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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 9275570" data-attributes="member: 2012"><p>Caerth Heart-of-Oak ponders his choices. He knows what he should do, but his heart tells him something else. He knows what Aeron would tell him. <em>'Keep to your word, Caerth, it is all we have to live by some days.'</em> His old mentor's voice being in his head irritates the half-orc druid. There is much that Aeron never told him.</p><p></p><p>Caerth looks down from the hill towards the temple. He sees Angus preparing for the day outside of the ruins. The forest reeve spent the night resting among a small copse of scraggly trees. There are things about his mentor that the centaur has been able to tell Caerth. Old war stories from the time just after The Transformation. Battles fought against the Empire of Swords to protect the lands that would eventually become known as Ahamudia.</p><p></p><p>On one of Aureus' maps, she and Angus had shown Caerth and the others where Ahamudia was brought to the Lands of Harqual from the hutaakan's home world, Maran. Aureus had notes how much the land had changed. An entire mountain range was magically duplicated in the lands west of the Great Forest -- Phar's home. Lorien's too.</p><p></p><p>Caerth feels a touch of guilt for not knowing what has happened to Lorien... and to Aeron. He feels that they are still alive, but he doesn't really know how they are faring at Fort Symas. They may not even be there still. What Caerth does know is the young Brutus is lying in state... waiting to buried. Lady Pendour wishes to bury the half-ore boy, her nephew, with his ring. Eike took it and the boy's axe. The ring is what Elisabeth Pendour needs for the burial, but the boy's weapon should probably be buried with him too.</p><p></p><p>The half-orc druid looks towards where Shouzas is resting after a night of hunting. The magical beast is a connection to something he knows he must protect and nurture. The Temple of Bogphin probably won't ever be rebuilt as it was during Stratesus' time, but it too import to let sit in its current state. It will have to be reborn. Not resurrected, so much as reincarnated into something new for him and the others to use.</p><p></p><p>Caerth makes his decision. He will keep to his word. The ring must be returned to Carnell. After that...</p><p></p><p></p><p>Phar finds that, despite the heat, everyone is determined to press on to find and confront Eike. The cultist of Malotoch cannot be allowed to keep his stolen loot. Also, the cultist must face face justice either back in Carnell or by spell and sword.</p><p></p><p>Aureus helps prepare the horses for the journey to the Wicked Hill and its shrine. She keeps her head and face wrapped up to keep the worst of the dust out of her fur. Her people are mountain dwellers not desert dwellers. The heat bothers her, but she doesn't complain... too much.</p><p></p><p>Soon, everyone has gathered and is ready to proceed. Caerth is the last to appear. The half-orc druid has seemed very solemn since the previous day. It's not surprising. It's not everyday that you find a childhood hero lying in his deathbed. Quinn, too, is dealing with a lot. He has found a family connection that had been lost. Both agree to unbury Strateus from the shallow grave and seal him away back in The Hermit's secure chamber.</p><p></p><p><span style="color: rgb(65, 168, 95)">"He will be safer sealed in there,"</span> Caerth says once the chamber is magically sealed. he looks at Quinn. <span style="color: rgb(65, 168, 95)">"We will find a more suitable place to bury him later."</span> The druid mounts up onto his horse. <span style="color: rgb(65, 168, 95)">"Now, we find and deal with Eike."</span></p><p></p><p>Horses mounted, you all head down into the Valley of the Cacti. The cacti growing in the valley range in height from only a foot high to well over 20 feet. An old path weaves through them towards the place that The Hermit named after his deity... the Geyer of the Goddess's Voice. While the geyser and its surrounding hot springs are less than three and a half hours away in distance, it takes a bit more time to reach the spot weaving through the cacti forest. The trail, such as it is, first heads southeast to a area of poor scrubby grassland and a copse of desert-willows.</p><p></p><p>The valley, and tallest cacti, help shelter you from the worst of the blowing wind, although dust swirls in the air. Visibility is reduced to only 75 to 100 feet. The heat isn't as bad in the cacti forest and there is more moisture in the forest than in a typical area filled with cacti and dusty trails. You find a pool of water among the copse of desert-willows, but it isn't a true oasis. The pool is only 10 feet at its widest point.</p><p></p><p>Once you reach the geyser and its surrounding hot springs, you've traveled around four miles in total. An easy walk for the horses, which takes around an hour and a half. The area opens up and the heat of the afternoon sun is blistering. Caerth insists on stopping so he can say a prayer to Stratesus' goddess. <span style="color: rgb(65, 168, 95)">"But, we should find someplace else to rest, when needed,"</span> he says once he's finished. <span style="color: rgb(65, 168, 95)">"It's too open here. Too hot."</span></p><p></p><p>He isn't wrong. Between the heat of the day and the heat rising from the hot springs, the are is very uncomfortable. Then, the geyser erupts and heated water sprays over 30 feet into the air.</p><p></p><p>Caerth has been flipping through The Hermit's journal as you've been riding. It has been helpful in finding the easiest paths through the cacti. <span style="color: rgb(65, 168, 95)">"There is open area to the west but it will take us longer to go that way. There should be a smaller copse of willows somewhere up ahead... and some scrub beyond it. After that, the valley will rise."</span> He looks towards the southeast. <span style="color: rgb(65, 168, 95)">"There... the valley ends and we will enter those high hills."</span></p><p></p><p>The half-orc druid flips through the journal, silently. He also has the book detailing the area in his saddlebags. He takes it out and hands it to Phar. <span style="color: rgb(65, 168, 95)">"Since I can't read this one, I'll let you use it to guide us."</span></p><p></p><p>"Yes, didn't that book mention some kind of crossing or campsite in those hills?" Aureus asks Phar.</p><p></p><p>[OOC][USER=15882]@TaranTheWanderer[/USER]: The crossing that Aureus asks about is what is know locally as Ralix's Cross. It is a large natural stone formation in the shape of an "X". It is often used by bandits and the evil denizens of the hills, surrounding the higher Wicked Hills, to punish traitors and those that trespass in their lands.</p><p></p><p>The distance between the geyser and Ralix's Cross is roughly 5 miles straight southeast. If the PCs continue to take the route that Stratesus notes in his journal, then the travel distance will be around 10 miles. Phar can cut that down to around 7 miles of travel with a successful DC 15 Knowledge (geography) check. If you beat the check by 10 or more, Phar finds a short cut and it will take only 6 miles of travel.</p><p></p><p>After that, it is just over 1 mile to the magical boundary known as Angrboda's Crossing, which leads into the 'pocket plane' where the Wicked Hills are located. It's another four miles to reach the Shrine of Utter Evil after crossing through the magical barrier. All of those distances assume heading southeast, generally.</p><p></p><p>Note, it is roughly four miles of distance to travel southwest to reach the Grand Oasis's high plateau from Ralix's Cross.</p><p></p><p>Travel through the cacti forest is at x2 (light undergrowth), although since there is a path, maybe more like x1-1/2. Travel in the hills is at x1/2 (trackless) for any hex with the standard hill terrain. For those that are scrub hills (green hexes), travel is at x2. The low barren mountains are x1/2. (If I've calculated right, the horses can move a standard 5 miles per hour... so, 40 hours in an 8 hour day.)</p><p></p><p>Anyway, it's time for me to get ready to go to physio. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>[/OOC]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9275570, member: 2012"] Caerth Heart-of-Oak ponders his choices. He knows what he should do, but his heart tells him something else. He knows what Aeron would tell him. [I]'Keep to your word, Caerth, it is all we have to live by some days.'[/I] His old mentor's voice being in his head irritates the half-orc druid. There is much that Aeron never told him. Caerth looks down from the hill towards the temple. He sees Angus preparing for the day outside of the ruins. The forest reeve spent the night resting among a small copse of scraggly trees. There are things about his mentor that the centaur has been able to tell Caerth. Old war stories from the time just after The Transformation. Battles fought against the Empire of Swords to protect the lands that would eventually become known as Ahamudia. On one of Aureus' maps, she and Angus had shown Caerth and the others where Ahamudia was brought to the Lands of Harqual from the hutaakan's home world, Maran. Aureus had notes how much the land had changed. An entire mountain range was magically duplicated in the lands west of the Great Forest -- Phar's home. Lorien's too. Caerth feels a touch of guilt for not knowing what has happened to Lorien... and to Aeron. He feels that they are still alive, but he doesn't really know how they are faring at Fort Symas. They may not even be there still. What Caerth does know is the young Brutus is lying in state... waiting to buried. Lady Pendour wishes to bury the half-ore boy, her nephew, with his ring. Eike took it and the boy's axe. The ring is what Elisabeth Pendour needs for the burial, but the boy's weapon should probably be buried with him too. The half-orc druid looks towards where Shouzas is resting after a night of hunting. The magical beast is a connection to something he knows he must protect and nurture. The Temple of Bogphin probably won't ever be rebuilt as it was during Stratesus' time, but it too import to let sit in its current state. It will have to be reborn. Not resurrected, so much as reincarnated into something new for him and the others to use. Caerth makes his decision. He will keep to his word. The ring must be returned to Carnell. After that... Phar finds that, despite the heat, everyone is determined to press on to find and confront Eike. The cultist of Malotoch cannot be allowed to keep his stolen loot. Also, the cultist must face face justice either back in Carnell or by spell and sword. Aureus helps prepare the horses for the journey to the Wicked Hill and its shrine. She keeps her head and face wrapped up to keep the worst of the dust out of her fur. Her people are mountain dwellers not desert dwellers. The heat bothers her, but she doesn't complain... too much. Soon, everyone has gathered and is ready to proceed. Caerth is the last to appear. The half-orc druid has seemed very solemn since the previous day. It's not surprising. It's not everyday that you find a childhood hero lying in his deathbed. Quinn, too, is dealing with a lot. He has found a family connection that had been lost. Both agree to unbury Strateus from the shallow grave and seal him away back in The Hermit's secure chamber. [COLOR=rgb(65, 168, 95)]"He will be safer sealed in there,"[/COLOR] Caerth says once the chamber is magically sealed. he looks at Quinn. [COLOR=rgb(65, 168, 95)]"We will find a more suitable place to bury him later."[/COLOR] The druid mounts up onto his horse. [COLOR=rgb(65, 168, 95)]"Now, we find and deal with Eike."[/COLOR] Horses mounted, you all head down into the Valley of the Cacti. The cacti growing in the valley range in height from only a foot high to well over 20 feet. An old path weaves through them towards the place that The Hermit named after his deity... the Geyer of the Goddess's Voice. While the geyser and its surrounding hot springs are less than three and a half hours away in distance, it takes a bit more time to reach the spot weaving through the cacti forest. The trail, such as it is, first heads southeast to a area of poor scrubby grassland and a copse of desert-willows. The valley, and tallest cacti, help shelter you from the worst of the blowing wind, although dust swirls in the air. Visibility is reduced to only 75 to 100 feet. The heat isn't as bad in the cacti forest and there is more moisture in the forest than in a typical area filled with cacti and dusty trails. You find a pool of water among the copse of desert-willows, but it isn't a true oasis. The pool is only 10 feet at its widest point. Once you reach the geyser and its surrounding hot springs, you've traveled around four miles in total. An easy walk for the horses, which takes around an hour and a half. The area opens up and the heat of the afternoon sun is blistering. Caerth insists on stopping so he can say a prayer to Stratesus' goddess. [COLOR=rgb(65, 168, 95)]"But, we should find someplace else to rest, when needed,"[/COLOR] he says once he's finished. [COLOR=rgb(65, 168, 95)]"It's too open here. Too hot."[/COLOR] He isn't wrong. Between the heat of the day and the heat rising from the hot springs, the are is very uncomfortable. Then, the geyser erupts and heated water sprays over 30 feet into the air. Caerth has been flipping through The Hermit's journal as you've been riding. It has been helpful in finding the easiest paths through the cacti. [COLOR=rgb(65, 168, 95)]"There is open area to the west but it will take us longer to go that way. There should be a smaller copse of willows somewhere up ahead... and some scrub beyond it. After that, the valley will rise."[/COLOR] He looks towards the southeast. [COLOR=rgb(65, 168, 95)]"There... the valley ends and we will enter those high hills."[/COLOR] The half-orc druid flips through the journal, silently. He also has the book detailing the area in his saddlebags. He takes it out and hands it to Phar. [COLOR=rgb(65, 168, 95)]"Since I can't read this one, I'll let you use it to guide us."[/COLOR] "Yes, didn't that book mention some kind of crossing or campsite in those hills?" Aureus asks Phar. [OOC][USER=15882]@TaranTheWanderer[/USER]: The crossing that Aureus asks about is what is know locally as Ralix's Cross. It is a large natural stone formation in the shape of an "X". It is often used by bandits and the evil denizens of the hills, surrounding the higher Wicked Hills, to punish traitors and those that trespass in their lands. The distance between the geyser and Ralix's Cross is roughly 5 miles straight southeast. If the PCs continue to take the route that Stratesus notes in his journal, then the travel distance will be around 10 miles. Phar can cut that down to around 7 miles of travel with a successful DC 15 Knowledge (geography) check. If you beat the check by 10 or more, Phar finds a short cut and it will take only 6 miles of travel. After that, it is just over 1 mile to the magical boundary known as Angrboda's Crossing, which leads into the 'pocket plane' where the Wicked Hills are located. It's another four miles to reach the Shrine of Utter Evil after crossing through the magical barrier. All of those distances assume heading southeast, generally. Note, it is roughly four miles of distance to travel southwest to reach the Grand Oasis's high plateau from Ralix's Cross. Travel through the cacti forest is at x2 (light undergrowth), although since there is a path, maybe more like x1-1/2. Travel in the hills is at x1/2 (trackless) for any hex with the standard hill terrain. For those that are scrub hills (green hexes), travel is at x2. The low barren mountains are x1/2. (If I've calculated right, the horses can move a standard 5 miles per hour... so, 40 hours in an 8 hour day.) Anyway, it's time for me to get ready to go to physio. :) [/OOC] [/QUOTE]
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