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
[LPF] The Forbidden Isle of Ancient Secrets
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="Satin Knights" data-source="post: 6194648" data-attributes="member: 6666968"><p>Yesterday, it was easy to get up to the floating spire that was tumbling around the island. It made a good hiding place for one who was alone in this dangerous land. Upon seeing the rest of his party emerge from the pit, Aradra watches carefully, and Kalinn does seem to be back to normal on this day. His knowledge of the aboleths suggests that the dominating effect, while long is not permanent. </p><p></p><p>Having an prepared an appropriate spell with the dawn, Aradra casts Glide upon himself before jumping out of the spire. But Glide doesn't give him the control that a real fly spell would, so he gets buffeted and tossed around as he is exiting the maelstrom's edge. He gains enough composure to land on his feet. </p><p></p><p>After verifying the party is calm and back to normal, leaving seems to be a priority before anything else crawls out of a hiding space. Making your way over to the southwest portion of the island and down the stairwell, the boat you had before was taken by the villagers in their egress. You find Iosef, huddled in an outcropping of rocks. Sickly, his mind seems as broken as his body, and doubts as to if he will ever go on another mission run deep. Providing him one of the potions allows him to heal the physical malodies, but shame in his failures is a pain that may never heal.</p><p></p><p> Aradra rummages through his haversack and pulls out a metallic feather. Invoking the command inscribed upon it, it forms into a graceful mechanical swan boat. The party starts to climb into the boat, but there is trouble. Relic, standing at the water's edge, starts choking and gasping for air. The necklace he is wearing is glowing and the baubles on it are spinning. Stepping back to the sand, he is able to regain his breath. Stepping forward again, the necklace refuses to go over the water. With the necklace getting more agitated, Relic strips it off and drops it. But, the necklace has other plans than simply falling in the sand. It starts floating, returning towards the northeast. Not waiting to see what might happen next, the party continues piling in the boat and shoves off from the shore. </p><p></p><p>While the boat ride getting the island a few days ago was violent and treacherous, this swan boat, with its paddling feet underneath is able to maintain a steady course through the bottom edge of the storm and safely make the journey back to the mainland. </p><p></p><p>Being a slow moving boat, you are spotted from shore long before your arrival. Alder and Sara Vanderloth come out on the dock to meet you. The greet you with joy that you have returned and had freed so many villages. But, a melancholy has fallen over the villagers as well. The realization that most of them are actually adolescent skum who have not turned yet weighs heavy on their souls. Some have embraced their gillman heritage, some have not. Alder himself seems to be showing early symptoms of the cough that racked Iosef so heinously. Having used six of the eight potions Gerlach had concocted, you give the last two to Alder and Sara. Alder's health returns in a few minutes, and Sara is restored to the beautiful woman that you would expect a wizard of reasonable power would be able to woo. Relic finds a place with a table and chair and busily starts copying. Once he has all the information that was in the journal, he gives it to Alder so that he can return to the island in time and brew more of the potions. In thanks, Alder gifts the staff that served Relic well to him and hands over a heavy bag. <span style="color: #006400">"Sorry the gold is so heavy, but I think you can deal with that burden."</span> he chuckles. </p><p></p><p>While the villagers in their shame and inbreeding are quite unfriendly, they have at least tended to your horses well. Mounting up, you head off for the City of Glass, leaving behind the Forbidden Isle and its vile secrets, only some of which you discovered over the course of the past few days. </p><p></p><p style="text-align: center"><span style="color: #00ffff">The End.</span></p></blockquote><p></p>
[QUOTE="Satin Knights, post: 6194648, member: 6666968"] Yesterday, it was easy to get up to the floating spire that was tumbling around the island. It made a good hiding place for one who was alone in this dangerous land. Upon seeing the rest of his party emerge from the pit, Aradra watches carefully, and Kalinn does seem to be back to normal on this day. His knowledge of the aboleths suggests that the dominating effect, while long is not permanent. Having an prepared an appropriate spell with the dawn, Aradra casts Glide upon himself before jumping out of the spire. But Glide doesn't give him the control that a real fly spell would, so he gets buffeted and tossed around as he is exiting the maelstrom's edge. He gains enough composure to land on his feet. After verifying the party is calm and back to normal, leaving seems to be a priority before anything else crawls out of a hiding space. Making your way over to the southwest portion of the island and down the stairwell, the boat you had before was taken by the villagers in their egress. You find Iosef, huddled in an outcropping of rocks. Sickly, his mind seems as broken as his body, and doubts as to if he will ever go on another mission run deep. Providing him one of the potions allows him to heal the physical malodies, but shame in his failures is a pain that may never heal. Aradra rummages through his haversack and pulls out a metallic feather. Invoking the command inscribed upon it, it forms into a graceful mechanical swan boat. The party starts to climb into the boat, but there is trouble. Relic, standing at the water's edge, starts choking and gasping for air. The necklace he is wearing is glowing and the baubles on it are spinning. Stepping back to the sand, he is able to regain his breath. Stepping forward again, the necklace refuses to go over the water. With the necklace getting more agitated, Relic strips it off and drops it. But, the necklace has other plans than simply falling in the sand. It starts floating, returning towards the northeast. Not waiting to see what might happen next, the party continues piling in the boat and shoves off from the shore. While the boat ride getting the island a few days ago was violent and treacherous, this swan boat, with its paddling feet underneath is able to maintain a steady course through the bottom edge of the storm and safely make the journey back to the mainland. Being a slow moving boat, you are spotted from shore long before your arrival. Alder and Sara Vanderloth come out on the dock to meet you. The greet you with joy that you have returned and had freed so many villages. But, a melancholy has fallen over the villagers as well. The realization that most of them are actually adolescent skum who have not turned yet weighs heavy on their souls. Some have embraced their gillman heritage, some have not. Alder himself seems to be showing early symptoms of the cough that racked Iosef so heinously. Having used six of the eight potions Gerlach had concocted, you give the last two to Alder and Sara. Alder's health returns in a few minutes, and Sara is restored to the beautiful woman that you would expect a wizard of reasonable power would be able to woo. Relic finds a place with a table and chair and busily starts copying. Once he has all the information that was in the journal, he gives it to Alder so that he can return to the island in time and brew more of the potions. In thanks, Alder gifts the staff that served Relic well to him and hands over a heavy bag. [COLOR=#006400]"Sorry the gold is so heavy, but I think you can deal with that burden."[/COLOR] he chuckles. While the villagers in their shame and inbreeding are quite unfriendly, they have at least tended to your horses well. Mounting up, you head off for the City of Glass, leaving behind the Forbidden Isle and its vile secrets, only some of which you discovered over the course of the past few days. [center][COLOR=#00ffff]The End.[/COLOR][/center] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
[LPF] The Forbidden Isle of Ancient Secrets
Top