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Forgotten Realms mini incarnum campaign - Lost Souls
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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 6159592" data-attributes="member: 4441"><p><strong>Session 1</strong></p><p></p><p>The group enters Waterdeep in the early morning, and being the unnaturally energetic people that they are, immediately accost the first guardsman they see with questions about Undermountain and the lost (described as “zombie-like, too fast, crazy, twitching, blue eyed things.”) The guard didn’t know about the lost, but if they sought to test themselves against Undermountain, they’d best hie thee hence to The Yawning Portal inn, which had one of the only reliable entrances that didn’t immediately end in horrific death. Usually.</p><p></p><p>The group carried on across town, Mort lifting this and that from various passersby (he liked collecting things. What things? Any things. Literally. Anything. Potions, coins, breadcrumbs, handpuppets, paper airplanes, anything). In due time, with much amusement, the group ended up at the Yawning Portal. It may not have been a wretched hive of scum and villainy, but it was certainly as colorful as those who could claim that racier title. The place was bustling even at the early hour, full of adventurers of all types and sorts. Trophies (ranging from odd weapons to various taxidermied monster body parts) lined the walls, and several notice boards were cluttered with flyers. One board held essentially a request list from wizard colleges, alchemists, and private citizens seeking this or that from Undermountain (chuul blood, green slime, rust monster antennae, etc.).</p><p></p><p>That was where Avandar went immediately, seeking out the notes people had placed on that board, looking for any mention of magical beasts (his specialty). Challa got drinks for the party, Zook found a table, Mort went looking for information and rumor about the lost in a subtle fashion of eavesdropping and bribery, while as soon as Amaranth heard anyone talking about the lost, climbed up onto his table (the person in question was probably at least half-troll – BIG fellow) and asked point-blank what he knew.</p><p></p><p>She also had a pamphlet describing the lost. Subtlety was not Amaranth’s strong point.</p><p></p><p>In Mort’s wandering, he found one gnome who claimed to have seen something like the lost. The gnome in question had a most prodigious nose, even for a gnome, a great amount of curly hair confined by combs carved with bees and flowers, and wore a bandolier covered with blue glass bottles. He introduced himself as Bellicose Bluebottle Begonia Bee. He said he’d been along with a small adventuring group as a magical consultant. They had been exploring a lesser-known area of Undermountain, which had been proved to be viciously trapped. Deep into the area, they had encountered a blue mist, which had “infected” many members of the party and driven them mad.</p><p></p><p>Over at the half-troll’s table, Thok (for that was his name) was rather amused by Amaranth’s method of introduction. After she bought him a mug of ale, he was willing to answer questions. He said he had been with an adventuring group in a trapped, obscure area of Undermountain, when they had encountered a blue mist that had decimated the party. He had been strong enough to resist its effects, but their thief, Ko, had not been so lucky. He pointed across the way at a table set behind a beaded curtain, which contained several people who might not have been totally alive. Certainly Ko, a thin elf, was decidedly transparent. Thok also said there had been another survivor, their magical consultant Belli. With that, he pointed at a fluffy-haired gnome talking to Mort.</p><p></p><p>Amaranth decided to talk to Ko first, being as he was on the receiving end, such as it were, of the lost and somehow managed to bring half of himself up. She soon realized that the beaded curtain must have been enchanted to keep the stink away, because beyond it the stench of grave rot from the three other sentient undead at the table was powerful. Holding her breath, she talked to Ko, who said he’d “left half of himself behind,” down there, and if they found it, he’d be much obliged to them for bringing it up again. He’d been able to resist the despair that had descended with the blue mist, but there had been someone there amidst it. Someone who might have set the mist on them. No, he did not get a good look, as his mortal form and soul were being ripped asunder right then.</p><p></p><p>Awkwardly apologizing, Amaranth went back to the Pentafax’s table. Mort had convinced Bellicose Bluebottle Begonia Bee to come sit with them and relate what he knew about the lost. Belli made one comment that some found curious, that “his nature” had protected him from being infected by the blue mist. Knowing that the only thing could have prevented the raw incarnum from attempting to infect him – not having a soul – the answer was most curious indeed.</p><p></p><p>Also, his complexion was rather waxy. Odd.</p><p></p><p>Belli said he too had seen the figure in the mist while Ko was being attacked and their group infected, but he did not get too close a look. He’d been focusing on the fact that the person seemed to be drawing part of Ko’s essence into a blue glass bottle (not like his little vials, some fancier vessel). If that could be found, Ko might be able to be restored. Belli would be greatly appreciative if they could find it, as well as the source of the mist, for it had driven Thok’s group insane. He would, with Ko’s help (as Ko could no longer draw) make a map of where they’d been and the traps they had found or bypassed, so the group could at least dispense with some surprises.</p><p></p><p>Knowing that, the group decided to use some of their Pentafax-supplied funds to get some further supplies, including antitoxin (sold at a markup at the bar). Zook decided to get some pitons (for disarming traps) at a place nearby. It was run, perhaps not surprisingly, by another gnome, and they had a spirited bargaining session before he claimed his prize.</p><p></p><p>Thusly armed with information and supplies (and ale!) the group went to the back of the inn, where the descent into Undermoutain began. It was a single-person pulley system going down a long shaft into darkness, run by the inn’s employees (some former adventurers). Going down, or coming up, takes a fee of one gold. If you do not have the fare, you cannot travel, and magic and might can be employed to both protect the inn from any monsters who might press their luck <em>and</em> ward off any flying freebooters.</p><p></p><p>Not wanting to get the day started off wrong, the group paid their fee and went underground. Breaking out torches, they marched on their way, soon encountering a small group of youngsters who looked terrified, and by their overheard comments were down here for a bet. Mort stole one of their packs as the groups exchanged greetings, and was gleeful to discover that not only did he acquire a folding ten-foot pole, he had also managed to swipe their fare for the trip up.</p><p></p><p>The curses of the stranded tourists could be heard behind the group as they penetrated deeper into Undermountain. (They looked prosperous enough; someone would eventually hand over enough jewelry to get them out.) Cries and faint weird sounds echoed through the corridors, though it was quiet where they were traveling. They eventually found the door, marked with quarter moons and bats as promised, and began to wend their way through the twisting corridors. Mort paid attention to the map and avoided several traps, though one caught him, rather literally.</p><p></p><p>There was a great eye painted on the wall, and a pressure plate several feet away. In attempting to spike it, Mort inadvertently triggered it. The ceiling and floor opened in front of him, and a large pit trap filled with water. Which… odd, because what trouble could a pit full of water cause? Mort and the group found out very soon, as Mort became suddenly and inexplicably convinced that he had had a <em>water breathing</em> spell cast upon him and that a swim at the bottom of the pit sounded quite nice indeed.</p><p></p><p>What followed was a comical interlude of Mort trying to get naked and dive into the pit to swim at the bottom (until he drowned, because in fact he was not under the effects of a water breathing spell, but rather <em>suggestion</em>), while Amaranth and Challa kept tackling him and tying a rope to his waist, letting him swim until he went limp, then hauling him out again once the compulsion passed but before he drowned his fool self.</p><p></p><p>After about four tries of this, he managed to disarm the trap, and group proceeded on.</p><p></p><p>They eventually arrived at a large chamber swathed with webs. And in each of these webs was a horror, a spider the size of a horse, bearing a worg’s head with many faceted eyes, who howled and chittered and screeched at the sight of fresh blood. And one of those terrible wolf-spiders had glowing blue eyes and moved unnatural fast. A lost!</p><p></p><p>The group swung into action, Challa charging devastatingly, her <em>thunderstep boots</em> making her feet ring with power as she nearly bashed one wolf spider nearly to death. The others moved against the rest, Amaranth using her <em>acidic spittle</em> to fling acid at the horrors, while Avandar and Mort moved to flank one and pierce it to bits. Zook flung out his <em>incarnum arc</em>, a pole of blue soul energy that crackled terrible power between him and it, catching all in its path.</p><p></p><p>The wolf spiders were tenacious and poisonous, weakening Avandar with a terrible bite and inflicting more damage on both Mort and Challa as they snapped their jaws. The lost wolf spider opened its mouth and spewed acidic bile upon the party, which scorched Amaranth. No one escape hurt entire as the party sliced, diced, and magicked until the wolf spiders were terribly, terribly dead.</p><p></p><p>In the aftermath, Mort found a few desiccated corpses amidst the spiders’ webs, and the group looked some potions and weapons found amongst the unlucky dead. Entirely not by accident, Mort also set the webs on fire, clearing the room and revealing a crack in the back wall, the next stage on their journey deeper into Undermountain… </p><p></p><p>(For those DMs playing at home, the water pit with the <em>suggestion</em> spell is The Tomb of the Perpetual Guardians trap from Traps and Treachery I.)</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 6159592, member: 4441"] [b]Session 1[/b] The group enters Waterdeep in the early morning, and being the unnaturally energetic people that they are, immediately accost the first guardsman they see with questions about Undermountain and the lost (described as “zombie-like, too fast, crazy, twitching, blue eyed things.”) The guard didn’t know about the lost, but if they sought to test themselves against Undermountain, they’d best hie thee hence to The Yawning Portal inn, which had one of the only reliable entrances that didn’t immediately end in horrific death. Usually. The group carried on across town, Mort lifting this and that from various passersby (he liked collecting things. What things? Any things. Literally. Anything. Potions, coins, breadcrumbs, handpuppets, paper airplanes, anything). In due time, with much amusement, the group ended up at the Yawning Portal. It may not have been a wretched hive of scum and villainy, but it was certainly as colorful as those who could claim that racier title. The place was bustling even at the early hour, full of adventurers of all types and sorts. Trophies (ranging from odd weapons to various taxidermied monster body parts) lined the walls, and several notice boards were cluttered with flyers. One board held essentially a request list from wizard colleges, alchemists, and private citizens seeking this or that from Undermountain (chuul blood, green slime, rust monster antennae, etc.). That was where Avandar went immediately, seeking out the notes people had placed on that board, looking for any mention of magical beasts (his specialty). Challa got drinks for the party, Zook found a table, Mort went looking for information and rumor about the lost in a subtle fashion of eavesdropping and bribery, while as soon as Amaranth heard anyone talking about the lost, climbed up onto his table (the person in question was probably at least half-troll – BIG fellow) and asked point-blank what he knew. She also had a pamphlet describing the lost. Subtlety was not Amaranth’s strong point. In Mort’s wandering, he found one gnome who claimed to have seen something like the lost. The gnome in question had a most prodigious nose, even for a gnome, a great amount of curly hair confined by combs carved with bees and flowers, and wore a bandolier covered with blue glass bottles. He introduced himself as Bellicose Bluebottle Begonia Bee. He said he’d been along with a small adventuring group as a magical consultant. They had been exploring a lesser-known area of Undermountain, which had been proved to be viciously trapped. Deep into the area, they had encountered a blue mist, which had “infected” many members of the party and driven them mad. Over at the half-troll’s table, Thok (for that was his name) was rather amused by Amaranth’s method of introduction. After she bought him a mug of ale, he was willing to answer questions. He said he had been with an adventuring group in a trapped, obscure area of Undermountain, when they had encountered a blue mist that had decimated the party. He had been strong enough to resist its effects, but their thief, Ko, had not been so lucky. He pointed across the way at a table set behind a beaded curtain, which contained several people who might not have been totally alive. Certainly Ko, a thin elf, was decidedly transparent. Thok also said there had been another survivor, their magical consultant Belli. With that, he pointed at a fluffy-haired gnome talking to Mort. Amaranth decided to talk to Ko first, being as he was on the receiving end, such as it were, of the lost and somehow managed to bring half of himself up. She soon realized that the beaded curtain must have been enchanted to keep the stink away, because beyond it the stench of grave rot from the three other sentient undead at the table was powerful. Holding her breath, she talked to Ko, who said he’d “left half of himself behind,” down there, and if they found it, he’d be much obliged to them for bringing it up again. He’d been able to resist the despair that had descended with the blue mist, but there had been someone there amidst it. Someone who might have set the mist on them. No, he did not get a good look, as his mortal form and soul were being ripped asunder right then. Awkwardly apologizing, Amaranth went back to the Pentafax’s table. Mort had convinced Bellicose Bluebottle Begonia Bee to come sit with them and relate what he knew about the lost. Belli made one comment that some found curious, that “his nature” had protected him from being infected by the blue mist. Knowing that the only thing could have prevented the raw incarnum from attempting to infect him – not having a soul – the answer was most curious indeed. Also, his complexion was rather waxy. Odd. Belli said he too had seen the figure in the mist while Ko was being attacked and their group infected, but he did not get too close a look. He’d been focusing on the fact that the person seemed to be drawing part of Ko’s essence into a blue glass bottle (not like his little vials, some fancier vessel). If that could be found, Ko might be able to be restored. Belli would be greatly appreciative if they could find it, as well as the source of the mist, for it had driven Thok’s group insane. He would, with Ko’s help (as Ko could no longer draw) make a map of where they’d been and the traps they had found or bypassed, so the group could at least dispense with some surprises. Knowing that, the group decided to use some of their Pentafax-supplied funds to get some further supplies, including antitoxin (sold at a markup at the bar). Zook decided to get some pitons (for disarming traps) at a place nearby. It was run, perhaps not surprisingly, by another gnome, and they had a spirited bargaining session before he claimed his prize. Thusly armed with information and supplies (and ale!) the group went to the back of the inn, where the descent into Undermoutain began. It was a single-person pulley system going down a long shaft into darkness, run by the inn’s employees (some former adventurers). Going down, or coming up, takes a fee of one gold. If you do not have the fare, you cannot travel, and magic and might can be employed to both protect the inn from any monsters who might press their luck [i]and[/i] ward off any flying freebooters. Not wanting to get the day started off wrong, the group paid their fee and went underground. Breaking out torches, they marched on their way, soon encountering a small group of youngsters who looked terrified, and by their overheard comments were down here for a bet. Mort stole one of their packs as the groups exchanged greetings, and was gleeful to discover that not only did he acquire a folding ten-foot pole, he had also managed to swipe their fare for the trip up. The curses of the stranded tourists could be heard behind the group as they penetrated deeper into Undermountain. (They looked prosperous enough; someone would eventually hand over enough jewelry to get them out.) Cries and faint weird sounds echoed through the corridors, though it was quiet where they were traveling. They eventually found the door, marked with quarter moons and bats as promised, and began to wend their way through the twisting corridors. Mort paid attention to the map and avoided several traps, though one caught him, rather literally. There was a great eye painted on the wall, and a pressure plate several feet away. In attempting to spike it, Mort inadvertently triggered it. The ceiling and floor opened in front of him, and a large pit trap filled with water. Which… odd, because what trouble could a pit full of water cause? Mort and the group found out very soon, as Mort became suddenly and inexplicably convinced that he had had a [i]water breathing[/i] spell cast upon him and that a swim at the bottom of the pit sounded quite nice indeed. What followed was a comical interlude of Mort trying to get naked and dive into the pit to swim at the bottom (until he drowned, because in fact he was not under the effects of a water breathing spell, but rather [i]suggestion[/i]), while Amaranth and Challa kept tackling him and tying a rope to his waist, letting him swim until he went limp, then hauling him out again once the compulsion passed but before he drowned his fool self. After about four tries of this, he managed to disarm the trap, and group proceeded on. They eventually arrived at a large chamber swathed with webs. And in each of these webs was a horror, a spider the size of a horse, bearing a worg’s head with many faceted eyes, who howled and chittered and screeched at the sight of fresh blood. And one of those terrible wolf-spiders had glowing blue eyes and moved unnatural fast. A lost! The group swung into action, Challa charging devastatingly, her [i]thunderstep boots[/i] making her feet ring with power as she nearly bashed one wolf spider nearly to death. The others moved against the rest, Amaranth using her [i]acidic spittle[/i] to fling acid at the horrors, while Avandar and Mort moved to flank one and pierce it to bits. Zook flung out his [i]incarnum arc[/i], a pole of blue soul energy that crackled terrible power between him and it, catching all in its path. The wolf spiders were tenacious and poisonous, weakening Avandar with a terrible bite and inflicting more damage on both Mort and Challa as they snapped their jaws. The lost wolf spider opened its mouth and spewed acidic bile upon the party, which scorched Amaranth. No one escape hurt entire as the party sliced, diced, and magicked until the wolf spiders were terribly, terribly dead. In the aftermath, Mort found a few desiccated corpses amidst the spiders’ webs, and the group looked some potions and weapons found amongst the unlucky dead. Entirely not by accident, Mort also set the webs on fire, clearing the room and revealing a crack in the back wall, the next stage on their journey deeper into Undermountain… (For those DMs playing at home, the water pit with the [i]suggestion[/i] spell is The Tomb of the Perpetual Guardians trap from Traps and Treachery I.) [/QUOTE]
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