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<blockquote data-quote="Deuce Traveler" data-source="post: 5886539" data-attributes="member: 34958"><p>Welcome to the Rock! Obligatory Sean Connery picture inserted here:</p><p></p><p><img src="http://upload.wikimedia.org/wikipedia/en/0/0d/Zardoz_zed.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Oops... wrong Sean Connery image. Moving on....</p><p></p><p>There has been a longer than usual break between updates, caused by my coming home from a year long deployment and the wife and kids catching up on lost time. However, I am able to get some free time today and have a new update for everyone. When last we left off, we killed the last guardian of the Rock, but are out of <em>cure light wounds</em> spells and down to only one <em>sleep</em> spell, while we have some small injuries to Scott DeWar and (un)reason. In graphics the Rock is depicted as a tower. With the visual limitations of FRUA, it is depicted thusly:</p><p></p><p><img src="https://lh6.googleusercontent.com/-WxFERm9cStY/T5GtgxxhfrI/AAAAAAAAAXE/Q28C8hMr-AY/w339-h224-k/Rock31.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>So now we know we have to enter the Rock, but see no visible means of doing so. First, I try the Look option twice, which is an active party search. We find nothing. Next, I decide to try to walk forward and see what happens. Again, nothing. I go left a space and try to walk through the wall again and am rewarded by this query: "The stone is not solid! Anything that touches the side of the Rock passes through it as if through air! Is this the answer you seek, or yet another deadly trap? Do you attempt to continue into the Rock?"</p><p></p><p>Of course we do. We are adventurers, after all. I answer yes. "You find yourself in a large hall, hundreds of feet long and wide. The hall is brightly lit, as if the light of the noon sun were shining down into it. The walls are fifty feet high, and from there the ceiling curves upward until it is approximately three hundred fifty feet high overhead. You stand in the center of the hall, looking forward. At the far end of the hall, you see four raised platforms on the floor, grouped in two pairs, and seven chests between the pairs of platforms. Each platform has a statue of a crowned king on it. The walls of the hall are made of white marble filigreed with gold and silver in various natural forms: trees, flowers, wildlife, clouds; and human life: warriors, builders raising cities and marketplace scenes. Letters of silver and gold are etched on the floor in front of you. They read, 'Hubrelis Tumassen'. To your left, the hall seems to be run-down and battered, as if time and weather had eroded the splendor of that side. The right side of the hall, however, glows and sparkles with beauty and wonder, as if newly built. You stand with all your companions at the very heart of this magnificent hall!"</p><p></p><p><img src="https://lh5.googleusercontent.com/-z_NGCWzDwxg/T5GthA0biXI/AAAAAAAAAXQ/bO_nw8jHyKI/w336-h224-k/Rock32.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Since we only have humans and a dwarf in the party, I doubt we will be able to translate 'Hubrelis Tumassen'. I go south just for the heck of it and follow the wall starting east, then north, and west. I do not see anything of note in the room beside the chests at the dais. I go to the starting point and walk forward. "You stand among the tall letters etched into the floors of the hall. 'Hubrelis Tumassen'. Would one of your more learned companions like to try to decipher these words?" I choose yes despite having doubts on our chances of succeeding, and pick our human mage, Col Pladoh, to decipher the runes. "Your friend murmurs while reading them. 'The hubris of Tuma. The words translate into <em>The Great Pride of Tuma.</em>" Let's hear it for the father of the game. Nothing gets past him. I'm glad we brought him along. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>"The chests along the wall with the balconies are all made of wood; but the first is a simply constructed chest while the seventh is richly decorated with gems and silver and gold metalwork. The chests vary in decoration so that the first is the simplest chest and the last is the most ornate. You hear quiet voices calling to you. They tell you to look at the glorious side of the hall, saying, 'This is Tuma! This was the greatness that was once lost but can now be yours. For long years its glory has waited for bold adventurers like yourselves to come and claim that which your daring and bravery has earned you. This is yours by right of valor, by might of arms. By sleight of hand and by keenness of mind. Others have tried, but they have failed--all because they would not take the riches they have earned. Come now. Take your due. The wealth of Tuma is yours. You deserve it more than any other. Behold the folly of those who have ignored Tuma's greatness. See the worn and weary section of this great hall. It has been brought low by fools who mistook poverty for humility. Simplicity for piety, who called wealth and riches greed and avarice. These fools thought honor meant lowering one's self. One should be elevated to one's greatness! Do not be a fool! Let the trumpet of your true worth ring out! The great deserve the best! The bravest demand the finest! You have made it to the Rock; do not walk away empty-handed, a pauper forever! Be not a fool; be not a fool!' You stand gazing at the seven chests lining the wall beneath the balconies. The first chest is elegant in its sheer simplicity, but each succeeding chest surpasses it in value and design. The last chest is by far the best of the lot. Its jewels sparkle in the mysterious light of the hall; its gold and silver glitter with light. And then, from nowhere, a deep rich voice calls out its welcome to you. 'You are indeed brave heroes to have reached this great hall! To you a reward shall be given for your great courage. In one of these seven chests lies the goal of your journey, and much more! But you can choose only one of these seven chests and must be content with what you find. You have done well thus far; choose well and your journey shall be a success. What you have experienced on the way here will prove to be a guide beyond measure. Think, then, and choose; think and choose!' The second voice falls silent, and you are left with only your thoughts. You must choose one of the seven chests. Which do you choose?"</p><p></p><p>I have Fenris reach out and pick the seventh and greatest treasure of course. We are adventurers and I could not imagine doing anything else. This is the result:</p><p><img src="http://mimg.ugo.com/201010/64173/cuts/he-chose-poorly_480_poster.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>And this is our end game screen:</p><p></p><p><img src="http://www.mikescampfire.com/blog/wp-content/uploads/2011/12/he_chose_poorly1-300x225.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Well thanks for joining me for this Let's Play... ok, yes I am just joking. We will choose the first and less glamorous chest for a number of reasons. First, I really couldn't stand the elitist tone of the first voice who was egging me on to grab the riches. So I want to tweak that speaker. Second, the riddles that we've been given have downplayed riches and judging books by their cover. Previously we fought a dangerous hag who appeared to us as a vulnerable and beautiful woman. Now we are presented with chests that appear in various states of beauty on the outside, but whose riches on the inside are not known. Choosing the first of seven chests is therefore the correct answer, and by doing so we receive this congratulations:</p><p></p><p><img src="https://lh5.googleusercontent.com/-FZeHnZJ6KwA/T5GthDizuHI/AAAAAAAAAXI/FlkiSovN7ek/w336-h225-k/Rock33.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>"The chest opens on gold and platinum coins! You find gold wristbands, and a thorough search reveals a silver ring, two crystalline vials of transluscent blue liquid, a pair of silver daggers and a curiously shaped talisman that looks like a capital 'T' with a short, diagonal stem hanging off the right side of the cross bar of the 'T'. At the tip of the diagonal stem is a small red stone. The stone is not a ruby, and none of your companions can place a value to it."</p><p></p><p>We get 1000 xp each, and the treasure mentioned above which includes 2000gp. Col Pladoh and Queenie split the daggers, potions and wristbands amongst themselves, though Col Pladoh keeps the sing ring. The talisman is added as a quest item. "Again, the deep, rich voice speaks to you. 'Well done, brave heroes! To you shall the secret of the Rock be revealed. And this be the greatest of secrets: a soul falls into judgement seat; judge not what is seen, but what is truly there. Let the eyes of the heart guide and counsel the eyes of the body. Glitter does not make the golden prize; hidden in the heart and answer lies. How a creature looks never changes what's inside. Judge with righteous judgement; be wise. Be wise!' The echo of the voice dwindles, and then the hall begins to fade. A moment later you are standing outside the Rock, staring at its solid exterior. And which of the three trails will now take you to the manor?"</p><p></p><p>I am now facing east, which is the direct trail back. We won't be going that way since I believe once you use up a camping area, you can't go back and reuse it. Meaning we would have to go all the way back to the chameleon men territory with at best only one <em>sleep</em> spell. This would be suicide. So we are going to go south and cross our fingers that we'll find an adequate campsite to restore our spells before we run into random encounters that would chew us up.</p><p></p><p>Next up: The Return Journey from the Rock!</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 5886539, member: 34958"] Welcome to the Rock! Obligatory Sean Connery picture inserted here: [img]http://upload.wikimedia.org/wikipedia/en/0/0d/Zardoz_zed.jpg[/img] Oops... wrong Sean Connery image. Moving on.... There has been a longer than usual break between updates, caused by my coming home from a year long deployment and the wife and kids catching up on lost time. However, I am able to get some free time today and have a new update for everyone. When last we left off, we killed the last guardian of the Rock, but are out of [i]cure light wounds[/i] spells and down to only one [i]sleep[/i] spell, while we have some small injuries to Scott DeWar and (un)reason. In graphics the Rock is depicted as a tower. With the visual limitations of FRUA, it is depicted thusly: [img]https://lh6.googleusercontent.com/-WxFERm9cStY/T5GtgxxhfrI/AAAAAAAAAXE/Q28C8hMr-AY/w339-h224-k/Rock31.png[/img] So now we know we have to enter the Rock, but see no visible means of doing so. First, I try the Look option twice, which is an active party search. We find nothing. Next, I decide to try to walk forward and see what happens. Again, nothing. I go left a space and try to walk through the wall again and am rewarded by this query: "The stone is not solid! Anything that touches the side of the Rock passes through it as if through air! Is this the answer you seek, or yet another deadly trap? Do you attempt to continue into the Rock?" Of course we do. We are adventurers, after all. I answer yes. "You find yourself in a large hall, hundreds of feet long and wide. The hall is brightly lit, as if the light of the noon sun were shining down into it. The walls are fifty feet high, and from there the ceiling curves upward until it is approximately three hundred fifty feet high overhead. You stand in the center of the hall, looking forward. At the far end of the hall, you see four raised platforms on the floor, grouped in two pairs, and seven chests between the pairs of platforms. Each platform has a statue of a crowned king on it. The walls of the hall are made of white marble filigreed with gold and silver in various natural forms: trees, flowers, wildlife, clouds; and human life: warriors, builders raising cities and marketplace scenes. Letters of silver and gold are etched on the floor in front of you. They read, 'Hubrelis Tumassen'. To your left, the hall seems to be run-down and battered, as if time and weather had eroded the splendor of that side. The right side of the hall, however, glows and sparkles with beauty and wonder, as if newly built. You stand with all your companions at the very heart of this magnificent hall!" [img]https://lh5.googleusercontent.com/-z_NGCWzDwxg/T5GthA0biXI/AAAAAAAAAXQ/bO_nw8jHyKI/w336-h224-k/Rock32.png[/img] Since we only have humans and a dwarf in the party, I doubt we will be able to translate 'Hubrelis Tumassen'. I go south just for the heck of it and follow the wall starting east, then north, and west. I do not see anything of note in the room beside the chests at the dais. I go to the starting point and walk forward. "You stand among the tall letters etched into the floors of the hall. 'Hubrelis Tumassen'. Would one of your more learned companions like to try to decipher these words?" I choose yes despite having doubts on our chances of succeeding, and pick our human mage, Col Pladoh, to decipher the runes. "Your friend murmurs while reading them. 'The hubris of Tuma. The words translate into [i]The Great Pride of Tuma.[/i]" Let's hear it for the father of the game. Nothing gets past him. I'm glad we brought him along. ;) "The chests along the wall with the balconies are all made of wood; but the first is a simply constructed chest while the seventh is richly decorated with gems and silver and gold metalwork. The chests vary in decoration so that the first is the simplest chest and the last is the most ornate. You hear quiet voices calling to you. They tell you to look at the glorious side of the hall, saying, 'This is Tuma! This was the greatness that was once lost but can now be yours. For long years its glory has waited for bold adventurers like yourselves to come and claim that which your daring and bravery has earned you. This is yours by right of valor, by might of arms. By sleight of hand and by keenness of mind. Others have tried, but they have failed--all because they would not take the riches they have earned. Come now. Take your due. The wealth of Tuma is yours. You deserve it more than any other. Behold the folly of those who have ignored Tuma's greatness. See the worn and weary section of this great hall. It has been brought low by fools who mistook poverty for humility. Simplicity for piety, who called wealth and riches greed and avarice. These fools thought honor meant lowering one's self. One should be elevated to one's greatness! Do not be a fool! Let the trumpet of your true worth ring out! The great deserve the best! The bravest demand the finest! You have made it to the Rock; do not walk away empty-handed, a pauper forever! Be not a fool; be not a fool!' You stand gazing at the seven chests lining the wall beneath the balconies. The first chest is elegant in its sheer simplicity, but each succeeding chest surpasses it in value and design. The last chest is by far the best of the lot. Its jewels sparkle in the mysterious light of the hall; its gold and silver glitter with light. And then, from nowhere, a deep rich voice calls out its welcome to you. 'You are indeed brave heroes to have reached this great hall! To you a reward shall be given for your great courage. In one of these seven chests lies the goal of your journey, and much more! But you can choose only one of these seven chests and must be content with what you find. You have done well thus far; choose well and your journey shall be a success. What you have experienced on the way here will prove to be a guide beyond measure. Think, then, and choose; think and choose!' The second voice falls silent, and you are left with only your thoughts. You must choose one of the seven chests. Which do you choose?" I have Fenris reach out and pick the seventh and greatest treasure of course. We are adventurers and I could not imagine doing anything else. This is the result: [img]http://mimg.ugo.com/201010/64173/cuts/he-chose-poorly_480_poster.jpg[/img] And this is our end game screen: [img]http://www.mikescampfire.com/blog/wp-content/uploads/2011/12/he_chose_poorly1-300x225.jpg[/img] Well thanks for joining me for this Let's Play... ok, yes I am just joking. We will choose the first and less glamorous chest for a number of reasons. First, I really couldn't stand the elitist tone of the first voice who was egging me on to grab the riches. So I want to tweak that speaker. Second, the riddles that we've been given have downplayed riches and judging books by their cover. Previously we fought a dangerous hag who appeared to us as a vulnerable and beautiful woman. Now we are presented with chests that appear in various states of beauty on the outside, but whose riches on the inside are not known. Choosing the first of seven chests is therefore the correct answer, and by doing so we receive this congratulations: [img]https://lh5.googleusercontent.com/-FZeHnZJ6KwA/T5GthDizuHI/AAAAAAAAAXI/FlkiSovN7ek/w336-h225-k/Rock33.png[/img] "The chest opens on gold and platinum coins! You find gold wristbands, and a thorough search reveals a silver ring, two crystalline vials of transluscent blue liquid, a pair of silver daggers and a curiously shaped talisman that looks like a capital 'T' with a short, diagonal stem hanging off the right side of the cross bar of the 'T'. At the tip of the diagonal stem is a small red stone. The stone is not a ruby, and none of your companions can place a value to it." We get 1000 xp each, and the treasure mentioned above which includes 2000gp. Col Pladoh and Queenie split the daggers, potions and wristbands amongst themselves, though Col Pladoh keeps the sing ring. The talisman is added as a quest item. "Again, the deep, rich voice speaks to you. 'Well done, brave heroes! To you shall the secret of the Rock be revealed. And this be the greatest of secrets: a soul falls into judgement seat; judge not what is seen, but what is truly there. Let the eyes of the heart guide and counsel the eyes of the body. Glitter does not make the golden prize; hidden in the heart and answer lies. How a creature looks never changes what's inside. Judge with righteous judgement; be wise. Be wise!' The echo of the voice dwindles, and then the hall begins to fade. A moment later you are standing outside the Rock, staring at its solid exterior. And which of the three trails will now take you to the manor?" I am now facing east, which is the direct trail back. We won't be going that way since I believe once you use up a camping area, you can't go back and reuse it. Meaning we would have to go all the way back to the chameleon men territory with at best only one [i]sleep[/i] spell. This would be suicide. So we are going to go south and cross our fingers that we'll find an adequate campsite to restore our spells before we run into random encounters that would chew us up. Next up: The Return Journey from the Rock! [/QUOTE]
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