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[IC] - TIDERULER OF MARAN
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<blockquote data-quote="Archon Basileus" data-source="post: 6925114" data-attributes="member: 6855545"><p><strong>As soon as the chants are finished, a faint murmur can be heard, as a low-hummed mantra. From the dark, a figure comes out, slowly, bent by weariness and leaning against a cane. At each side of it, two tall cloaked humanoids march, as if to escort the bent creature forward. Morgrym identifies the bent humanoid as the one trying to hide his true alignment. He comes forward, enveloped in a leathery blue-green mantle and covered in strange metal ornaments. His visage shows a round face, sickly yellow eyes and a thin mouth that crosses its strange face. He seems covered in scales, a series of thin cartilaginous strips running across his scalp, as if it was hair. Of his bodyguards all that can be seen is a pair of scaly arms and two composite bows, fashioned from something resembling bones, both with arrows lodged in the cords, half pointing towards the passage and the group. </strong></p><p><strong></strong></p><p><strong>“Calm, you friendsss….” – a voice cold and inhuman comes from the creature that came forward, a certain pronounced age in it’s dragged, rash pace. “You come frrrom above, rright? Calm, you, frriendsss…. No need to fearrr…. No neeed…” – the outh opens to show rows of sharp teeth. “The terrrrorrr crrrossessss the skiesss, isss it not? Wee know, we hearrrrd…. Sooon, you’ll hearrr it as well…. But you, you can passss through here, safe, safe!” – he offers a clawed, bony hand, while holding his staff on the other. “We’ve shut the gatesss behind usss, but we may open then, jussst… foorrrr…. Youuu…” -his disturbing smile still amplifying itself in a inhuman gaze.”</strong></p><p><strong></strong></p><p><strong>MARIUS</strong></p><p><strong></strong></p><p><strong>The way the three motion denounces they have not spotted you where you are, even though they know someone lies beyond the portal. Apparently, they simply know what transpired, but cannot know how many are with you. You may move freely, maybe even into the next room, if you’re careful enough.</strong></p><p><strong></strong></p><p><strong>His words strike heavy on you, though. As he mentions the flying beast that just a minute before attacked the tower, memories of it struggle to come back, almost as if you could feel the thing scratching the walls above, trying to dig its way down. The thought lasts for a moment, and then vanishes. Once more you feel completely unseen, protected by the shadows that greet you.</strong></p><p><strong></strong></p><p><strong>REYNARD</strong></p><p><strong></strong></p><p><strong>Even though it’s hard for you to see anything without light, you recognize that voice. The rashness and guttural accent are typical of underwater species. These are particularly recognizable and tricky. They’re called Ichtians, even though they name themselves differently. You’ve run across these beasts before. They feed on human flesh and mate with surface women – not bothering to ask first – in coastal lines. They are a treacherous, lying bunch, but it’s possible to barter with them from time to time. Considering the size of the structure, they’re certain to have far more men waiting to protect their priest – they rarely come out of their underwater temples – or to ambush you all.</strong></p><p><strong></strong></p><p><strong>You remember crossing one of their surface outposts once. It smelled like burning flesh and held skulls for decoration. Sail enough and you’ll see worse, though. Plus, their gold was good.</strong></p><p><strong></strong></p><p><strong>VA’ARAHKIR</strong></p><p><strong></strong></p><p><strong>The tough speech reminds you of a tribe you once fought, deep in the south lands. You fought over the human remains of a village, both trying to pillage the area. These things are unreliable. In the end, you struck a deal: you’d get the gold and they’d get the bodies. The next day, the leader of the company saw what they wanted the bodies for: sacrifices. They used them to sacrifice to their gods in the Deep. Bled everyone dry from the cliffs and into the water, only to leave the site unannounced and accompanied by an odd sea creature. Black magic, you said, but your former commander said different: a black cult.</strong></p><p><strong>You understand that tone in his voice. Softskins might not. But you know better: he lies. He wants you dead, roasted or bleeding in an altar.</strong></p><p><strong></strong></p><p><strong>MORGRYM</strong></p><p><strong></strong></p><p><strong>The potions are easily recognized by the dwarf. The combination presented has been used several times by spies and assassins, a peculiar choice for the otherwise orderly dwarves of Maran. </strong></p><p><strong></strong><em><span style="color: #ff0000"></span></em></p><p><em><span style="color: #ff0000">[The box contains the following potions:</span></em><span style="color: #ff0000"></span></p><p><span style="color: #ff0000"><em>Three gaseous form potions;</em></span></p><p><span style="color: #ff0000"><em>Three blur potions;</em></span></p><p><span style="color: #ff0000"><em>Three invisibility potions (not oil);</em></span></p><p><span style="color: #ff0000"><em>Three pass without trace potions.]</em></span></p><p><span style="color: #ff0000"></span> </p><p><strong>The quick spell Morgrym conjures is more than enough to give him an accurate idea of what expects them up front. He recognizes the chants coming from the dark as protective prayers. Two of them are shields (Shield of Faith and Entropic Shield). The third one is rather peculiar: someone is trying to hide its alignment, and Morgrym knows who. He sees three distinct auras coming from the dark, the very three that raise the chants in the distance. They seem to be covered in a protective aura of sorts, but it’s quite weak and it might come from some sort of divine power. </strong></p><p> <strong></strong></p><p><strong>As the decrepit scaly figure speaks, you find yourself paying more and more attention to the whispers in the back. Your heightened senses and the effects of the spell mingle together, and you realize the others are about to begin a new round of prayers. Maybe he sincerely wants to negotiate, but he might be gaining his peers some time as well. It’s an old trick, one you’ve seen among ambushers and thieves around the mountains many times.</strong></p><p><strong></strong><em><span style="color: #ff0000"></span></em></p><p><em><span style="color: #ff0000">[Positions in the map have been updated. From now on, spellcasters are represented with S, archers with A and lancers with L.]</span></em></p><p> <em>[MENTION=6801450]Trogdor1992[/MENTION] [MENTION=24380]Neurotic[/MENTION] [MENTION=6855130]Jago[/MENTION] [MENTION=6801311]KahlessNestor[/MENTION]</em></p><p><em></em></p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 6925114, member: 6855545"] [B]As soon as the chants are finished, a faint murmur can be heard, as a low-hummed mantra. From the dark, a figure comes out, slowly, bent by weariness and leaning against a cane. At each side of it, two tall cloaked humanoids march, as if to escort the bent creature forward. Morgrym identifies the bent humanoid as the one trying to hide his true alignment. He comes forward, enveloped in a leathery blue-green mantle and covered in strange metal ornaments. His visage shows a round face, sickly yellow eyes and a thin mouth that crosses its strange face. He seems covered in scales, a series of thin cartilaginous strips running across his scalp, as if it was hair. Of his bodyguards all that can be seen is a pair of scaly arms and two composite bows, fashioned from something resembling bones, both with arrows lodged in the cords, half pointing towards the passage and the group. “Calm, you friendsss….” – a voice cold and inhuman comes from the creature that came forward, a certain pronounced age in it’s dragged, rash pace. “You come frrrom above, rright? Calm, you, frriendsss…. No need to fearrr…. No neeed…” – the outh opens to show rows of sharp teeth. “The terrrrorrr crrrossessss the skiesss, isss it not? Wee know, we hearrrrd…. Sooon, you’ll hearrr it as well…. But you, you can passss through here, safe, safe!” – he offers a clawed, bony hand, while holding his staff on the other. “We’ve shut the gatesss behind usss, but we may open then, jussst… foorrrr…. Youuu…” -his disturbing smile still amplifying itself in a inhuman gaze.” MARIUS The way the three motion denounces they have not spotted you where you are, even though they know someone lies beyond the portal. Apparently, they simply know what transpired, but cannot know how many are with you. You may move freely, maybe even into the next room, if you’re careful enough. His words strike heavy on you, though. As he mentions the flying beast that just a minute before attacked the tower, memories of it struggle to come back, almost as if you could feel the thing scratching the walls above, trying to dig its way down. The thought lasts for a moment, and then vanishes. Once more you feel completely unseen, protected by the shadows that greet you. REYNARD Even though it’s hard for you to see anything without light, you recognize that voice. The rashness and guttural accent are typical of underwater species. These are particularly recognizable and tricky. They’re called Ichtians, even though they name themselves differently. You’ve run across these beasts before. They feed on human flesh and mate with surface women – not bothering to ask first – in coastal lines. They are a treacherous, lying bunch, but it’s possible to barter with them from time to time. Considering the size of the structure, they’re certain to have far more men waiting to protect their priest – they rarely come out of their underwater temples – or to ambush you all. You remember crossing one of their surface outposts once. It smelled like burning flesh and held skulls for decoration. Sail enough and you’ll see worse, though. Plus, their gold was good. VA’ARAHKIR The tough speech reminds you of a tribe you once fought, deep in the south lands. You fought over the human remains of a village, both trying to pillage the area. These things are unreliable. In the end, you struck a deal: you’d get the gold and they’d get the bodies. The next day, the leader of the company saw what they wanted the bodies for: sacrifices. They used them to sacrifice to their gods in the Deep. Bled everyone dry from the cliffs and into the water, only to leave the site unannounced and accompanied by an odd sea creature. Black magic, you said, but your former commander said different: a black cult. You understand that tone in his voice. Softskins might not. But you know better: he lies. He wants you dead, roasted or bleeding in an altar. MORGRYM The potions are easily recognized by the dwarf. The combination presented has been used several times by spies and assassins, a peculiar choice for the otherwise orderly dwarves of Maran. [/B][I][COLOR=#ff0000] [The box contains the following potions:[/COLOR][/I][COLOR=#ff0000] [I]Three gaseous form potions;[/I] [I]Three blur potions;[/I] [I]Three invisibility potions (not oil);[/I] [I]Three pass without trace potions.][/I] [/COLOR] [B]The quick spell Morgrym conjures is more than enough to give him an accurate idea of what expects them up front. He recognizes the chants coming from the dark as protective prayers. Two of them are shields (Shield of Faith and Entropic Shield). The third one is rather peculiar: someone is trying to hide its alignment, and Morgrym knows who. He sees three distinct auras coming from the dark, the very three that raise the chants in the distance. They seem to be covered in a protective aura of sorts, but it’s quite weak and it might come from some sort of divine power. As the decrepit scaly figure speaks, you find yourself paying more and more attention to the whispers in the back. Your heightened senses and the effects of the spell mingle together, and you realize the others are about to begin a new round of prayers. Maybe he sincerely wants to negotiate, but he might be gaining his peers some time as well. It’s an old trick, one you’ve seen among ambushers and thieves around the mountains many times. [/B][I][COLOR=#ff0000] [Positions in the map have been updated. From now on, spellcasters are represented with S, archers with A and lancers with L.][/COLOR] [MENTION=6801450]Trogdor1992[/MENTION] [MENTION=24380]Neurotic[/MENTION] [MENTION=6855130]Jago[/MENTION] [MENTION=6801311]KahlessNestor[/MENTION] [/I] [/QUOTE]
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