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[IC] - TIDERULER OF MARAN
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<blockquote data-quote="Archon Basileus" data-source="post: 6911915" data-attributes="member: 6855545"><p><strong>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=24380" target="_blank">Neurotic</a></u></strong></em> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6855130" target="_blank">Jago</a></u></strong></em> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6801311" target="_blank">KahlessNestor</a> [MENTION=6801450]Trogdor1992[/MENTION]</u></strong></em></strong><strong></strong></p><p><strong></strong></p><p><strong>The sounds produced by the group of unwilling explorers echo through the halls around, despite their care as they handled the findings. The sounds suggest an impressive complex unfolding through the dark. Stone dust rises from the boxes, dancing all around and denouncing air currents that cut the hall in many directions. The strongest one seems to come from the frontal entrance, through which several human-like forms can be vaguely seem. Their size and immobility suggests a number of statues crowding the adjacent room, as it grows deeper and taller into the dark.</strong></p><p><strong></strong> </p><p><em>[Darkvision: the statues are numerous and represent several human-like figures. Their delicate traces are contrasted by visions of anguish, sorrow, bravery and almost all possible human emotions, represented by each statues’ gestures. Beyond, the room grows even more. Excavated walls give place to a massive opening in natural rock. Surely the halls were built into natural caves. The opening goes up and down in acute angles, and the room turns into a large bridge. The walls glitter in the distance, water running down in thin, silent layers and streaks into an abyss, down below. The bridge runs long, and the end of it cannot be seen. This side of it, though, is flanked by two impressive statues. They guard the entrance to the bridge as they look down, heads bent as they crouch. Even in this position, they rise some 20’. The left one represents a laughing, furry man, and the right one a contemplative woman.]</em></p><p></p><p><strong>The passage towards the left seems to lead to a large corridor, but only a wall of carefully placed stone blocks can be seen. It describes a turn to the right and descends slowly. Ten men could pass through, shoulder to shoulder, without difficulty.</strong></p><p><strong></strong></p><p><strong>To the right, a longer hall, similar to this one, unfolds. Still, it seems like the floor is also crowded with plaques, smaller than the first one, but sculpted in the same themes and formats. The walls have the same tombs as well. The room disappears into darkness, resisting even the most acute senses. </strong></p><p><strong></strong></p><p><strong>MORGRYM</strong></p><p><strong></strong></p><p><strong>You find fifteen potions in the first box, as well as fifteen ceramic pieces in the second one. The ceramic pieces are commonly used around Maran as explosive containers, filled with a concoction that will cause shock and burn even above water. Saboteurs and assassins have been known to use such devices.</strong></p><p> <strong></strong></p><p><strong></strong><span style="color: #ff0000"><em>[You may use one test per color, in a total of five. Use the highest skill you have, and apply spells if you want. The ceramic box has no need for tests – I’ll consider it as a ‘go for 10’, since it’s use is common knowledge to those familiar with maranan culture. Notice that each roll will lead to a slightly different answer, even though all of the rolls will give you – if successful – the potion’s properties]</em></span></p><p></p><p><strong>REYNARD</strong></p><p><strong></strong></p><p><strong>Reynard tries to remember the herald and its’ owners. After some thought, he recalls having manned some cargo into a storage building back in Old Port, a stern and deserted area of Maran’s docks. As he unloaded the boat of barrels of rare metals and solid wood, he noticed the banner and a strong watch of armed men, a rare sight since the blockade was established. At that time, he took his time and asked around who were they, and why the rules did not apply to them. The answers he obtained were simple and unassuming, and yet quite vague. People said no one would dare take the weapons of the Fellowship of the Brave. Soon he’d learn that the Braves, as they are commonly known, are a guild of fighters. Still, they do not sell their services as mercenaries, neither do they serve Maran, nor any other nation. Each member decides what causes to pursue, if any. The only thing binding them together is a common philosophy, based on the exercise of individual will and something called the ‘Code of the True’. One noticeable trait is that it’s members are as likely to be in a battlefield, refining their skills, as to be in a dungeon, rotting for murdering a sworn enemy in broad daylight.</strong></p><p><span style="color: #ff0000"></span></p><p><span style="color: #ff0000">[As for Cartagula, you can choose to roll either history or religion. The answer will differ in nature, since each body of knowledge will represent a different topical emphasis; of course, both will serve the purpose of your roll, only in different ways. Extra info will bend towards the chosen skill.]</span></p><p> </p><p><strong>MARIUS</strong></p><p><strong></strong></p><p><strong>As the monk drives his attention towards the other rooms, he sees all stone silhouettes drawing themselves in the distance. Whatever remains beyond his scope just serves to show how far the complex reaches. As he searches what others might consider a wall of darkness, he grasps a faint, yet definitive, presence within the front hall. He sees two human-sized figures moving between the statues as they seek cover from the light and the entourage’s presence. For a second, a pair of round, bright eyes flicker from the dark, a hairless head turned towards the monk before disappearing behind an obstacle. The elusive nature of the creatures is not granted by darkness, but by their considerable agility. Even so, Marius can see they have muscular, dense bodies, and bear long weapons, most likely lances. </strong></p><p><strong></strong></p><p><strong></strong><strong>The monk moves to the side, merging with darkness as he goes, his entire body finding comfort against a sidewall and the shadows it projects. </strong></p><p></p><p><strong>VA’ARAHKIR</strong></p><p><strong></strong></p><p><strong>The kobold’s eyes grasp the movement as well, but this is not what brings his attention towards the next room. It’s the smell, something akin to the exposed bottom of a swamp. He senses familiarity, almost as if reminded of the days his tribe trailed ways near the coast, sinking their little feet into muddy waters. Nevertheless, the hole area reeks of ancient death and ocean rot. It might be that the caves beyond housed some pool of sea water, accumulating carcasses and artifacts lost to the waves. But that would not explain the movement up front… or would it? </strong></p><p><strong></strong></p><p><strong>EVERYONE</strong></p><p><strong></strong></p><p><strong>A distant sound echoes through the walls of the halls, as if some stone rolled a great distance and bashed against a solid floor. The sound is faint, though, as if produced far away. No one can tell the exact direction of it. Soon enough the first echo is followed by a second piece of noise. This one is softer and continuous, as the “fsssst” of grinding metal against rocks. The direction is not clear as well, but it becomes obvious that the sound repeats itself in short, calculated intervals – fsssst, fssssst – as in a repeated movement or gesture. </strong></p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 6911915, member: 6855545"] [B]@[I][B][U][URL="http://www.enworld.org/forum/member.php?u=24380"]Neurotic[/URL][/U][/B][/I] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6855130"]Jago[/URL][/U][/B][/I] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6801311"]KahlessNestor[/URL] [MENTION=6801450]Trogdor1992[/MENTION][/U][/B][/I][/B][B] The sounds produced by the group of unwilling explorers echo through the halls around, despite their care as they handled the findings. The sounds suggest an impressive complex unfolding through the dark. Stone dust rises from the boxes, dancing all around and denouncing air currents that cut the hall in many directions. The strongest one seems to come from the frontal entrance, through which several human-like forms can be vaguely seem. Their size and immobility suggests a number of statues crowding the adjacent room, as it grows deeper and taller into the dark. [/B] [I][Darkvision: the statues are numerous and represent several human-like figures. Their delicate traces are contrasted by visions of anguish, sorrow, bravery and almost all possible human emotions, represented by each statues’ gestures. Beyond, the room grows even more. Excavated walls give place to a massive opening in natural rock. Surely the halls were built into natural caves. The opening goes up and down in acute angles, and the room turns into a large bridge. The walls glitter in the distance, water running down in thin, silent layers and streaks into an abyss, down below. The bridge runs long, and the end of it cannot be seen. This side of it, though, is flanked by two impressive statues. They guard the entrance to the bridge as they look down, heads bent as they crouch. Even in this position, they rise some 20’. The left one represents a laughing, furry man, and the right one a contemplative woman.][/I] [B]The passage towards the left seems to lead to a large corridor, but only a wall of carefully placed stone blocks can be seen. It describes a turn to the right and descends slowly. Ten men could pass through, shoulder to shoulder, without difficulty. [/B] [B]To the right, a longer hall, similar to this one, unfolds. Still, it seems like the floor is also crowded with plaques, smaller than the first one, but sculpted in the same themes and formats. The walls have the same tombs as well. The room disappears into darkness, resisting even the most acute senses. MORGRYM You find fifteen potions in the first box, as well as fifteen ceramic pieces in the second one. The ceramic pieces are commonly used around Maran as explosive containers, filled with a concoction that will cause shock and burn even above water. Saboteurs and assassins have been known to use such devices. [/B][COLOR=#ff0000][I][You may use one test per color, in a total of five. Use the highest skill you have, and apply spells if you want. The ceramic box has no need for tests – I’ll consider it as a ‘go for 10’, since it’s use is common knowledge to those familiar with maranan culture. Notice that each roll will lead to a slightly different answer, even though all of the rolls will give you – if successful – the potion’s properties][/I][/COLOR] [B]REYNARD Reynard tries to remember the herald and its’ owners. After some thought, he recalls having manned some cargo into a storage building back in Old Port, a stern and deserted area of Maran’s docks. As he unloaded the boat of barrels of rare metals and solid wood, he noticed the banner and a strong watch of armed men, a rare sight since the blockade was established. At that time, he took his time and asked around who were they, and why the rules did not apply to them. The answers he obtained were simple and unassuming, and yet quite vague. People said no one would dare take the weapons of the Fellowship of the Brave. Soon he’d learn that the Braves, as they are commonly known, are a guild of fighters. Still, they do not sell their services as mercenaries, neither do they serve Maran, nor any other nation. Each member decides what causes to pursue, if any. The only thing binding them together is a common philosophy, based on the exercise of individual will and something called the ‘Code of the True’. One noticeable trait is that it’s members are as likely to be in a battlefield, refining their skills, as to be in a dungeon, rotting for murdering a sworn enemy in broad daylight.[/B] [COLOR=#ff0000] [As for Cartagula, you can choose to roll either history or religion. The answer will differ in nature, since each body of knowledge will represent a different topical emphasis; of course, both will serve the purpose of your roll, only in different ways. Extra info will bend towards the chosen skill.][/COLOR] [B]MARIUS As the monk drives his attention towards the other rooms, he sees all stone silhouettes drawing themselves in the distance. Whatever remains beyond his scope just serves to show how far the complex reaches. As he searches what others might consider a wall of darkness, he grasps a faint, yet definitive, presence within the front hall. He sees two human-sized figures moving between the statues as they seek cover from the light and the entourage’s presence. For a second, a pair of round, bright eyes flicker from the dark, a hairless head turned towards the monk before disappearing behind an obstacle. The elusive nature of the creatures is not granted by darkness, but by their considerable agility. Even so, Marius can see they have muscular, dense bodies, and bear long weapons, most likely lances. [/B][B]The monk moves to the side, merging with darkness as he goes, his entire body finding comfort against a sidewall and the shadows it projects. [/B] [B]VA’ARAHKIR The kobold’s eyes grasp the movement as well, but this is not what brings his attention towards the next room. It’s the smell, something akin to the exposed bottom of a swamp. He senses familiarity, almost as if reminded of the days his tribe trailed ways near the coast, sinking their little feet into muddy waters. Nevertheless, the hole area reeks of ancient death and ocean rot. It might be that the caves beyond housed some pool of sea water, accumulating carcasses and artifacts lost to the waves. But that would not explain the movement up front… or would it? EVERYONE A distant sound echoes through the walls of the halls, as if some stone rolled a great distance and bashed against a solid floor. The sound is faint, though, as if produced far away. No one can tell the exact direction of it. Soon enough the first echo is followed by a second piece of noise. This one is softer and continuous, as the “fsssst” of grinding metal against rocks. The direction is not clear as well, but it becomes obvious that the sound repeats itself in short, calculated intervals – fsssst, fssssst – as in a repeated movement or gesture. [/B] [/QUOTE]
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