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<blockquote data-quote="Nonlethal Force" data-source="post: 2748889" data-attributes="member: 35788"><p><em>... Opening Post Continued.</em></p><p></p><p>Glammerdell pronounces one final blessing upon the group. <span style="color: Lime">"May Pelor's light guide your way into the moral darkness you are to encounter."</span> </p><p></p><p>As the first three adventurers step into the area of the circle, those outside the circle see great flames rise up from the circle engraved in the floor. The flames reach up at least 10 feet into the air, last for a mere five or six seconds, and magically die down as quickly as they came. The first three to step into the circle were gone!</p><p></p><p>From inside the circle, the three adventurers saw the room take on an amber tint which grew in intensitry until the only thing that was capable of being perceived was a solid wall of amber light. At the moment when objects outside the circle could no longer be perceived, the amber light dissapeared and the first party could see that they were no longer in Barghost.</p><p></p><p>As the next group entered the circle, the same effects occurred. The party that had already transported saw the flames mysteriously rise up from the ground about 10 feet away from their current location and then die down. Inside the flames were the next group of the party. This process continued until all were present at the new location.</p><p></p><p>Looking around, the party stood about a quarter day's journey from a mountainous passageway to the west. The early morning smoke of a small town's collection of chimneys can be seen at about an equal distance back to the east. The party currently stands on a small grassy meadow that rises just slightly above the nearby forrest. The sun is just beginning its ascent into the sky, and the warmth of the rays has not quite reached the air in spite of the fact that the sun has just now crept over the horizon.</p><p></p><p>Looking west once more, the party can discern several mountaintops that appear to have imposing faces. Between the mountain peaks it appears as though there are places where passage may be easier. There appears to be an accumulation of snow on the higher of the peaks.</p><p></p><p>[Sblock]Those with approved characters (noted in the OOC thread) please feel free to post at your leisure. Unless things are different than your description in the RG thread, there is no real need to post your description - people can go there to find that out. Please remember to use colors for speech. Also, if you want to include the roll modifiers for any checks/actions you want to do, please note those in Sblocks. Other than that - just have fun![/Sblock]</p><p></p><p><span style="color: MediumTurquoise">Yavarin:</span></p><p>[Sblock]Yavarin instantly recognizes the setting, but not this exact place. It is Fenneress - with Quehalost looming closely to the west. Goldcastle is most likely the town out of which the smoke is rising into the sky, although since it is a clear day there is the possibility it might even be Luthersville - although highly unlikely.</p><p></p><p>Yavarin would be aware of three passages into Quehalost from here:</p><p></p><p>The first one, and most frequently traveled, is up over one of the higher peaks. This passage will take nearly a week to pass, but it's elevation causes it to be by far the safest from any threats except the weather. It is very rare that a party passing along this path encounters anything more threatening that freezing temperatures.</p><p></p><p>The second one, and safest from the weather, leads straight into one of the more shallow mountains and out the other side. This pass usually takes 2 to 3 days to negotiate through to Quehalost. Nearly half of all parties traveling along this passageway encounter some resistance from natural predators living among the warmer caverns. (The caves are heated by a molten heat source deep inside the mountain - but as of yet these mountains have not become volcanoes.) For the most part these caverns are fairly easy to negotiate, but that means that predators find them easy as well. There is a small percent (1 traveling group out of 20) that runs into a more seriously organized threat - usually in the form a band of gnolls who are slightly more intelligent than normal. However, there is one worse threat, and that threat is unknown in its source. It is merely noted that 1 in 50 parties that travel this path do not return - ever.</p><p></p><p>The third path is another overland path through a valley created between two mountains. This path is by far the quickest path (passable in a day and a half) - but it leads through several switchback mountain passes that are prone to resistance - often organized. Ogres have been known to hunt along the passes. Nearly 5 out of every 6 parties that are forced into using this path for the necessity of speed encounter resistance from the ogres. Even more than the ogres, however, are rumors that even a white dragon has been known to hunt along this pass. A surprising 1 out of every 10 parties have spotted the dragon above. The larger the party, the more likely the dragon is capable of spotting the party as well.[/Sblock]</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 2748889, member: 35788"] [I]... Opening Post Continued.[/I] Glammerdell pronounces one final blessing upon the group. [COLOR=Lime]"May Pelor's light guide your way into the moral darkness you are to encounter."[/COLOR] As the first three adventurers step into the area of the circle, those outside the circle see great flames rise up from the circle engraved in the floor. The flames reach up at least 10 feet into the air, last for a mere five or six seconds, and magically die down as quickly as they came. The first three to step into the circle were gone! From inside the circle, the three adventurers saw the room take on an amber tint which grew in intensitry until the only thing that was capable of being perceived was a solid wall of amber light. At the moment when objects outside the circle could no longer be perceived, the amber light dissapeared and the first party could see that they were no longer in Barghost. As the next group entered the circle, the same effects occurred. The party that had already transported saw the flames mysteriously rise up from the ground about 10 feet away from their current location and then die down. Inside the flames were the next group of the party. This process continued until all were present at the new location. Looking around, the party stood about a quarter day's journey from a mountainous passageway to the west. The early morning smoke of a small town's collection of chimneys can be seen at about an equal distance back to the east. The party currently stands on a small grassy meadow that rises just slightly above the nearby forrest. The sun is just beginning its ascent into the sky, and the warmth of the rays has not quite reached the air in spite of the fact that the sun has just now crept over the horizon. Looking west once more, the party can discern several mountaintops that appear to have imposing faces. Between the mountain peaks it appears as though there are places where passage may be easier. There appears to be an accumulation of snow on the higher of the peaks. [Sblock]Those with approved characters (noted in the OOC thread) please feel free to post at your leisure. Unless things are different than your description in the RG thread, there is no real need to post your description - people can go there to find that out. Please remember to use colors for speech. Also, if you want to include the roll modifiers for any checks/actions you want to do, please note those in Sblocks. Other than that - just have fun![/Sblock] [COLOR=MediumTurquoise]Yavarin:[/COLOR] [Sblock]Yavarin instantly recognizes the setting, but not this exact place. It is Fenneress - with Quehalost looming closely to the west. Goldcastle is most likely the town out of which the smoke is rising into the sky, although since it is a clear day there is the possibility it might even be Luthersville - although highly unlikely. Yavarin would be aware of three passages into Quehalost from here: The first one, and most frequently traveled, is up over one of the higher peaks. This passage will take nearly a week to pass, but it's elevation causes it to be by far the safest from any threats except the weather. It is very rare that a party passing along this path encounters anything more threatening that freezing temperatures. The second one, and safest from the weather, leads straight into one of the more shallow mountains and out the other side. This pass usually takes 2 to 3 days to negotiate through to Quehalost. Nearly half of all parties traveling along this passageway encounter some resistance from natural predators living among the warmer caverns. (The caves are heated by a molten heat source deep inside the mountain - but as of yet these mountains have not become volcanoes.) For the most part these caverns are fairly easy to negotiate, but that means that predators find them easy as well. There is a small percent (1 traveling group out of 20) that runs into a more seriously organized threat - usually in the form a band of gnolls who are slightly more intelligent than normal. However, there is one worse threat, and that threat is unknown in its source. It is merely noted that 1 in 50 parties that travel this path do not return - ever. The third path is another overland path through a valley created between two mountains. This path is by far the quickest path (passable in a day and a half) - but it leads through several switchback mountain passes that are prone to resistance - often organized. Ogres have been known to hunt along the passes. Nearly 5 out of every 6 parties that are forced into using this path for the necessity of speed encounter resistance from the ogres. Even more than the ogres, however, are rumors that even a white dragon has been known to hunt along this pass. A surprising 1 out of every 10 parties have spotted the dragon above. The larger the party, the more likely the dragon is capable of spotting the party as well.[/Sblock] [/QUOTE]
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