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League of Assassins - Conclusion
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<blockquote data-quote="Silver Moon" data-source="post: 654012" data-attributes="member: 8530"><p>Chapter 4, “Kulp’s Comfortable Castle”, July 3rd, 1019:</p><p></p><p>This building is a large stone and oak structure runs 80 feet north to south by 120 feet east to west. A regular sized door to the building is along the eastern wall, with two stories normal sized windows along that same wall. Six Jawlt Army troops are on guard duty at the door, which they open as Kindor and the party approach. They walk along a 5-foot wide corridor running for 20 feet, with two interior doors off to the side. The doors have windows on them, revealing small offices inside. </p><p></p><p>The hallway ends in another doorway, which is opened up into a single 80x100 foot warehouse room with a 25 foot high ceiling supported by huge oak pillars and beams every 20 feet. All of the spacious windows in this room are high above, starting ten feet above the floor, to allow a great deal of light inside while still allowing privacy inside. Three barn-type double doors are along the longer south side of the building, with driveways out to the main street. There are also barn-type doors on the western wall, with fencing outside that lead directly to the barn. </p><p></p><p>Kindor says “When I had the other warehouses on this city block torn down to make room for the hospital I decided to keep this one, as it was so well made and in such good shape. A hurricane or earthquake could hit this place head on and it would still be standing.” “What if we dropped Vincenzo on it from high above?” Mojo quips. “I don’t think there are any buildings in the city that well made” is the Lordholder’s response. He says that he plans to eventually use this building as a carriage house for portable medical wagons (ambulances), with the adjacent barn for the draft horses to pull them. He chose this location in part because it is located half way between his castle and the military docks. He says that he hopes to also raise enough money in the auction for the Gelorynth ship builders to construct a hospital ship for the navy. </p><p></p><p>Cassie gestures to the eastern side of the building, which has a staircase up to a second floor and two stories of rooms for the 80x20 foot area, and asks “Are those rooms where you want us to stay while we’re here?” He smiles and says “Follow me. We never did discuss payment, did we?” He leads them up the stairs, which ends in an enclosed 5-foot wide hallway running the entire 80 feet. The hallway has windows on one side from which the warehouse interior can be seen, and doors on the other side leading to one 15x20 and four 15x15 foot rooms. </p><p></p><p>He brings them down to the very end of the hallway, which has a door on the warehouse side of the wall. The door looks well constructed, with a glass knob attached to a gold plated locking mechanism with a keyhole. “Odd place for a door,” Fiona comments, as it would just open out into the warehouse room from 12 feet high. She also does not recall seeing such a door from when they were down in the warehouse. He tells them “Open the door, and see what is on the other side“. Serita opens it, and they see the interior of a fair sized feasting hall, with two long tables of food and beverages set before them, a working fountain off to one side, and several doors on the various walls. </p><p></p><p>Kindor asks “Have any of you ever heard of Kulp’s Comfortable Castle?” Cassie says that it sounds vaguely familiar to her.” Kindor explains that Kulp the Magnificent was a powerful mage, that lived a long time ago and enjoyed living in luxury when he and his party adventured. He modified a Mordenkainen’s Magnificent Mansion spell in order to bring his own personal castle with him. The castle itself is a permanent structure in another dimension, that can be accessed using a magical orb. He then points to the glass knob on the door, announcing it is the Orb of Kulp, which was one of the unique jewelry and gem items that I found in the collection. Upon the command world “A cat that good.” it has transformed into the magical doorway that is now before them. </p><p></p><p>They all enter the brightly lit room. Kindor announces that as payment for their services at the auction he will give them the Orb, so that they will be able to take this castle with them as a portable headquarters while on adventure. He suggests that they check out the rest of the structure, which they all then do. <em>[DM’s Note: The map and descriptions for this building can be found on 8th page of Piratecat’s well read Story Hour.</em> </p><p></p><p>The Silver Moon Adventurers are very impressed by the building, with its eight large individual bedrooms, a barracks type room that can sleep up to 30, a meeting room, training room, and three large bathrooms that include faucets for hot and cold running water in the bathtubs. Off from main hall are a large room and three smaller rooms, which Kindor says are for chapels. He explains how this structure in inaccessible from every plane, so that even deities can’t get in, which would prevent clerics and druids from praying to their gods. He says that these four rooms have been created so that once dedicated to a particular god or pantheon of gods, and then consecrated by a High Priest, will allow communication to that deity from that particular room. </p><p></p><p>They group finish their tour and reconvene in the great hall. Serita comments “I think those spacious bedrooms and hot tubs are great.” Narg interjects “Yeah, but when my kid is old enough to date and asks “Dad, can I borrow the castle, the answer is a definite ‘No’.”</p><p></p><p>Kindor then explains the limitations of the Orb. It has a much longer duration than the original Mansion spell, up to one day per level of the Wizard enchanting it, but can only be used once per enchantment. Furthermore, the re-enchant the orb requires an equal amount of time as it has remained in use. Thus, since they will have it here for the next 15 days it will then take another 15 days before it can be used again. He also explains that re-enchanting the orb requires a Wizard of at least 15th level, which the party is not even close to. </p><p></p><p>“But Derieki is,” Cassie comments, referring to the wizard who most recently apprenticed her that she also collects magical components for. Kindor replies “Absolutely, in fact he was the one that located the spell to use the Orb, and enchanted it this time.” Fiona comments “So, basically we would just be able to use this once per adventure.” Kindor answers “Correct, but if you are staying in one location for a period of time you could safely use it there.” They discuss how in the future they would only need to rent a single room at an inn, and then create the doorway from inside of that room. </p><p></p><p>Kindor also points out that if a party member was seriously injured, as happened to Mojo’s cousin Lono during the adventure in the orient the previous fall, that person could stay in the castle indefinitely, as it will create food and water for the occupants. He does warn them that the magical food and water only exists in the other dimension, and the person would need to eat real food before exiting the dimension. </p><p></p><p>They then head back outside. “There’s one more trick about this thing,” Kindor adds, and says the phrase “Surprise". The doorway and knob completely vanish. He repeats the word, and the it reappears. The Lordholder explains how once the door is activated and a password stated, but before the door is opened, it can be infused with a spell. In this instance an Invisibility spell was cast upon it. He adds that any spell could be used, either a defensive spell to protect or hide the door, or an offensive spell to activate if anyone tries to either pick the lock or open it without first stating the password. Cassie asks about the key to the door, and is told that the only key belonged to Kulp the Magnificent, and it is not known what happened to it. </p><p></p><p>Kindor explains how a different password stated each time the door is used, reminding them that the passwords this time are “Open the door and see what's on the other side“ to open it and “surprise" for the invisibility. “And we’re the only ones who know that?” Lannon asks. He replies “Only the nine of us and my wizard Majorn, who erected it here this morning.” They debate if they even want to tell the rest of the party who are still back at the ship, but decide that they have to. Narg comments "I'm afraid that Dennismore will be way too excited when he finds out there is a place he can go that is outside of any legal jurisdiction." They decide to keep the security about the castle very tight, and to also use the ten room inside the warehouse. They also opt to hold off on consecrating the Castle’s chapel rooms, since the clerics and druid could currently use the warehouse rooms to pray from instead. </p><p></p><p>“So, is this acceptable as payment?” Kindor asks. “Very” several party members state in unison. “Rather generous I’d say. You could have auctioned this off for a lot of money” is Fiona’s observation. Kindor answers “I know. But I have a personal interest in this too. Ensuring that Serita now comes back safely from adventures is rather important to me.” “Uh oh, I’d say the K-man's got it real bad,” Lannon comments. “Or he wants it real bad,” Mojo mutters in response. A dirty look from Serita then silences them both. The group then heads downstairs to discuss the auction logistics.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 654012, member: 8530"] Chapter 4, “Kulp’s Comfortable Castle”, July 3rd, 1019: This building is a large stone and oak structure runs 80 feet north to south by 120 feet east to west. A regular sized door to the building is along the eastern wall, with two stories normal sized windows along that same wall. Six Jawlt Army troops are on guard duty at the door, which they open as Kindor and the party approach. They walk along a 5-foot wide corridor running for 20 feet, with two interior doors off to the side. The doors have windows on them, revealing small offices inside. The hallway ends in another doorway, which is opened up into a single 80x100 foot warehouse room with a 25 foot high ceiling supported by huge oak pillars and beams every 20 feet. All of the spacious windows in this room are high above, starting ten feet above the floor, to allow a great deal of light inside while still allowing privacy inside. Three barn-type double doors are along the longer south side of the building, with driveways out to the main street. There are also barn-type doors on the western wall, with fencing outside that lead directly to the barn. Kindor says “When I had the other warehouses on this city block torn down to make room for the hospital I decided to keep this one, as it was so well made and in such good shape. A hurricane or earthquake could hit this place head on and it would still be standing.” “What if we dropped Vincenzo on it from high above?” Mojo quips. “I don’t think there are any buildings in the city that well made” is the Lordholder’s response. He says that he plans to eventually use this building as a carriage house for portable medical wagons (ambulances), with the adjacent barn for the draft horses to pull them. He chose this location in part because it is located half way between his castle and the military docks. He says that he hopes to also raise enough money in the auction for the Gelorynth ship builders to construct a hospital ship for the navy. Cassie gestures to the eastern side of the building, which has a staircase up to a second floor and two stories of rooms for the 80x20 foot area, and asks “Are those rooms where you want us to stay while we’re here?” He smiles and says “Follow me. We never did discuss payment, did we?” He leads them up the stairs, which ends in an enclosed 5-foot wide hallway running the entire 80 feet. The hallway has windows on one side from which the warehouse interior can be seen, and doors on the other side leading to one 15x20 and four 15x15 foot rooms. He brings them down to the very end of the hallway, which has a door on the warehouse side of the wall. The door looks well constructed, with a glass knob attached to a gold plated locking mechanism with a keyhole. “Odd place for a door,” Fiona comments, as it would just open out into the warehouse room from 12 feet high. She also does not recall seeing such a door from when they were down in the warehouse. He tells them “Open the door, and see what is on the other side“. Serita opens it, and they see the interior of a fair sized feasting hall, with two long tables of food and beverages set before them, a working fountain off to one side, and several doors on the various walls. Kindor asks “Have any of you ever heard of Kulp’s Comfortable Castle?” Cassie says that it sounds vaguely familiar to her.” Kindor explains that Kulp the Magnificent was a powerful mage, that lived a long time ago and enjoyed living in luxury when he and his party adventured. He modified a Mordenkainen’s Magnificent Mansion spell in order to bring his own personal castle with him. The castle itself is a permanent structure in another dimension, that can be accessed using a magical orb. He then points to the glass knob on the door, announcing it is the Orb of Kulp, which was one of the unique jewelry and gem items that I found in the collection. Upon the command world “A cat that good.” it has transformed into the magical doorway that is now before them. They all enter the brightly lit room. Kindor announces that as payment for their services at the auction he will give them the Orb, so that they will be able to take this castle with them as a portable headquarters while on adventure. He suggests that they check out the rest of the structure, which they all then do. [I][DM’s Note: The map and descriptions for this building can be found on 8th page of Piratecat’s well read Story Hour.[/I] The Silver Moon Adventurers are very impressed by the building, with its eight large individual bedrooms, a barracks type room that can sleep up to 30, a meeting room, training room, and three large bathrooms that include faucets for hot and cold running water in the bathtubs. Off from main hall are a large room and three smaller rooms, which Kindor says are for chapels. He explains how this structure in inaccessible from every plane, so that even deities can’t get in, which would prevent clerics and druids from praying to their gods. He says that these four rooms have been created so that once dedicated to a particular god or pantheon of gods, and then consecrated by a High Priest, will allow communication to that deity from that particular room. They group finish their tour and reconvene in the great hall. Serita comments “I think those spacious bedrooms and hot tubs are great.” Narg interjects “Yeah, but when my kid is old enough to date and asks “Dad, can I borrow the castle, the answer is a definite ‘No’.” Kindor then explains the limitations of the Orb. It has a much longer duration than the original Mansion spell, up to one day per level of the Wizard enchanting it, but can only be used once per enchantment. Furthermore, the re-enchant the orb requires an equal amount of time as it has remained in use. Thus, since they will have it here for the next 15 days it will then take another 15 days before it can be used again. He also explains that re-enchanting the orb requires a Wizard of at least 15th level, which the party is not even close to. “But Derieki is,” Cassie comments, referring to the wizard who most recently apprenticed her that she also collects magical components for. Kindor replies “Absolutely, in fact he was the one that located the spell to use the Orb, and enchanted it this time.” Fiona comments “So, basically we would just be able to use this once per adventure.” Kindor answers “Correct, but if you are staying in one location for a period of time you could safely use it there.” They discuss how in the future they would only need to rent a single room at an inn, and then create the doorway from inside of that room. Kindor also points out that if a party member was seriously injured, as happened to Mojo’s cousin Lono during the adventure in the orient the previous fall, that person could stay in the castle indefinitely, as it will create food and water for the occupants. He does warn them that the magical food and water only exists in the other dimension, and the person would need to eat real food before exiting the dimension. They then head back outside. “There’s one more trick about this thing,” Kindor adds, and says the phrase “Surprise". The doorway and knob completely vanish. He repeats the word, and the it reappears. The Lordholder explains how once the door is activated and a password stated, but before the door is opened, it can be infused with a spell. In this instance an Invisibility spell was cast upon it. He adds that any spell could be used, either a defensive spell to protect or hide the door, or an offensive spell to activate if anyone tries to either pick the lock or open it without first stating the password. Cassie asks about the key to the door, and is told that the only key belonged to Kulp the Magnificent, and it is not known what happened to it. Kindor explains how a different password stated each time the door is used, reminding them that the passwords this time are “Open the door and see what's on the other side“ to open it and “surprise" for the invisibility. “And we’re the only ones who know that?” Lannon asks. He replies “Only the nine of us and my wizard Majorn, who erected it here this morning.” They debate if they even want to tell the rest of the party who are still back at the ship, but decide that they have to. Narg comments "I'm afraid that Dennismore will be way too excited when he finds out there is a place he can go that is outside of any legal jurisdiction." They decide to keep the security about the castle very tight, and to also use the ten room inside the warehouse. They also opt to hold off on consecrating the Castle’s chapel rooms, since the clerics and druid could currently use the warehouse rooms to pray from instead. “So, is this acceptable as payment?” Kindor asks. “Very” several party members state in unison. “Rather generous I’d say. You could have auctioned this off for a lot of money” is Fiona’s observation. Kindor answers “I know. But I have a personal interest in this too. Ensuring that Serita now comes back safely from adventures is rather important to me.” “Uh oh, I’d say the K-man's got it real bad,” Lannon comments. “Or he wants it real bad,” Mojo mutters in response. A dirty look from Serita then silences them both. The group then heads downstairs to discuss the auction logistics. [/QUOTE]
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