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<blockquote data-quote="Silver Moon" data-source="post: 4090070" data-attributes="member: 8530"><p><strong>Module 139, Chapter Three, “Entering the Ruins”, October 10th, 1020:</strong> </p><p></p><p>The party head out at dawn, traveling for most of the morning along the southwestern road then heading overland as per the directions that Aradyn and Mark had received. Along the way Aradyn and Ailshier get into a disagreement that culminates with each one making derogatory remarks about the other one’s mother. Cassie eventually tells them both to shut up. </p><p></p><p>The last mile is rather difficult as the forest in this region is rather overgrown. Picking their way though the underbrush and entangling roots they eventually sot a hill ahead that rises out of the surrounding lands like a skeletal finger. The land immediately around the ruined keep is cleared of trees some one-hundred yards from the ruins of the building, apparently done recently by the dwarven workers, as the logs are stacked neatly by the forest’s edge. </p><p></p><p>The keep itself appears to have originally been square shaped and approximately 120 feet on each side. The southwestern corner of the structure still stands with the southern wall mostly intact and parts of the western and eastern wall also standing. Further inspection reveals recent stone work on the southwestern corner, with ropes, pulleys and braces about, so that section was where the reconstruction had begun. </p><p></p><p>No dwarves are anywhere to be found about and the three rangers begin to look for tracks. They find quite a few dwarven tracks but none are recent. The rangers can’t agree on exactly how old the tracks are with Ailshier estimating eighteen days, Mark estimating ten days but Aradyn thinks some are as fresh as six or seven days. Regardless, nobody appears to have been around for the last week or two, although the people in Hunterdon had indicated the dwarves had not returned to town. </p><p></p><p>Searching around they discover an entranceway that had been cleared rather recently. It leads to a staircase down and corridor with various faded and chipped frescoes on the walls. The largest of these has a depiction of a black-eagle wing against a yellow star. Cassie searches through a reference book that she brought along and says that is the family symbol of the House of Jorat, which was related to the Cantage Royal Family. Aradyn comments, “Hold on, this was the castle of that Count von Denn’s ancestors. Are you saying that this guy is related to Matthan?” “Perhaps,” is Cassie’s reply. </p><p></p><p>They continue downward, soon reaching a second corridor with a crude wall painting of a man holding a sword in a bloody hand and pointing it towards further in the keep. “Charming, how quaint,” is Ailshier’s comment. They continue down another corridor, with ancient fading paintings along the walls of forest scenes. They reach a square room with hallway along all four walls, them entering from the east, with a minimum of dust. A marble mosaic on the floor depicts the Jorat House symbol, with several dark stains atop it. </p><p></p><p>The far corner of the room as a pedestal covered over with rubble and debris. Cassie is able to translate the fancy script carved into the pedestal as “You are entering the sacred realm of Immshin, Lord of Winds. Display proper reverence or risk his rage.” At her insistences they perform a number of clerical rituals and seek the god’s guidance. </p><p></p><p>The group continue down the north corridor only to run into a trio of undead ghasts which. Two ghasts appear to be long-dead humans but one appears to be a recently-deceased dwarf, its clothing still intact and a hammer hanging from his belt. Cassie successfully turns the creatures. “Well, that answers the question of what became of the workmen,” Lannon comments. They decide not to follow the undead, who are stopped at a pair of double doors at the end of the hallway. </p><p></p><p>The party continue down the westward hallway with paintings of regal-looking men on the wall, several being the Western Nation kings of two-to-three hundred years before. They pass an empty chamber that appears to have been a great hall, but now just has rotted tables and rubble. Continuing onward, they reach a dark exit less corridor that appears to have shadow-like creatures in it. They turn back and head to the room with the four-way intersection, choosing to now go on the south corridor. </p><p></p><p>The come upon a good-sized room to the left separated off into smaller chambers, with rotted and deteriorated furniture that they assume were once bunks for the occupants of the temple. Two shadow-like former occupants still reside there and attack the party, almost grabbing Lannon. Cassie manages to destroy the creatures. A search of the area finds a key. They continue down the main hallway, which turns to the right and then continues onward, with two more southern hallways branching off from it. Using the party expression “When in doubt go left” they take the first of these corridors. </p><p></p><p>This corridor goes on for another sixty feet before turning left, ending in a chamber with a stone door on the opposite side. Religious symbols adorn the door which Cassie translates as also being dedicated to the deity Immshin, Lord of Winds. As she did at the pedestal in the earlier room, she performs an appropriate ceremony in reverence to this deity. The key found in the barracks room opens the door lock. A long corridor continues which they cautiously follow, finding an accumulation of cobwebs and dust as they pass. </p><p></p><p>The passageway ends in a small room that appears to have been a shrine of some sort, the walls decorated with motifs of winds and priests. A stone alter is on the opposite wall. Kneeling before the alter is a figure in dark tattered hooded robes holding a staff in its gloved fist. As Cassie nears the alter the skeleton slowly rises and turns, the hood falls away to reveal a skeleton beneath. Hanging from the creatures belt sash is a key ring. In a loud shrieking howl the creature screams “Intruders! You dare to defile the sanctity of this holy shrine!”” </p><p></p><p>The fighters have drawn their swords but Cassie gestures for them to hold off on their attack. The creature raises his staff and calls out “Immshin, I beseech thee! Smite these intruders with your holy wrath!” Cassie gestures for the fighters to move back as she pleads “High Priest of Immshin, we seek only to honor your deity and rid this once-great temple of creatures that have defiled it.” The others slowly retreat down the corridor The creature halts and waves his staff forward, a sprinkling of light radiating from it and upon her. </p><p></p><p>The skeletal priest states, “You speak truth. You have indeed given homage and honor to the great Immshin. I apologize for my earlier outburst and welcome you to my sanctuary.” Cassie begins to relax when the creature spots Ailshier and states, “A Drow! This is a trick, you are my enemies.” “Leaving, what a good idea,” Aradyn mutters loud enough for Cassie to hear. </p><p></p><p>Those in the hallway quicken their pace down the corridor as the priest casts a Hold Person spell upon Lannon, Hank and Ailshier, which they all successfully save from. Cassie uses her Belt of Shape Change to transform into a bird and fly away at top speed, soon flying past the others in her group and out the doorway. They exit into the antechamber and then slam the stone doors shut behind them. Cassie throws a Wizard Lock onto the door as well. </p><p></p><p>“Any more bright ideas?” Ailshier sarcastically states. Aradyn replies, “We were doing fine until he got a look at you!” Mark asks, “Was that creature good or evil?” “He appeared to be a little of both,” Cassie replies. Lannon (accurately) says, “I guess spending several centuries locked alone in a room will do that to you.” “I vote that we not do that,” is Ailshier’s comment.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 4090070, member: 8530"] [B]Module 139, Chapter Three, “Entering the Ruins”, October 10th, 1020:[/B] The party head out at dawn, traveling for most of the morning along the southwestern road then heading overland as per the directions that Aradyn and Mark had received. Along the way Aradyn and Ailshier get into a disagreement that culminates with each one making derogatory remarks about the other one’s mother. Cassie eventually tells them both to shut up. The last mile is rather difficult as the forest in this region is rather overgrown. Picking their way though the underbrush and entangling roots they eventually sot a hill ahead that rises out of the surrounding lands like a skeletal finger. The land immediately around the ruined keep is cleared of trees some one-hundred yards from the ruins of the building, apparently done recently by the dwarven workers, as the logs are stacked neatly by the forest’s edge. The keep itself appears to have originally been square shaped and approximately 120 feet on each side. The southwestern corner of the structure still stands with the southern wall mostly intact and parts of the western and eastern wall also standing. Further inspection reveals recent stone work on the southwestern corner, with ropes, pulleys and braces about, so that section was where the reconstruction had begun. No dwarves are anywhere to be found about and the three rangers begin to look for tracks. They find quite a few dwarven tracks but none are recent. The rangers can’t agree on exactly how old the tracks are with Ailshier estimating eighteen days, Mark estimating ten days but Aradyn thinks some are as fresh as six or seven days. Regardless, nobody appears to have been around for the last week or two, although the people in Hunterdon had indicated the dwarves had not returned to town. Searching around they discover an entranceway that had been cleared rather recently. It leads to a staircase down and corridor with various faded and chipped frescoes on the walls. The largest of these has a depiction of a black-eagle wing against a yellow star. Cassie searches through a reference book that she brought along and says that is the family symbol of the House of Jorat, which was related to the Cantage Royal Family. Aradyn comments, “Hold on, this was the castle of that Count von Denn’s ancestors. Are you saying that this guy is related to Matthan?” “Perhaps,” is Cassie’s reply. They continue downward, soon reaching a second corridor with a crude wall painting of a man holding a sword in a bloody hand and pointing it towards further in the keep. “Charming, how quaint,” is Ailshier’s comment. They continue down another corridor, with ancient fading paintings along the walls of forest scenes. They reach a square room with hallway along all four walls, them entering from the east, with a minimum of dust. A marble mosaic on the floor depicts the Jorat House symbol, with several dark stains atop it. The far corner of the room as a pedestal covered over with rubble and debris. Cassie is able to translate the fancy script carved into the pedestal as “You are entering the sacred realm of Immshin, Lord of Winds. Display proper reverence or risk his rage.” At her insistences they perform a number of clerical rituals and seek the god’s guidance. The group continue down the north corridor only to run into a trio of undead ghasts which. Two ghasts appear to be long-dead humans but one appears to be a recently-deceased dwarf, its clothing still intact and a hammer hanging from his belt. Cassie successfully turns the creatures. “Well, that answers the question of what became of the workmen,” Lannon comments. They decide not to follow the undead, who are stopped at a pair of double doors at the end of the hallway. The party continue down the westward hallway with paintings of regal-looking men on the wall, several being the Western Nation kings of two-to-three hundred years before. They pass an empty chamber that appears to have been a great hall, but now just has rotted tables and rubble. Continuing onward, they reach a dark exit less corridor that appears to have shadow-like creatures in it. They turn back and head to the room with the four-way intersection, choosing to now go on the south corridor. The come upon a good-sized room to the left separated off into smaller chambers, with rotted and deteriorated furniture that they assume were once bunks for the occupants of the temple. Two shadow-like former occupants still reside there and attack the party, almost grabbing Lannon. Cassie manages to destroy the creatures. A search of the area finds a key. They continue down the main hallway, which turns to the right and then continues onward, with two more southern hallways branching off from it. Using the party expression “When in doubt go left” they take the first of these corridors. This corridor goes on for another sixty feet before turning left, ending in a chamber with a stone door on the opposite side. Religious symbols adorn the door which Cassie translates as also being dedicated to the deity Immshin, Lord of Winds. As she did at the pedestal in the earlier room, she performs an appropriate ceremony in reverence to this deity. The key found in the barracks room opens the door lock. A long corridor continues which they cautiously follow, finding an accumulation of cobwebs and dust as they pass. The passageway ends in a small room that appears to have been a shrine of some sort, the walls decorated with motifs of winds and priests. A stone alter is on the opposite wall. Kneeling before the alter is a figure in dark tattered hooded robes holding a staff in its gloved fist. As Cassie nears the alter the skeleton slowly rises and turns, the hood falls away to reveal a skeleton beneath. Hanging from the creatures belt sash is a key ring. In a loud shrieking howl the creature screams “Intruders! You dare to defile the sanctity of this holy shrine!”” The fighters have drawn their swords but Cassie gestures for them to hold off on their attack. The creature raises his staff and calls out “Immshin, I beseech thee! Smite these intruders with your holy wrath!” Cassie gestures for the fighters to move back as she pleads “High Priest of Immshin, we seek only to honor your deity and rid this once-great temple of creatures that have defiled it.” The others slowly retreat down the corridor The creature halts and waves his staff forward, a sprinkling of light radiating from it and upon her. The skeletal priest states, “You speak truth. You have indeed given homage and honor to the great Immshin. I apologize for my earlier outburst and welcome you to my sanctuary.” Cassie begins to relax when the creature spots Ailshier and states, “A Drow! This is a trick, you are my enemies.” “Leaving, what a good idea,” Aradyn mutters loud enough for Cassie to hear. Those in the hallway quicken their pace down the corridor as the priest casts a Hold Person spell upon Lannon, Hank and Ailshier, which they all successfully save from. Cassie uses her Belt of Shape Change to transform into a bird and fly away at top speed, soon flying past the others in her group and out the doorway. They exit into the antechamber and then slam the stone doors shut behind them. Cassie throws a Wizard Lock onto the door as well. “Any more bright ideas?” Ailshier sarcastically states. Aradyn replies, “We were doing fine until he got a look at you!” Mark asks, “Was that creature good or evil?” “He appeared to be a little of both,” Cassie replies. Lannon (accurately) says, “I guess spending several centuries locked alone in a room will do that to you.” “I vote that we not do that,” is Ailshier’s comment. [/QUOTE]
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