinium, leaving the Druidic dead unburied and unmourned. Ever since, the island has been said to be haunted, and no one has returned alive from it. </p><p> Llyr and Heilyn rejoin us, somewhat to Meloch's and my displeasure in the latter case, and we set off for the Welsh shore to embark for the island of Mona. We are all somewhat disturbed during the trip when the Staff of Earth and Stone grows green tendrils which attempt to embed themselves inside Heilyn's arm; Heilyn reassures us that "the spirit meant no harm," but I think nearly everyone decides to keep a close watch on him. At the shore, it is highly difficult to persuade a fisherman to row us anywhere near the Island of Mona, and he consents only to get us ten feet offshore, and then to return in three days' time to that spot, in return for an exorbitant amount of Metellus's sestertii.</p><p> Although it is a gloomy, cloudy day in early autumn, initially the trip across prevents no hazards. Suddenly, however, Wena spots a wave cresting towards them, and then Meloch and Llyr see what appear to be one-eyed horses, with shining, sharpened canines, galloping towards them in the wave. The horses attack, wounding Marcus and Llyr, and then sink down beneath the waves again before anyone but Llyr gets a swing at them. When the wave crests again a minute later, however, the group is prepared, and waits to attack until the horses are washing over the boat. Cornelia excitedly identifies these as Fomorii, the ancient spirits of Britannia imprisoned beneath the waves by Lugh and others of the Celtic gods known as the Tuatha de Danaan. Within a few rounds of carefully timed spells and sword swings, the party manages to hurt the Fomorii badly enough that they settle beneath the waves and allow the group to continue on to the shore of Mona.</p></blockquote><p></p>
[QUOTE="Orichalcum, post: 1062648, member: 3722"] [b]Fourth Session: Legacies and Freedom First Post: Spirits and Stories[/b] N.B.: Certain events in this session are still unknown to a majority of the PCs, so you won't be getting the full story at the moment - feel free to email me with direct questions. Having defeated Aeduana, Chief Druid of all Britannia, in early spring, and been horrifically cursed by her to destroy all plant-life within a 5-foot radius, Metellus, Cornelia, Wena, Marcus, and Meloch the Pygmy spend the rest of the spring and summer in exile on a barren island in the middle of the Lake Country in Britannia. Meanwhile, Llyr brings Aeduana's Staff to Heilyn for examination. On careful study, Heilyn realizes that the staff has two powerful spirits, each nearly as powerful as the Spirit of the Games, bound up inside of it, one of Wind and one of Stone. He finds some intermediary lesser spirits who can speak successfully to the bound Spirits, who tell him that the Druids long ago bound the two of them into one Staff and their brother and sister, two Spirits of Fire and Water, into another Staff, promising them power and knowledge. While the Wind Spirit has been somewhat appeased in recent years by the blood sacrifices Aeduana performed, both Spirits' primary goal now is to gain their freedom from the Staff, which can be accomplished by breaking it. Now that they are no longer being held back by Aeduana's rituals and powers, they threaten to begin to try and escape the Staff themselves if they are not freed soon. Before breaking the Staff, however, Heilyn decides to contact a powerful spirit ally, who tells him that the effect of suddenly releasing two such powerful spirits would likely destroy everything alive within three days' walk. The only way such a procedure could be carried out safely would be in a place where the boundaries of the spirit world and the normal world are joined, of which the most suitable location is the Isle of Mona, former home and training center of the Druids of Britannia. (Stonehenge at the summer solstice might also work, but unfortunately by the time this is ascertained they would have to wait another eleven months, and this seems to be a dubious plan.) Heilyn tells Llyr and Governor Cimbrus about the potential extreme hazards of breaking the Staff of Wind and Stone outside of Mona, and Cimbrus decides to send our group to Mona to break the staff in the sacred grove at the center of Mona and safely release the spirits, also thereby freeing us of this dreadful curse. Meanwhile, Heilyn makes a deal with the spirits in the staff to cooperate with him in return for gaining their freedom. Heilyn's spirit ally also tells him that there is something deeply wrong on Mona, and that the Celtic god Lugh, Lord of Light, youthful trickster deity and to the Romans a Mercury equivalent, went there some time ago [the spirit has little conception of the passage of mortal years] and has not returned. Meanwhile, those of us on the island have been racking our brains for stories about Mona. Cornelia's great-grandfather, whom she can speak to through his funeral mask, tells her about the great battle of Mona, some sixty years ago, when the troops of G. Tacitus Agricola, during the reign of the Emperor Trajan, swam over to the seemingly impregnable island by night and took the Druids by surprise in their sleep, killing all the inhabitants and eliminating the center of Druidic power in Britannia. However, the very next morning, just as they were beginning to gather up the corpses for proper burial, Agricola received news of a revolt in southern Britannia, among the Catavellauni and Iceni, as usual, and the legions on Mona dashed to rescue Londinium, leaving the Druidic dead unburied and unmourned. Ever since, the island has been said to be haunted, and no one has returned alive from it. Llyr and Heilyn rejoin us, somewhat to Meloch's and my displeasure in the latter case, and we set off for the Welsh shore to embark for the island of Mona. We are all somewhat disturbed during the trip when the Staff of Earth and Stone grows green tendrils which attempt to embed themselves inside Heilyn's arm; Heilyn reassures us that "the spirit meant no harm," but I think nearly everyone decides to keep a close watch on him. At the shore, it is highly difficult to persuade a fisherman to row us anywhere near the Island of Mona, and he consents only to get us ten feet offshore, and then to return in three days' time to that spot, in return for an exorbitant amount of Metellus's sestertii. Although it is a gloomy, cloudy day in early autumn, initially the trip across prevents no hazards. Suddenly, however, Wena spots a wave cresting towards them, and then Meloch and Llyr see what appear to be one-eyed horses, with shining, sharpened canines, galloping towards them in the wave. The horses attack, wounding Marcus and Llyr, and then sink down beneath the waves again before anyone but Llyr gets a swing at them. When the wave crests again a minute later, however, the group is prepared, and waits to attack until the horses are washing over the boat. Cornelia excitedly identifies these as Fomorii, the ancient spirits of Britannia imprisoned beneath the waves by Lugh and others of the Celtic gods known as the Tuatha de Danaan. Within a few rounds of carefully timed spells and sword swings, the party manages to hurt the Fomorii badly enough that they settle beneath the waves and allow the group to continue on to the shore of Mona. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
Alea Iacta Story Hour: A Mythic Rome Campaign (Baby Announcement: 8/17)
Top