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Lylandra's War of the Burning Sky continued
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<blockquote data-quote="Lylandra" data-source="post: 7311529" data-attributes="member: 6816692"><p><strong>Into Korstull</strong></p><p></p><p>They continue their journey through the town of Ronda and finally reach the outskirts of Gathin, the last hamlet before the continuing rain of fire over Korstull. They were warned in Ronda that Ragesian patrols might frequent the area around Korstull and got general directions on where the main encampment of the First Army might be located. Clever as they are, they plan to approach the castle from the other way round and want to visit Gathin for a final gathering of local information. </p><p></p><p>Just when they arrive in Gathin, they witness a group of Ragesians harassing a farmer. Their leader, some guy calling himself “Commander Rohat” is kind of throwing the farmer out of his home and demands him to leave everything and everyone insider to his patrol's personal pleasure. </p><p>As they don't know how many Ragesians more might be in Gathin, the group decides to hide behind some bushes to avoid getting rounded up themselves. Then Cuin'halar raises his voice from the bushes and orders Rohat to stop as he has surely better things to do than to harass innocent townsfolk. Rohat in return wants the “hiding coward” to show himself, waits a second, and then strikes down the farmer.</p><p></p><p>This surely enrages Cuin who steps out of his hiding, weapon drawn and ready for combat. Rohat, who's in the mood for more bloodshed, rallies his patrol to attack the lone, lunatic elf. Meanwhile Tinuviel and Torrent turn invisible and get to the mortally wounded farmer. Fortunately, Torrent's healing spells are able to save the man from bleeding out. Then they join Cuin in his fight against the Ragesian cavalrymen. </p><p></p><p>It turns out that “this lunatic” was stronger than anticipated and so commander Rohat and his patrol quickly meet their end. The farmer and his family thank them for saving their lives. From them, they learn that Ragesian general Magdus and his First Army are camping nearby and that they occasionally send soldiers to get them supplies. This has been going on for months now and it seems like they just turned up their level of cruelty. </p><p>They also find a message for Rohat saying that they should look out for “the Seaquenian squad” as divinations revealed that they may just arrive in Gathin soon. </p><p></p><p>They use all the information they got to draw a map of the area and decide to approach from the opposite direction of the Ragesian encampment. Tinuviel uses clairvoyance on parts of the encampment he saw when he scryed Shalosha and sees a small Shahalesti encampment nearby. He also sees the man he now knows as general Magdus taking a relaxed morning stroll through his camp. </p><p></p><p>They see this as a perfect opportunity to use the Orb of Storms and activate it. Just as Pilus planned, the orb creates a zone that negates the fiery (and strangely necrotic) rain in its area. So they clear the way and approach castle Korstull.</p><p></p><p>To their shock, the soldiers who died due to the sudden firestorm seem to have become undead. They fight off some of them who don't pose much of a threat and decide to hurry through this nightmarish wasteland as they know that the Ragesians had more than just normal soldiers fighting for them. </p><p></p><p>Just when they finally get to see the castle in all of its creepy glory, they hear something approaching from behind. What surprises them even more is the fact that the strange sounds belong to a wagon that's approaching them at high speed. For a moment they can see that he people driving the wagon are gnomes and then a lightning strikes from the sky, hitting the road between them and the wagon. In this very moment it feels like they are being watched by something sinister. Undead start to rise and the party first decides to seize the moment to get rid of their seeming pursuers. But then they realize that the gnomes start fighting the undead and that one of them is actually smiting them with burning enthusiasm, they decide to join the fight and help them.</p><p></p><p><em>Note: I was a bit surprised that my group wanted to leave Clan Millorn to their own luck, but they were kind of paranoid at this point and sworn to secrecy. They decided that all of their missions had to be top secret, especially the fact that they were after the torch. They also never told anyone besides their fellow Lyceans about the Trillith and the danger that they may pose. </em></p><p><em></em></p><p><em>I also was kind of confused that Clan Millorn would be ahead of the group in the original scenario and it made not so much sense in the way my group decided to approach. So I gave them their special pimped speed wagon to follow their trail instead. “What is this, a gnomish Ferrari ?!” Tinu's player asked. </em></p><p></p><p>After they finished the undead, the Paladin, Grellfin, hails them and thanks them for their help. Shortly after, the Clan's leader, Jorrina Waryeye, introduces herself while also telling Grellfin to maybe act more carefully next time as not all of them are keen on the smite-smash-for-honor approach. Tinuviel asks them how the hell they could have known of the breech so quickly and it turns out that Jorrina is a skilled divination expert who had a vision that a path to Korstull would open up here soon. Clan Millorn is surprisingly uninterested in the Torch and is more interested in the late Emperor's treasure. They suggest that they may share their findings as they assume that the Seaquenians are simply another adventuring group. </p><p></p><p>The party doesn't tell the gnomes about their quest for the torch and say that they are not interested in treasure, but rather seeking information about Coaltongue's assassins and his demise. Cuin adds that he is very sure that Korstull is a very dangerous place and most likely filled with more undead horrors, so the gnomes should better think twice about entering. The clan doesn't want any distraction from their goal though and they insist to go to Korstull with them. Cuin says that's fine with them as long as they don't get in their way. </p><p></p><p>After a bit back and forth, they finally reveal to Clan Millorn that they are interested in the Torch, but only to keep it from being abused by either the Ragesians or the Shahalesti. They promise that the Clan may keep anything that's resembling treasure (jewels, money and the like) while they would like to keep the things that may keep them alive or contain valuable information. </p><p></p><p>Then the two groups proceed to the entrance of the castle. As Tinuviel guesses that the main entrance might be the more dangerous path, they suggest that Jorrina and her team search for alternative means of entrance. Turns out that he was right when the two stone goddesses come alive and try to smash the elf to the ground. The two golems pose no real threat though. </p><p></p><p>After a short while, Clan Millorn joins them. The gnomes wonder about the two shattered statues and tell the team about the bulette tunnels they found. One contained an earth elemental which they didn't want to fight, so they decided to return to their partners. The mention of the elemental is enough to let Cuin, Tinu and Torrent search for the creature. They are happy to see that this one is actually not openly hostile to them as it only wants to protect his castle and was ordered by his master, Lord Gorquith, to do so. He hasn't heard from his master since a long time though and he cannot be free until he is released from service by his Lord. </p><p></p><p>The party promises to search for Gorquith as they also want to know more about the Sindairese rebellion since the rebels might become allies of Seaquen in time. And getting their hands on Gorquith (even if he is most likely dead) would surely help their cause. </p><p></p><p>When they return to Clan Millorn, they assure the gnomes that the elemental would cause no trouble for them. They also ask them to inform them should they find a Lord Gorquith or any notion of his fate somewhere. Then they enter the large foyer with its four doors and beautiful mural decoration. Here they decide to split up and take the right door, leaving the left one for the Clan. </p><p></p><p>They enter the stable and equestrian track area and find two former aquiline knights turned undead and riding on nightmare steeds. As they were proceeding very cautiously, they were able to spot the two fallen knights in advance, buff themselves and strike the two steeds hard. This causes the knights to fall down and be easy prey for the three seasoned heroes. Torrent is horrified that even devout knights of the Aquiline Cross can become such wicked creatures by the planar rift's magic and she assumes that something truly sinister must be going on in this castle. </p><p></p><p>They are suddenly pulled out of this thought when they hear screams of fear and then the familiar sound of weapons clashing. They hurry back to the foyer and see Grellfin valorously holding the entrance to the barracks, fending off what seems like an army of undead. Meanwhile, Oller tries to bomb them with holy water grenades while Jorrina prepares to unleash her illusion spells.</p><p></p><p><em>Note: I was a bit unsure what to do with the fact that Clan Millorn got tasked with one of the most dangerous zones in all of Korstull. As they immediately split up into left and right, Reddengrot had no time to alert the warriors and send out the patrols. This saved them from having to deal with the patrols later, but also meant that they'd have to fight the warriors AND the dread wraith in one go. I also didn't want to annihilate the gnomes without giving my party the chance to react, so I gave them the option to join the fight. </em></p><p><em></em></p><p><em>Also: More Monty Python jokes! And the Paladin holding the door is also a running gag in our group. “Can you just hold the dung monster off for a few more rounds?” “Umm...yeah... sure?”</em></p><p></p><p>The group immediately realizes that the Clan just got themselves into grave danger and decide to help them out. Cuin rushes to Grellfin's side and keeps the army of dark pyre soldiers from emerging and surrounding them all. Meanwhile, Tinuviel summons elemental fields into the barracks that start eroding the fiends slowly but steadily. This enraged Reddengrot who just flies through the wall and ambushes Tinuviel. Tinu gets heavily drained, but Torrent and the rest of the clan help him fight the dread wraith. Cuin'halar sings the Song of Forms which keeps Reddengrot from fleeing and so they kill him before he can retreat to Griiat. Meanwhile, the rest of Clan Millorn hides in Jorrina's invisibility sphere. </p><p></p><p>Clan Millorn thanks the trio for their help and especially Grellfin is impressed with their fighting prowess and teamwork. Cuin'halar, who starts to like the Paladin and especially his special dragon companion, takes him aside and talks to him in private. He says that he's pretty sure Grellfin is the one who has both the most combat experience and feels most responsible for his group. Therefore, he asks him to talk some reason into his comrades as this fight right now would have easily been the end of the clan had they not come for help. Grellfin sees reason in his words, but also says that he believes Jorrina and her abilities and she saw a good fortune for them in her visions. He promises to approach more carefully though. </p><p></p><p>Speaking of more carefully, Tinuviel totally misses a trap when he finds the secret door in the barrack's ceiling and gets blasted by the glyph of warding. They find nothing really useful in the armory though and give the gnomes their fair share of the treasure.</p><p></p><p>They proceed to the guest quarter of the castle only to find more undead and an... undead bulette. This results in a rather hilarious fight where they manage to get all of the undead soldiers stacked up nicely in the hallway while a hungry bulette tries to make its way to its preferred prey. They all fall victim to the Living Blade, a number of area powers and Torrent's holy energy though. </p><p></p><p>Next they find the bath house, or what's left of it. Cuin mutters that it is a shame what's become of this beautiful room when suddenly the hellwasp swarms arise. As they know that swarms can be quite nasty, Tinuviel summons his persistent psychic field again. Then they simply close the door, hold it shut and wait until the noises die off. </p><p></p><p><em>Note: I didn't expect that solution when I first read of this encounter. I knew from adventure 2 that swarms are kind of the archenemy of a melee-heavy party, but didn't anticipate that Tinu had taken come contingency AoE powers that turned out to be quite handy in this dungeon. </em></p><p><em></em></p><p>Once the bath house is safe to enter, they search and clean the room carefully and find, to Cuin's delight, a magical platinum hair pin. Needless to say that he immediately uses it to re-arrange his marvelous hair. </p><p></p><p>Then they head to the lift station and open the door. To their horror, the Feaster of flesh and soul that has been waiting there patiently ever since lashes out to Cuin'halar, grabs him, rips out his soul and swallows it. Torrent and Tinuviel panic at this sight, but manage to kill the undead horror before it can consume their friend's soul. Once the beast is dead, Cuin's soul return to his body. What is surprising, however, is the fact that his soul seems to sprout golden wings for the brief moment it needs to travel back to its body.</p><p></p><p><em>Note: I loved the Feaster in a pretty wicked way. I'm all for dangerous opponents that can become very deadly if they can simply do their thing if left alone but have some sort of reaction time to prevent a character's death. This is so much better than simple fail-or-die luck games that were all too common in 3.x. </em></p><p><em></em></p><p><em>Also, this monster let me hint at Cuin being more than he thought he is. To this point he had the idea that while he knew he could contribute to something important, he himself was more or less unimportant. He knew the Trillith would have a big role to play in the events to come and both Crystin and Tinuviel were among these “important beings”, so he had to do everything to protect them. Still he had some mild inferiority complex about that. And this is about to change very soon.</em></p></blockquote><p></p>
[QUOTE="Lylandra, post: 7311529, member: 6816692"] [b]Into Korstull[/b] They continue their journey through the town of Ronda and finally reach the outskirts of Gathin, the last hamlet before the continuing rain of fire over Korstull. They were warned in Ronda that Ragesian patrols might frequent the area around Korstull and got general directions on where the main encampment of the First Army might be located. Clever as they are, they plan to approach the castle from the other way round and want to visit Gathin for a final gathering of local information. Just when they arrive in Gathin, they witness a group of Ragesians harassing a farmer. Their leader, some guy calling himself “Commander Rohat” is kind of throwing the farmer out of his home and demands him to leave everything and everyone insider to his patrol's personal pleasure. As they don't know how many Ragesians more might be in Gathin, the group decides to hide behind some bushes to avoid getting rounded up themselves. Then Cuin'halar raises his voice from the bushes and orders Rohat to stop as he has surely better things to do than to harass innocent townsfolk. Rohat in return wants the “hiding coward” to show himself, waits a second, and then strikes down the farmer. This surely enrages Cuin who steps out of his hiding, weapon drawn and ready for combat. Rohat, who's in the mood for more bloodshed, rallies his patrol to attack the lone, lunatic elf. Meanwhile Tinuviel and Torrent turn invisible and get to the mortally wounded farmer. Fortunately, Torrent's healing spells are able to save the man from bleeding out. Then they join Cuin in his fight against the Ragesian cavalrymen. It turns out that “this lunatic” was stronger than anticipated and so commander Rohat and his patrol quickly meet their end. The farmer and his family thank them for saving their lives. From them, they learn that Ragesian general Magdus and his First Army are camping nearby and that they occasionally send soldiers to get them supplies. This has been going on for months now and it seems like they just turned up their level of cruelty. They also find a message for Rohat saying that they should look out for “the Seaquenian squad” as divinations revealed that they may just arrive in Gathin soon. They use all the information they got to draw a map of the area and decide to approach from the opposite direction of the Ragesian encampment. Tinuviel uses clairvoyance on parts of the encampment he saw when he scryed Shalosha and sees a small Shahalesti encampment nearby. He also sees the man he now knows as general Magdus taking a relaxed morning stroll through his camp. They see this as a perfect opportunity to use the Orb of Storms and activate it. Just as Pilus planned, the orb creates a zone that negates the fiery (and strangely necrotic) rain in its area. So they clear the way and approach castle Korstull. To their shock, the soldiers who died due to the sudden firestorm seem to have become undead. They fight off some of them who don't pose much of a threat and decide to hurry through this nightmarish wasteland as they know that the Ragesians had more than just normal soldiers fighting for them. Just when they finally get to see the castle in all of its creepy glory, they hear something approaching from behind. What surprises them even more is the fact that the strange sounds belong to a wagon that's approaching them at high speed. For a moment they can see that he people driving the wagon are gnomes and then a lightning strikes from the sky, hitting the road between them and the wagon. In this very moment it feels like they are being watched by something sinister. Undead start to rise and the party first decides to seize the moment to get rid of their seeming pursuers. But then they realize that the gnomes start fighting the undead and that one of them is actually smiting them with burning enthusiasm, they decide to join the fight and help them. [I]Note: I was a bit surprised that my group wanted to leave Clan Millorn to their own luck, but they were kind of paranoid at this point and sworn to secrecy. They decided that all of their missions had to be top secret, especially the fact that they were after the torch. They also never told anyone besides their fellow Lyceans about the Trillith and the danger that they may pose. [/I] [I]I also was kind of confused that Clan Millorn would be ahead of the group in the original scenario and it made not so much sense in the way my group decided to approach. So I gave them their special pimped speed wagon to follow their trail instead. “What is this, a gnomish Ferrari ?!” Tinu's player asked. [/I] After they finished the undead, the Paladin, Grellfin, hails them and thanks them for their help. Shortly after, the Clan's leader, Jorrina Waryeye, introduces herself while also telling Grellfin to maybe act more carefully next time as not all of them are keen on the smite-smash-for-honor approach. Tinuviel asks them how the hell they could have known of the breech so quickly and it turns out that Jorrina is a skilled divination expert who had a vision that a path to Korstull would open up here soon. Clan Millorn is surprisingly uninterested in the Torch and is more interested in the late Emperor's treasure. They suggest that they may share their findings as they assume that the Seaquenians are simply another adventuring group. The party doesn't tell the gnomes about their quest for the torch and say that they are not interested in treasure, but rather seeking information about Coaltongue's assassins and his demise. Cuin adds that he is very sure that Korstull is a very dangerous place and most likely filled with more undead horrors, so the gnomes should better think twice about entering. The clan doesn't want any distraction from their goal though and they insist to go to Korstull with them. Cuin says that's fine with them as long as they don't get in their way. After a bit back and forth, they finally reveal to Clan Millorn that they are interested in the Torch, but only to keep it from being abused by either the Ragesians or the Shahalesti. They promise that the Clan may keep anything that's resembling treasure (jewels, money and the like) while they would like to keep the things that may keep them alive or contain valuable information. Then the two groups proceed to the entrance of the castle. As Tinuviel guesses that the main entrance might be the more dangerous path, they suggest that Jorrina and her team search for alternative means of entrance. Turns out that he was right when the two stone goddesses come alive and try to smash the elf to the ground. The two golems pose no real threat though. After a short while, Clan Millorn joins them. The gnomes wonder about the two shattered statues and tell the team about the bulette tunnels they found. One contained an earth elemental which they didn't want to fight, so they decided to return to their partners. The mention of the elemental is enough to let Cuin, Tinu and Torrent search for the creature. They are happy to see that this one is actually not openly hostile to them as it only wants to protect his castle and was ordered by his master, Lord Gorquith, to do so. He hasn't heard from his master since a long time though and he cannot be free until he is released from service by his Lord. The party promises to search for Gorquith as they also want to know more about the Sindairese rebellion since the rebels might become allies of Seaquen in time. And getting their hands on Gorquith (even if he is most likely dead) would surely help their cause. When they return to Clan Millorn, they assure the gnomes that the elemental would cause no trouble for them. They also ask them to inform them should they find a Lord Gorquith or any notion of his fate somewhere. Then they enter the large foyer with its four doors and beautiful mural decoration. Here they decide to split up and take the right door, leaving the left one for the Clan. They enter the stable and equestrian track area and find two former aquiline knights turned undead and riding on nightmare steeds. As they were proceeding very cautiously, they were able to spot the two fallen knights in advance, buff themselves and strike the two steeds hard. This causes the knights to fall down and be easy prey for the three seasoned heroes. Torrent is horrified that even devout knights of the Aquiline Cross can become such wicked creatures by the planar rift's magic and she assumes that something truly sinister must be going on in this castle. They are suddenly pulled out of this thought when they hear screams of fear and then the familiar sound of weapons clashing. They hurry back to the foyer and see Grellfin valorously holding the entrance to the barracks, fending off what seems like an army of undead. Meanwhile, Oller tries to bomb them with holy water grenades while Jorrina prepares to unleash her illusion spells. [I]Note: I was a bit unsure what to do with the fact that Clan Millorn got tasked with one of the most dangerous zones in all of Korstull. As they immediately split up into left and right, Reddengrot had no time to alert the warriors and send out the patrols. This saved them from having to deal with the patrols later, but also meant that they'd have to fight the warriors AND the dread wraith in one go. I also didn't want to annihilate the gnomes without giving my party the chance to react, so I gave them the option to join the fight. Also: More Monty Python jokes! And the Paladin holding the door is also a running gag in our group. “Can you just hold the dung monster off for a few more rounds?” “Umm...yeah... sure?”[/I] The group immediately realizes that the Clan just got themselves into grave danger and decide to help them out. Cuin rushes to Grellfin's side and keeps the army of dark pyre soldiers from emerging and surrounding them all. Meanwhile, Tinuviel summons elemental fields into the barracks that start eroding the fiends slowly but steadily. This enraged Reddengrot who just flies through the wall and ambushes Tinuviel. Tinu gets heavily drained, but Torrent and the rest of the clan help him fight the dread wraith. Cuin'halar sings the Song of Forms which keeps Reddengrot from fleeing and so they kill him before he can retreat to Griiat. Meanwhile, the rest of Clan Millorn hides in Jorrina's invisibility sphere. Clan Millorn thanks the trio for their help and especially Grellfin is impressed with their fighting prowess and teamwork. Cuin'halar, who starts to like the Paladin and especially his special dragon companion, takes him aside and talks to him in private. He says that he's pretty sure Grellfin is the one who has both the most combat experience and feels most responsible for his group. Therefore, he asks him to talk some reason into his comrades as this fight right now would have easily been the end of the clan had they not come for help. Grellfin sees reason in his words, but also says that he believes Jorrina and her abilities and she saw a good fortune for them in her visions. He promises to approach more carefully though. Speaking of more carefully, Tinuviel totally misses a trap when he finds the secret door in the barrack's ceiling and gets blasted by the glyph of warding. They find nothing really useful in the armory though and give the gnomes their fair share of the treasure. They proceed to the guest quarter of the castle only to find more undead and an... undead bulette. This results in a rather hilarious fight where they manage to get all of the undead soldiers stacked up nicely in the hallway while a hungry bulette tries to make its way to its preferred prey. They all fall victim to the Living Blade, a number of area powers and Torrent's holy energy though. Next they find the bath house, or what's left of it. Cuin mutters that it is a shame what's become of this beautiful room when suddenly the hellwasp swarms arise. As they know that swarms can be quite nasty, Tinuviel summons his persistent psychic field again. Then they simply close the door, hold it shut and wait until the noises die off. [I]Note: I didn't expect that solution when I first read of this encounter. I knew from adventure 2 that swarms are kind of the archenemy of a melee-heavy party, but didn't anticipate that Tinu had taken come contingency AoE powers that turned out to be quite handy in this dungeon. [/I] Once the bath house is safe to enter, they search and clean the room carefully and find, to Cuin's delight, a magical platinum hair pin. Needless to say that he immediately uses it to re-arrange his marvelous hair. Then they head to the lift station and open the door. To their horror, the Feaster of flesh and soul that has been waiting there patiently ever since lashes out to Cuin'halar, grabs him, rips out his soul and swallows it. Torrent and Tinuviel panic at this sight, but manage to kill the undead horror before it can consume their friend's soul. Once the beast is dead, Cuin's soul return to his body. What is surprising, however, is the fact that his soul seems to sprout golden wings for the brief moment it needs to travel back to its body. [I]Note: I loved the Feaster in a pretty wicked way. I'm all for dangerous opponents that can become very deadly if they can simply do their thing if left alone but have some sort of reaction time to prevent a character's death. This is so much better than simple fail-or-die luck games that were all too common in 3.x. Also, this monster let me hint at Cuin being more than he thought he is. To this point he had the idea that while he knew he could contribute to something important, he himself was more or less unimportant. He knew the Trillith would have a big role to play in the events to come and both Crystin and Tinuviel were among these “important beings”, so he had to do everything to protect them. Still he had some mild inferiority complex about that. And this is about to change very soon.[/I] [/QUOTE]
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