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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: 8467797" data-attributes="member: 7030144"><p>Session 31 (June 26, 2021)</p><p></p><p>20 O-Zar</p><p>The group discusses what to do next. Runor and Merreep want to travel back to recover their owlbear.</p><p></p><p>They also confirm that the eagle they freed and befriended is still with them, and check in on the quasit they have partially reformed—who is still sleeping in a backpack.</p><p></p><p>The owlbear, Clawy, is back in Ravenskrag. That’s about 500 miles away, so their options are a long overland trip on their own, an even longer caravan trip, or sailing to a port north of Ravenskrag and then a short distance over land—the shortest in time, but the most expensive.</p><p></p><p>After some debate, they decide to go by caravan, signing on as guards. They get offered 5 silver apiece per day. And they set off with a medium sized caravan. It’s a mule caravan, with all mules and no carts, which means they’ll probably take a somewhat unusual path. There are 92 mules, stretched out over about 400’ in double rows. The group are the only real guards, though the drovers (of whom there are many) are lightly armed.</p><p></p><p>The trip to West Haven takes about 3 days. They then go along an unusual set of roads or paths. The lead merchant is using a compass and seems to know what they’re doing. It will take about 10 days to go from West Haven to the town at the edge of the Eastern Trade Federation.</p><p></p><p>31 O-Zar</p><p>During the day, they begin to hear a lot of stomping and noise. The drovers start getting nervous and whisper urgently to the merchant chief.</p><p></p><p>Merreep goes ahead a little while to the crest of a hill, and there’s a small sea of wild buffalo. She does a quick estimate of about 600 head.</p><p></p><p>The drovers are nervous because of the risk of stampede.</p><p></p><p>The merchant chief asks them to try to deal with it and get them out of the way.</p><p></p><p>Ulgorio casts speak with animal, and then asks a bull if they could move out of the way for a while.</p><p></p><p>“You’re mooooving something through?”</p><p></p><p>“Yes.”</p><p></p><p>“I guess we could moooove down the valley. Good grass here, though.”</p><p></p><p>“We’ll be through soon enough.”</p><p></p><p>“Let me talk to the head cow.”</p><p></p><p>They agree to move down the valley while they go by.</p><p></p><p>The bull trots off in a slow way, and the herd starts slowly moving down the valley.</p><p></p><p>1 Ghast</p><p>That night, there’s lots of chittering. And then a cloud of bats sweep down out of the north and across the encampment. They are not deliberately attacking anyone, though their swooping and diving is nerve wracking. They pass peacefully.</p><p></p><p>2 Ghast</p><p>They arrive in the evening at a large but fairly rough town—stockaded not walled, earthworks, most of the buildings made of heavy planking. There are both human and centaur guards. A centaur tallies the goods being brought into the town. “No tariff on the way in; 3 copper per mule on the way out. Light guard, big load.”</p><p></p><p>“I’m not worried; they are the heroes of the Trade Federation, and they cleared a herd of aurochs without even killing any.”</p><p></p><p>They head into the town, and go to an inn. They are served incredibly hearty meals.</p><p></p><p>In the morning, they head on towards Ravenskrag.</p><p></p><p>9 Ghast</p><p>They hear extremely shrill whistling—like the whistling of bats, but much much louder—at about 1 in the morning. Runor and Bartix are on watch. Bartix recognizes it as the most over-sized sounding bat calls he has ever heard.</p><p></p><p>Bartix wakes the rest of the group.</p><p></p><p>Out of the darkness sweep nine taller-than-human bats. They are diving and separate with two headed towards each of the two fully awake, and the others dividing up. A bat latches onto Bartix and begins sucking out blood at a terrific rate.</p><p></p><p>Bartix stabs back with his magical dagger, doing 8 points of damage.</p><p></p><p>Runor casts Inflict Wounds and explodes one of the bats.</p><p></p><p>Merreep jumps up and draws her sword, as does Ashaltir.</p><p></p><p>Bartix kills his with his dagger.</p><p></p><p>Aleep engulfs five in a fireball—including one that perched on a nearby branch and is holding something. Four of them are crisped entirely, including the one that was carrying something.</p><p></p><p>One of them bites Runor and hurts him some more. He responds by killing it with an inflict wound.</p><p></p><p>Ulgorio stabs down another, and then Aleep finishes the last one with magic missiles.</p><p></p><p>Bartix examines what the last one was carrying—a roughly sewn leather bag. He immediately looks inside. There are several items—a couple small objects, one glittering yellow, the other very dark in color, and also a rolled up piece of parchment.</p><p></p><p>Aleep casts detect magic as a ritual. There are two types of magic—necromancy and enchantment. The dark object and the scroll are what radiate magic, with the dark object radiating enchantment. It’s a scroll of ray of enfeeblement. The yellowish object is a fairly low grade but large citrine. The dark object is what would be a perfect black pearl, but with runes carefully etched into the outer layer. The runes emanate enchantment. Aleep can’t recognize the runes, but thinks there is a similarity between the etching and the coat of arms Sir Clarence used.</p><p></p><p>The group theorizes that it might be a mind control object. Even in its damaged condition, the pearl is worth 250 silver, and the citrine is worth 55 silver.</p><p></p><p>Aleep identifies the black pearl, and realizes that it is a demon-powered pearl of animal control. They hypothesize that this was sent by Sir Clarence’s captain, or by his master.</p><p>[End session 31]</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8467797, member: 7030144"] Session 31 (June 26, 2021) 20 O-Zar The group discusses what to do next. Runor and Merreep want to travel back to recover their owlbear. They also confirm that the eagle they freed and befriended is still with them, and check in on the quasit they have partially reformed—who is still sleeping in a backpack. The owlbear, Clawy, is back in Ravenskrag. That’s about 500 miles away, so their options are a long overland trip on their own, an even longer caravan trip, or sailing to a port north of Ravenskrag and then a short distance over land—the shortest in time, but the most expensive. After some debate, they decide to go by caravan, signing on as guards. They get offered 5 silver apiece per day. And they set off with a medium sized caravan. It’s a mule caravan, with all mules and no carts, which means they’ll probably take a somewhat unusual path. There are 92 mules, stretched out over about 400’ in double rows. The group are the only real guards, though the drovers (of whom there are many) are lightly armed. The trip to West Haven takes about 3 days. They then go along an unusual set of roads or paths. The lead merchant is using a compass and seems to know what they’re doing. It will take about 10 days to go from West Haven to the town at the edge of the Eastern Trade Federation. 31 O-Zar During the day, they begin to hear a lot of stomping and noise. The drovers start getting nervous and whisper urgently to the merchant chief. Merreep goes ahead a little while to the crest of a hill, and there’s a small sea of wild buffalo. She does a quick estimate of about 600 head. The drovers are nervous because of the risk of stampede. The merchant chief asks them to try to deal with it and get them out of the way. Ulgorio casts speak with animal, and then asks a bull if they could move out of the way for a while. “You’re mooooving something through?” “Yes.” “I guess we could moooove down the valley. Good grass here, though.” “We’ll be through soon enough.” “Let me talk to the head cow.” They agree to move down the valley while they go by. The bull trots off in a slow way, and the herd starts slowly moving down the valley. 1 Ghast That night, there’s lots of chittering. And then a cloud of bats sweep down out of the north and across the encampment. They are not deliberately attacking anyone, though their swooping and diving is nerve wracking. They pass peacefully. 2 Ghast They arrive in the evening at a large but fairly rough town—stockaded not walled, earthworks, most of the buildings made of heavy planking. There are both human and centaur guards. A centaur tallies the goods being brought into the town. “No tariff on the way in; 3 copper per mule on the way out. Light guard, big load.” “I’m not worried; they are the heroes of the Trade Federation, and they cleared a herd of aurochs without even killing any.” They head into the town, and go to an inn. They are served incredibly hearty meals. In the morning, they head on towards Ravenskrag. 9 Ghast They hear extremely shrill whistling—like the whistling of bats, but much much louder—at about 1 in the morning. Runor and Bartix are on watch. Bartix recognizes it as the most over-sized sounding bat calls he has ever heard. Bartix wakes the rest of the group. Out of the darkness sweep nine taller-than-human bats. They are diving and separate with two headed towards each of the two fully awake, and the others dividing up. A bat latches onto Bartix and begins sucking out blood at a terrific rate. Bartix stabs back with his magical dagger, doing 8 points of damage. Runor casts Inflict Wounds and explodes one of the bats. Merreep jumps up and draws her sword, as does Ashaltir. Bartix kills his with his dagger. Aleep engulfs five in a fireball—including one that perched on a nearby branch and is holding something. Four of them are crisped entirely, including the one that was carrying something. One of them bites Runor and hurts him some more. He responds by killing it with an inflict wound. Ulgorio stabs down another, and then Aleep finishes the last one with magic missiles. Bartix examines what the last one was carrying—a roughly sewn leather bag. He immediately looks inside. There are several items—a couple small objects, one glittering yellow, the other very dark in color, and also a rolled up piece of parchment. Aleep casts detect magic as a ritual. There are two types of magic—necromancy and enchantment. The dark object and the scroll are what radiate magic, with the dark object radiating enchantment. It’s a scroll of ray of enfeeblement. The yellowish object is a fairly low grade but large citrine. The dark object is what would be a perfect black pearl, but with runes carefully etched into the outer layer. The runes emanate enchantment. Aleep can’t recognize the runes, but thinks there is a similarity between the etching and the coat of arms Sir Clarence used. The group theorizes that it might be a mind control object. Even in its damaged condition, the pearl is worth 250 silver, and the citrine is worth 55 silver. Aleep identifies the black pearl, and realizes that it is a demon-powered pearl of animal control. They hypothesize that this was sent by Sir Clarence’s captain, or by his master. [End session 31] [/QUOTE]
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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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