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Aphonion Tales: Ravenskrag and the Shadowline, a preteen D&D game (lightly edited notes, COMPLETED on 1/20/23)
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<blockquote data-quote="CPaladin" data-source="post: 8440074" data-attributes="member: 7030144"><p>Session 27 (May 2, 2021)</p><p></p><p>5 O-Zar</p><p>They head out to Westhaven, on horseback. The first day of travel is in heavily patrolled areas. Initially, we see as many people in Sir Clarence’s livery as in the Eastern Trade Federation’s livery. After half a day of travel, we only see Eastern Trade Federation guards, but they continue to look very sloppy. After they’re clear of the city, they take off the tabards of Sir Clarence, but remain in disguise, just in case.</p><p></p><p>6 O-Zar</p><p>Second day is uneventful. They don’t even see patrols.</p><p></p><p>They camp in a reasonable seeming field.</p><p></p><p>7 O-Zar</p><p>Uneventful travel.</p><p></p><p>8 O-Zar</p><p>Uneventful travel.</p><p></p><p>9 O-Zar</p><p>Uneventful travel. By the end of the day, the density of the farms has increased; there are tinkers traveling among the farms. The group draws some attention.</p><p></p><p>10 O-Zar</p><p>After a half day of travel, they reach the city of Westhaven. Westhaven looks much more military than the other cities of the Eastern Trade Federation. The walls are well maintained, there is a heavy steel gate which stands open, and there are smart looking guards at the gate. They wear the local city’s colors.</p><p></p><p>They’re asked their business, and they report that they are here to pick something up.</p><p></p><p>“You’re picking up from the warehouses of Master Finaster, then. Finaster’s warehouses are on the farthest quarter of the city, by the Intake Gate at the west edge. They’re the largest warehouses in that area, and they have sigils on flags nearly the same as those on your uniforms.”</p><p></p><p>The guard finishes with a banal invocation of Glordiadel, to which Aleep (posing as Helmut) responds, “And may the Lord of Darkness keep you Orderly.”</p><p></p><p>The group then bickers a little as they walk away about whether that was a good or bad thing to say.</p><p></p><p>This is a good sized city. As they travel through the city, a young lad wearing a sash with the city’s emblem. “The captain asks, that after you have attended to your duty, you meet him at the Tavern of the Six Bells, for a drink and conversation.”</p><p></p><p>The group hurries on to the warehouse. The warehouse was clearly unused for a long time, but it was whitewashed recently. There are a handful of men in armor outside of it, and a man with a clipboard hurries out to talk to you. “Hail there, ye group. You have business with Master Finaster’s warehouse?”</p><p></p><p>“Yes.”</p><p></p><p>“Who do you represent?”</p><p></p><p>“Sir Clarence.”</p><p></p><p>“Ah, one of the Master’s favorite customers. Has his own section in the warehouse for trade in and out. The Master will want to speak with you personally. Sir Clarence is very particular—had one of his own couriers drawn and quartered for losing a shipment.”</p><p></p><p>A well dressed older man hurries out when a bell is rung for him. “Are you here for Sir Clarence’s special package? You’ll see that the seals are undisturbed. It will be nice to have my two guards who were guarding these specific barriers.” There are lead seals with sigils on it.</p><p></p><p>Aleep casts detect magic; almost all of the sigils have divinatory magic on them, except the one nearest the lock on each, which has summoning. They appear to be just to prevent the caskets from being opened. The contents do not detect as magic, and they can detect through them, so there’s no barrier in place to stop detect magic.</p><p></p><p>Runor casts clairvoyance to look inside one. Inside the casket -- half of it is filled with carefully packed and sealed glass phials full of a liquid the color of brown smoke. The other half of the casket is packed solid with brick sized, tightly packed brick shaped objects that are stacked like bricks would be. These brick shaped objects are the brown of dehydrated plant matter.</p><p></p><p>When they start moving the crates, Master Finaster (who had hidden during the magic casting) comes back and has “Brunhilde” sign the bills of lading, which she does illegibly.</p><p></p><p>The group goes to the Tavern of the Six Bells with the caskets, which weigh about 80 pounds each, planning on getting a room at an inn to try to investigate the caskets further. The Tavern is a middle of the run place. The captain of the gate guard is sitting alone and waves us over. “I did not know that you’d come, but I’m glad that ye have. Take their orders, all on the tab of the good Lord Lydell.” He taps himself. “My master.” Lord Lydell is the head of the lead house of the city.</p><p></p><p>“Sergeant Brunhilde, are all of your men Paranswarmian like Helmut? I could not help but overhear his response to the guard at the gate.”</p><p></p><p>“Yes.”</p><p></p><p>“What do ye see in your service to this man?”</p><p></p><p>“Mostly, it’s money.”</p><p></p><p>“I tell you in my heart, that I cannot prove anything about the man, but there is no one here who does not shudder when he deals with them. He came here from the west. He’s been here a few times. Master Finaster seems to owe him a debt. But every single liegeman he has sent here has been a servant of the Lord of Orderly Darkness—a respectable sect, though not mine. I understand why he hires you—you have the reputation as the most lawful of all sects. You will obey without questions.”</p><p></p><p>“I urge you to be careful. One of his liegemen dropped an item. Broke something. Sir Clarence had the man executed in a particularly egregious manner. His incoming shipments have been getting bigger. His outgoing shipments remain the same—weapons and food for the front. But the incoming shipments keep growing, and the money for the warehouse has to have come from Sir Clarence. Finaster was a two bit merchant before Sir Clarence came.”</p><p></p><p>He describes Sir Clarence as extremely pale and emaciated. Sir Clarence dresses in either the most ostentatious of wizards robes, or as a rich merchant, with padding to conceal that he is emaciated. He had a thin face when we met him, but did not seem thin otherwise.</p><p></p><p>“Brunhilde” says that we don’t trust him either. She also mentioned that he was hiring a large number of mercenaries, for an unknown purpose.</p><p></p><p>He thanks us and suggests the Strangled Goose for good rooms.</p><p></p><p>The group eats dinner on Lord Lydell’s tab and then goes to take rooms in the Strangled Goose.</p><p></p><p>In the suite, Runor carefully cuts a hole in the side of the casket. He pulls out a potion and a brick.</p><p></p><p>Aleep recognizes the smokey liquid as a diffusible poison—very potent, and capable of being spread through water and remaining effective.</p><p></p><p>The bricks are tightly packed, dried vegetable matter. Ashaltir tells the rest of the group that they emanate evil and chaos. Ulgorio notices inside the chest a folded piece of parchment. He pulls it out. It has writing on it, and as he holds it, his fingers tingle, as if electrical charges running through them.</p><p></p><p>Ulgorio lays it down, open, and reads it. The parchment says:</p><p></p><p> Sunsha'ill -- I am pleased to send you this shipment of death poison from the 9th layer and also a considerable lot of dried grasses from the plains of the 317th layer to be used in slowly influencing herbivores that you give small bits to so that they become destructive and violent.</p><p></p><p> I hope that your plan works well - we will have victory, the turning will come.</p><p> Ish'ill-tuvan</p><p></p><p>The names look like demon names. We’ve never heard anything like them.</p><p></p><p>Runor repeats the process of cutting a small hole in the other chest. The chest has more bricks, and more vials, though the vials are a slightly different color. Aleep describes this as a bizarre long-term delay poison.</p><p></p><p>The group prepares a message for the captain: “We have discovered half poison, half Abyssal hay, sent by (and to??) demons.” They send it back via homing pigeon.</p><p></p><p>They then put the items back in the chests, and use a Mending spell to repair the holes, leaving the caskets unmarked from their investigation.</p><p></p><p>In the morning, they’ll start the trip back.</p><p></p><p>[End session 27]</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8440074, member: 7030144"] Session 27 (May 2, 2021) 5 O-Zar They head out to Westhaven, on horseback. The first day of travel is in heavily patrolled areas. Initially, we see as many people in Sir Clarence’s livery as in the Eastern Trade Federation’s livery. After half a day of travel, we only see Eastern Trade Federation guards, but they continue to look very sloppy. After they’re clear of the city, they take off the tabards of Sir Clarence, but remain in disguise, just in case. 6 O-Zar Second day is uneventful. They don’t even see patrols. They camp in a reasonable seeming field. 7 O-Zar Uneventful travel. 8 O-Zar Uneventful travel. 9 O-Zar Uneventful travel. By the end of the day, the density of the farms has increased; there are tinkers traveling among the farms. The group draws some attention. 10 O-Zar After a half day of travel, they reach the city of Westhaven. Westhaven looks much more military than the other cities of the Eastern Trade Federation. The walls are well maintained, there is a heavy steel gate which stands open, and there are smart looking guards at the gate. They wear the local city’s colors. They’re asked their business, and they report that they are here to pick something up. “You’re picking up from the warehouses of Master Finaster, then. Finaster’s warehouses are on the farthest quarter of the city, by the Intake Gate at the west edge. They’re the largest warehouses in that area, and they have sigils on flags nearly the same as those on your uniforms.” The guard finishes with a banal invocation of Glordiadel, to which Aleep (posing as Helmut) responds, “And may the Lord of Darkness keep you Orderly.” The group then bickers a little as they walk away about whether that was a good or bad thing to say. This is a good sized city. As they travel through the city, a young lad wearing a sash with the city’s emblem. “The captain asks, that after you have attended to your duty, you meet him at the Tavern of the Six Bells, for a drink and conversation.” The group hurries on to the warehouse. The warehouse was clearly unused for a long time, but it was whitewashed recently. There are a handful of men in armor outside of it, and a man with a clipboard hurries out to talk to you. “Hail there, ye group. You have business with Master Finaster’s warehouse?” “Yes.” “Who do you represent?” “Sir Clarence.” “Ah, one of the Master’s favorite customers. Has his own section in the warehouse for trade in and out. The Master will want to speak with you personally. Sir Clarence is very particular—had one of his own couriers drawn and quartered for losing a shipment.” A well dressed older man hurries out when a bell is rung for him. “Are you here for Sir Clarence’s special package? You’ll see that the seals are undisturbed. It will be nice to have my two guards who were guarding these specific barriers.” There are lead seals with sigils on it. Aleep casts detect magic; almost all of the sigils have divinatory magic on them, except the one nearest the lock on each, which has summoning. They appear to be just to prevent the caskets from being opened. The contents do not detect as magic, and they can detect through them, so there’s no barrier in place to stop detect magic. Runor casts clairvoyance to look inside one. Inside the casket -- half of it is filled with carefully packed and sealed glass phials full of a liquid the color of brown smoke. The other half of the casket is packed solid with brick sized, tightly packed brick shaped objects that are stacked like bricks would be. These brick shaped objects are the brown of dehydrated plant matter. When they start moving the crates, Master Finaster (who had hidden during the magic casting) comes back and has “Brunhilde” sign the bills of lading, which she does illegibly. The group goes to the Tavern of the Six Bells with the caskets, which weigh about 80 pounds each, planning on getting a room at an inn to try to investigate the caskets further. The Tavern is a middle of the run place. The captain of the gate guard is sitting alone and waves us over. “I did not know that you’d come, but I’m glad that ye have. Take their orders, all on the tab of the good Lord Lydell.” He taps himself. “My master.” Lord Lydell is the head of the lead house of the city. “Sergeant Brunhilde, are all of your men Paranswarmian like Helmut? I could not help but overhear his response to the guard at the gate.” “Yes.” “What do ye see in your service to this man?” “Mostly, it’s money.” “I tell you in my heart, that I cannot prove anything about the man, but there is no one here who does not shudder when he deals with them. He came here from the west. He’s been here a few times. Master Finaster seems to owe him a debt. But every single liegeman he has sent here has been a servant of the Lord of Orderly Darkness—a respectable sect, though not mine. I understand why he hires you—you have the reputation as the most lawful of all sects. You will obey without questions.” “I urge you to be careful. One of his liegemen dropped an item. Broke something. Sir Clarence had the man executed in a particularly egregious manner. His incoming shipments have been getting bigger. His outgoing shipments remain the same—weapons and food for the front. But the incoming shipments keep growing, and the money for the warehouse has to have come from Sir Clarence. Finaster was a two bit merchant before Sir Clarence came.” He describes Sir Clarence as extremely pale and emaciated. Sir Clarence dresses in either the most ostentatious of wizards robes, or as a rich merchant, with padding to conceal that he is emaciated. He had a thin face when we met him, but did not seem thin otherwise. “Brunhilde” says that we don’t trust him either. She also mentioned that he was hiring a large number of mercenaries, for an unknown purpose. He thanks us and suggests the Strangled Goose for good rooms. The group eats dinner on Lord Lydell’s tab and then goes to take rooms in the Strangled Goose. In the suite, Runor carefully cuts a hole in the side of the casket. He pulls out a potion and a brick. Aleep recognizes the smokey liquid as a diffusible poison—very potent, and capable of being spread through water and remaining effective. The bricks are tightly packed, dried vegetable matter. Ashaltir tells the rest of the group that they emanate evil and chaos. Ulgorio notices inside the chest a folded piece of parchment. He pulls it out. It has writing on it, and as he holds it, his fingers tingle, as if electrical charges running through them. Ulgorio lays it down, open, and reads it. The parchment says: Sunsha'ill -- I am pleased to send you this shipment of death poison from the 9th layer and also a considerable lot of dried grasses from the plains of the 317th layer to be used in slowly influencing herbivores that you give small bits to so that they become destructive and violent. I hope that your plan works well - we will have victory, the turning will come. Ish'ill-tuvan The names look like demon names. We’ve never heard anything like them. Runor repeats the process of cutting a small hole in the other chest. The chest has more bricks, and more vials, though the vials are a slightly different color. Aleep describes this as a bizarre long-term delay poison. The group prepares a message for the captain: “We have discovered half poison, half Abyssal hay, sent by (and to??) demons.” They send it back via homing pigeon. They then put the items back in the chests, and use a Mending spell to repair the holes, leaving the caskets unmarked from their investigation. In the morning, they’ll start the trip back. [End session 27] [/QUOTE]
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