Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
Legacy of Death Part II: Graves of Lesser Immortals
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TerraDave" data-source="post: 5658542" data-attributes="member: 22260"><p><strong>Ghen-Uia Nis:</strong> (from an email exchange) Motivated by your angelic calling (and whither is that call coming?), you brave the Watercross Theology crowd. There are many chapels and some impressive temples, with cunning arches and buttresses, fine statuary, cleverly illustrated and closely guarded holy books, and elaborate stained glass windows. You also find that there are many here that have religious knowledge, but little divine power. Your instincts tell you very clearly that many look down on your limited book learning, even as you have great power they do not. (Again, there is the Melkar House chaplain, and he can certainly do somethings, but you are not really sure if they are divine in nature and you two just sort of avoid each other, with a polite “well-met” as he carries bags of bones in his purple ichored hands.) </p><p></p><p>But then, someone comes to you (prayers answered?). A priest, and retired cleric, Jameson Walkright, a chaplain at Wanderer House (which, probably do to its normality, is despised in Melkar House) and appropriately cleric of Pathar. A talkative human from the Westfen highlands (wherever that that might be), he tries to get as much your story out as he can…assuming you share some…in all his time he has never seen another one of “your kind”, though he jokes about werewolves (you have gotten use to this sort of thing, and he seems good natured about it). Klag was a passing acquaintance—“you never forget a cleric like that!”—and the talk reminds you that Klag himself had mentioned the Shadow Coast, in which you had just adventured, and its lost dwarven holds and that it is a sad and dangerous place. He shows visible concern when you start going on about giants, much more so then when you talk about “we”.</p><p></p><p>Destroying the undead and the mighty mace of disruption return his good spirits. He is intrigued by transference to the sword, even though the mace of disruption has always been a mace…but a divine calling should supersede that, even if mere arcane magic cannot. And of course, a greatsword of disruption would be a unique and impressive thing, a near relic and approaching pricelessness. He does some research, and feels that a ritual may be devised. It will take two things, beyond the ritual itself and the clerics (you two) to perform it:</p><p></p><p>1) A true heart, to use the new weapon in a right way</p><p></p><p>2) 1440 gp worth of components.</p><p></p><p><span style="color: green">Buckthorn:</span> You are still in Watercross. But you hope for those things. Your village, as you know, is across the Rift of Retribution, in the Nearblight on a road to Auldshyre that your wandering ancestors eventually stopped going down. As the holidays near, there are groups of students heading home, you can probably join one, at least most of the way to Northall (about 150 miles though easy terrain, then another 60 or so through much rougher country after that, but not a great challenge for you). </p><p></p><p><span style="color: blue">Lucian</span>: Your “luck” continues, at least the skill is there…</p><p></p><p>Looking for trouble, Melkar house seems to be it. Oh, there are some cut-purses among the “townies” as they are called, but that’s not very interesting. Of course, everything worth anything here is hidden by an illusion wrapped in an enchantment guarded by a deadly rune. (And the truth is, the nightmares of falling in spiked pits, sliding down a slide into an inferno, and a floating deadly skull haven’t gone away..you aren’t ready again for real trouble quite yet.) (EDIT: on first read, I didn't get that he was looking for a <em>capo</em>...given your roll, the answer here and below doesn't change much)</p><p></p><p>The Brandt’s aren’t too active here, but in a ranting by some pub goer on this topic “ye need a real city, like Queenseat or Northall or…” you realize the obvious. By the standards of this rock, Northall is a major city--with which you are familiar, even knowing some portals a wizard can link to--and it is where you <em>hired the ship</em>. And its on Buckthorns way. And they way to the seven-pillared hall, where the mages probably have the cracked orb.</p><p></p><p>On the City of Doors, <span style="color: Red">Nar</span> is vaguely familiar, though, again, taking a shadow path there would be a long and strange trip. In terms of a more direct route, you again confirm the obvious. Any such portal, leading to a place with so many other portals, would be of incalculable value and guarded like nothing else. And one with the convenience of Watercross, all the more so. Just as in Northall, you know they are around…you just know it…you just have little hope of finding one.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5658542, member: 22260"] [B]Ghen-Uia Nis:[/B] (from an email exchange) Motivated by your angelic calling (and whither is that call coming?), you brave the Watercross Theology crowd. There are many chapels and some impressive temples, with cunning arches and buttresses, fine statuary, cleverly illustrated and closely guarded holy books, and elaborate stained glass windows. You also find that there are many here that have religious knowledge, but little divine power. Your instincts tell you very clearly that many look down on your limited book learning, even as you have great power they do not. (Again, there is the Melkar House chaplain, and he can certainly do somethings, but you are not really sure if they are divine in nature and you two just sort of avoid each other, with a polite “well-met” as he carries bags of bones in his purple ichored hands.) But then, someone comes to you (prayers answered?). A priest, and retired cleric, Jameson Walkright, a chaplain at Wanderer House (which, probably do to its normality, is despised in Melkar House) and appropriately cleric of Pathar. A talkative human from the Westfen highlands (wherever that that might be), he tries to get as much your story out as he can…assuming you share some…in all his time he has never seen another one of “your kind”, though he jokes about werewolves (you have gotten use to this sort of thing, and he seems good natured about it). Klag was a passing acquaintance—“you never forget a cleric like that!”—and the talk reminds you that Klag himself had mentioned the Shadow Coast, in which you had just adventured, and its lost dwarven holds and that it is a sad and dangerous place. He shows visible concern when you start going on about giants, much more so then when you talk about “we”. Destroying the undead and the mighty mace of disruption return his good spirits. He is intrigued by transference to the sword, even though the mace of disruption has always been a mace…but a divine calling should supersede that, even if mere arcane magic cannot. And of course, a greatsword of disruption would be a unique and impressive thing, a near relic and approaching pricelessness. He does some research, and feels that a ritual may be devised. It will take two things, beyond the ritual itself and the clerics (you two) to perform it: 1) A true heart, to use the new weapon in a right way 2) 1440 gp worth of components. [COLOR="green"]Buckthorn:[/COLOR] You are still in Watercross. But you hope for those things. Your village, as you know, is across the Rift of Retribution, in the Nearblight on a road to Auldshyre that your wandering ancestors eventually stopped going down. As the holidays near, there are groups of students heading home, you can probably join one, at least most of the way to Northall (about 150 miles though easy terrain, then another 60 or so through much rougher country after that, but not a great challenge for you). [COLOR="blue"]Lucian[/COLOR]: Your “luck” continues, at least the skill is there… Looking for trouble, Melkar house seems to be it. Oh, there are some cut-purses among the “townies” as they are called, but that’s not very interesting. Of course, everything worth anything here is hidden by an illusion wrapped in an enchantment guarded by a deadly rune. (And the truth is, the nightmares of falling in spiked pits, sliding down a slide into an inferno, and a floating deadly skull haven’t gone away..you aren’t ready again for real trouble quite yet.) (EDIT: on first read, I didn't get that he was looking for a [i]capo[/i]...given your roll, the answer here and below doesn't change much) The Brandt’s aren’t too active here, but in a ranting by some pub goer on this topic “ye need a real city, like Queenseat or Northall or…” you realize the obvious. By the standards of this rock, Northall is a major city--with which you are familiar, even knowing some portals a wizard can link to--and it is where you [i]hired the ship[/i]. And its on Buckthorns way. And they way to the seven-pillared hall, where the mages probably have the cracked orb. On the City of Doors, [COLOR="Red"]Nar[/COLOR] is vaguely familiar, though, again, taking a shadow path there would be a long and strange trip. In terms of a more direct route, you again confirm the obvious. Any such portal, leading to a place with so many other portals, would be of incalculable value and guarded like nothing else. And one with the convenience of Watercross, all the more so. Just as in Northall, you know they are around…you just know it…you just have little hope of finding one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Legacy of Death Part II: Graves of Lesser Immortals
Top