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Consequences of the Quill (Restored 5/13/06)
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<blockquote data-quote="LordVyreth" data-source="post: 1445571" data-attributes="member: 9626"><p><strong>Mission: Incredulous</strong></p><p></p><p>As the players pondered all of this, Shanna continued. “However, we have little time for this right now, as you still have to finish your rite of initiation. Unfortunately, you were selected to undergo the most difficult task we currently have available. Perhaps the Sisters have a special purpose for you, which explains both receiving this mission and your amnesia? The mission concerns Lerissa Turivain, a noblewoman and a longtime friend of the crown. She is also known as an expert on the wilderness of the surface, and obtaining plants and animals with unusual and useful properties. However, she left recently on a routine surveying mission, and has yet to return. You mission is to follow her trail, and try to find out what happened to her. If she is still alive, you have to do all you can to rescue her. If not, you must either retrieve her body for burial at the Necropolis, or have her burned, so she isn’t forced to suffer the curse of undeath. You have until the beginning of Second Light to get ready and meet at one of our exit points out of the city.”</p><p></p><p>The party left, to gather supplies, explore the city some more, and figure out what the heck Second Light is anyway (Flix later explained it was when the sun passed behind the second moon, prompting the lenses to come out for the second time in the day.) They had little time to fully visit the city, and presumably regain memories on the way, so they just explored the Temple some more, spent time introducing each other, and then made their way to their exit point. It looked like there was nothing there, at first, but a few agents of the crown soon stealthily made their way to them. After confirming their identities, the agents revealed a secret passageway, and explained how to leave the city from there. It took a few minutes of wandering through a labyrinth of tunnels, but eventually, the party made it to the surface. For the first time in their lives, as even the forgetful members of the party realize, they are feeling the sun directly, and not through lenses or the magical filters of the mountain. But they also see the two black moons, hanging ominously over the countryside.</p><p></p><p>The party began their journey, using the limited directions Shanna provided them with. The first day was largely uneventful, but slow. Since they left at second light, the sun was already passing into the range of the second moon, creating a sunset at the functional equivalent of two in the afternoon. This stopped their journey fairly quickly for the first day. Early on the second day, the party discovered the remains of a camp. It was clear a fight broke out here; there were many dark stains on the ground, a disturbing pile of ashes near the edge of camp, and two strange sharpened stakes with painted lines on them, with a third non-sharpened one next to shoe. They were familiar to the party, but couldn’t figure out what they meant until Flix spoke up. “Well, we know that there were two sentient beings killed here,” he indicated the two sharpened stakes, which had red bands on them, “and six animals. Probably Lerissa’s horses.” He indicated the blunt stake, which had six gray bands on it. Seeing the party’s confusion, he sighed and tried to explain. “We have this system, where those slain are burned, and markers are used to indicate exactly what died. It’s largely an assurance that those killed were taken care of, and not turned into members of the undead horde. We even agree to share this practice with the orc empire. They might be tentative allies to the undead, but even they hate the idea of becoming trapped between life and death, and forced to serve the Puppet as a slave. And the undead, despite that alliance, have been known to casually ‘forget’ it from time to time, when it suits their needs and they need a few quick recruits.” </p><p></p><p>The path branched here, going both southeast and northwest. The eastern path was the one that the map suggested Lerissa was going to take, but if her camp was actually attacked here, it was possible that her captors took her nest instead. However, the party lacked any way to determine which way she went, and continued eastward. They only traveled a few hours before the northern sky was lit up with fire, suggested a battle in that direction, and one involving great magic. They decide this was worth investigating, and reversed their course to try the second path. However, it was getting late again, so they made camp. However, this night, their rest wasn’t as peaceful. Around midnight, as Quercus was on watch, he noticed three figures sneaking into camp. He barely was able to sound an alarm when the three beings were upon him. As he looked at them in horror, he realized they were not living creatures, but the walking dead, and clearly smarter and fasters ones than mere zombies. Before he could even draw a weapon, they slashed at him with their claws, and he collapsed in a bloody heap.</p><p></p><p>Fortunately, his friends woke up with a start. Seeing their friend bleeding on the ground, with three abominations in above them, they reacted instantly. Tsine was there first, his blade at the ready and an enraged yell at his mouth, knowing that he might lose his brother so soon after he became close again. The ghouls surrounded him, but his elvish blood protected him from their paralyzing touch. Flix joined the fray, while Tal, afraid that Quercus would not survive long enough for the others to defeat the ghouls and heal him, snuck over to Quercus’s body, retrieving a wand of healing that he had purchased before they left. He touched it to Quercus, provoking attacks as a result, but Quercus managed to open his eyes, and rejoin the fray. It was still a long, hard fight, and the monsters managed to drop Quercus and Tsine before it was done, but the heroes managed to finish their foes. They used the wand to recover from the many injuries they all suffered, burned the corpses of their enemies, and Flix left a sharpened stake with three black marks, indicating to future travelers that three soldiers of the army of the undead have again found peace.</p><p></p><p>OOC Notes: There actually was a way for the party to select the right path, back at the fork. Besides basic track checks (which were irrelevant in this party,) they could have found a secret note buried under one of the stakes, but no one made the check to see that there was something unusual about the stakes.</p></blockquote><p></p>
[QUOTE="LordVyreth, post: 1445571, member: 9626"] [b]Mission: Incredulous[/b] As the players pondered all of this, Shanna continued. “However, we have little time for this right now, as you still have to finish your rite of initiation. Unfortunately, you were selected to undergo the most difficult task we currently have available. Perhaps the Sisters have a special purpose for you, which explains both receiving this mission and your amnesia? The mission concerns Lerissa Turivain, a noblewoman and a longtime friend of the crown. She is also known as an expert on the wilderness of the surface, and obtaining plants and animals with unusual and useful properties. However, she left recently on a routine surveying mission, and has yet to return. You mission is to follow her trail, and try to find out what happened to her. If she is still alive, you have to do all you can to rescue her. If not, you must either retrieve her body for burial at the Necropolis, or have her burned, so she isn’t forced to suffer the curse of undeath. You have until the beginning of Second Light to get ready and meet at one of our exit points out of the city.” The party left, to gather supplies, explore the city some more, and figure out what the heck Second Light is anyway (Flix later explained it was when the sun passed behind the second moon, prompting the lenses to come out for the second time in the day.) They had little time to fully visit the city, and presumably regain memories on the way, so they just explored the Temple some more, spent time introducing each other, and then made their way to their exit point. It looked like there was nothing there, at first, but a few agents of the crown soon stealthily made their way to them. After confirming their identities, the agents revealed a secret passageway, and explained how to leave the city from there. It took a few minutes of wandering through a labyrinth of tunnels, but eventually, the party made it to the surface. For the first time in their lives, as even the forgetful members of the party realize, they are feeling the sun directly, and not through lenses or the magical filters of the mountain. But they also see the two black moons, hanging ominously over the countryside. The party began their journey, using the limited directions Shanna provided them with. The first day was largely uneventful, but slow. Since they left at second light, the sun was already passing into the range of the second moon, creating a sunset at the functional equivalent of two in the afternoon. This stopped their journey fairly quickly for the first day. Early on the second day, the party discovered the remains of a camp. It was clear a fight broke out here; there were many dark stains on the ground, a disturbing pile of ashes near the edge of camp, and two strange sharpened stakes with painted lines on them, with a third non-sharpened one next to shoe. They were familiar to the party, but couldn’t figure out what they meant until Flix spoke up. “Well, we know that there were two sentient beings killed here,” he indicated the two sharpened stakes, which had red bands on them, “and six animals. Probably Lerissa’s horses.” He indicated the blunt stake, which had six gray bands on it. Seeing the party’s confusion, he sighed and tried to explain. “We have this system, where those slain are burned, and markers are used to indicate exactly what died. It’s largely an assurance that those killed were taken care of, and not turned into members of the undead horde. We even agree to share this practice with the orc empire. They might be tentative allies to the undead, but even they hate the idea of becoming trapped between life and death, and forced to serve the Puppet as a slave. And the undead, despite that alliance, have been known to casually ‘forget’ it from time to time, when it suits their needs and they need a few quick recruits.” The path branched here, going both southeast and northwest. The eastern path was the one that the map suggested Lerissa was going to take, but if her camp was actually attacked here, it was possible that her captors took her nest instead. However, the party lacked any way to determine which way she went, and continued eastward. They only traveled a few hours before the northern sky was lit up with fire, suggested a battle in that direction, and one involving great magic. They decide this was worth investigating, and reversed their course to try the second path. However, it was getting late again, so they made camp. However, this night, their rest wasn’t as peaceful. Around midnight, as Quercus was on watch, he noticed three figures sneaking into camp. He barely was able to sound an alarm when the three beings were upon him. As he looked at them in horror, he realized they were not living creatures, but the walking dead, and clearly smarter and fasters ones than mere zombies. Before he could even draw a weapon, they slashed at him with their claws, and he collapsed in a bloody heap. Fortunately, his friends woke up with a start. Seeing their friend bleeding on the ground, with three abominations in above them, they reacted instantly. Tsine was there first, his blade at the ready and an enraged yell at his mouth, knowing that he might lose his brother so soon after he became close again. The ghouls surrounded him, but his elvish blood protected him from their paralyzing touch. Flix joined the fray, while Tal, afraid that Quercus would not survive long enough for the others to defeat the ghouls and heal him, snuck over to Quercus’s body, retrieving a wand of healing that he had purchased before they left. He touched it to Quercus, provoking attacks as a result, but Quercus managed to open his eyes, and rejoin the fray. It was still a long, hard fight, and the monsters managed to drop Quercus and Tsine before it was done, but the heroes managed to finish their foes. They used the wand to recover from the many injuries they all suffered, burned the corpses of their enemies, and Flix left a sharpened stake with three black marks, indicating to future travelers that three soldiers of the army of the undead have again found peace. OOC Notes: There actually was a way for the party to select the right path, back at the fork. Besides basic track checks (which were irrelevant in this party,) they could have found a secret note buried under one of the stakes, but no one made the check to see that there was something unusual about the stakes. [/QUOTE]
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