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Olaf the Stout's Story Hour - "Shackled to the Age of Worms"
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<blockquote data-quote="Olaf the Stout" data-source="post: 6211429" data-attributes="member: 13703"><p><u><strong>Session #2</strong></u></p><p></p><p>As scribed by Roku Gimball</p><p></p><p>With a little help from myself, Irontusk eventually regains consciousness – but not before we strip him of all his weapons and armor. He possesses a crude map of the city with a building drawn very roughly. It's all but impossible to identify. He is understandably very uncooperative when we try and negotiate with him. We offer to return his equipment if he will tell us what he knows – and he eventually agrees.</p><p></p><p>Apparently 2 days ago he was approached by the Green Dagger Gang and offered 100 gold to steal Theldrat’s copper key. He did so and gave the key to the only two gang members he has met – a smart, rich looking elf and a human who, he says, appeared to be very sickly looking. They dressed in all black garb and wore green dagger pins. Other than this he knows nothing.</p><p></p><p>He agrees to take us to the spot he met these characters, and shows us to a run down two storey merchant house in the slums of the town. All the neighboring buildings are similar – boarded up and in complete disrepair. We return his belongings and he beats a fast retreat.</p><p></p><p>Traeven and I remain in the area to keep watch while the others return to the lodgings to collect their equipment, and then we decide to investigate the building in question. There are stables at the rear – so we check these for signs of recent use. There are none, but we are suddenly attacked by 3 Stirges. We kill them and move on to the main house.</p><p></p><p>The rear door seems to be barricaded shut but the centre door, though locked, presents no problem to Traeven’s skills. We find ourselves in a small room with a large green dagger emblem on the wall.</p><p></p><p>We begin to search the building, carefully opening various doors and checking the different rooms. t one point we find 2 large stone statues of a portly merchant. I commit his image firmly to my memory. We are suddenly attacked by an ugly monstrous dog-like creature – a krenshar – but we kill it without too much difficulty, but clearly our presence here is no longer a secret.</p><p></p><p>In one room we find 5 desperate souls, severely stricken with what I recognize to be Blinding Sickness. I promise them help if they will give us any information. They tell us their superior is an elf called Cyrathus – and they believe he is somewhere upstairs.</p><p></p><p>We are searching the rooms as we go, and find a few small items we can make use of. In another room is a human corpse who seems to have died of dehydration. Is there no-one to care for these unfortunates?</p><p></p><p>In another room we find a dining table and chairs – in another is a kitchen area. In another, a Halfling attacks Traeven as he opens the door, wounding him severely. Ezio kills him, but I am beginning to doubt the wisdom of taking on this quest.</p><p></p><p>Ezio’s boldness nearly costs him dearly when he barges into another room. He is almost hit by a massive weighted ball. It is clear why this room is so well protected – we find various weapons and useful goods. Traeven now has 2 excellent rapiers. Aramil has a good quality long sword. I take an excellent shield. We resolve to return here before we leave to pick up the remaining equipment – we should get good recompense when we return to the city.</p><p></p><p>Finally we find ourselves in a very ornate and beautiful room. Stairs lead to the second level. As we advance we are hit by a falling chandelier – causing significant damage to our party. A figure appears on the landing above, and as Ezio advances to do battle he falls through a trap in the stairs. In the ensuing battle Cirian and Ezio go down before the enemy is finally killed by Aramil.</p><p></p><p>My healing powers are all but exhausted after this battle. If I cannot rest soon I fear we will rue this day before the sun sets. Ezio is in serious trouble – I possess insufficient strength to restore him.</p><p></p><p>We quickly gather some gold together and Cirian races into town to buy potions to come to his aid. To my great relief we are able to bring him back to us – but his powers are as yet not fully restored. I am virtually completely spent – I have almost nothing left to assist aside from my trusty hammer. Cirian is in similar difficulty.</p><p></p><p>Traeven is clearly unimpressed with how things have transpired thus far. We have just spent 100 gold to restore Ezio – and our reward for this endeavor is only 50 gold, to be split between the 5 of us. Traeven expresses his wish to renegotiate our fee when we return to see Theldrat. I am inclined to agree with my friends assessment of things. I must ask the opinion of the others.</p><p></p><p>We continue our searching, and find a small room with several doors, one sealed with strips of cloth. What can this mean?? Perhaps the source of the infection which afflicts the people downstairs?</p><p></p><p>Behind another door we find a large map of the River Quarter of town plus 2 ledgers of some detailed information. There are accounts of the Gang’s activities, details of members afflicted by the sickness and monetary details including the deal with Irontusk. I am intrigued as to why they used him for this task rather than the very accomplished gang member we killed on the stairs.</p><p></p><p>Yet another door leads us to find a wardrobe with 4 outfits of disguise hanging there. Intriguing. A small chest offers 3 emeralds which we keep.</p><p></p><p>Finally we emerge onto a walkway between the 2 halves of the upper storey of the building. It is coated with pigeon droppings and filth, but clearly we must cross and see where it leads.</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6211429, member: 13703"] [U][B]Session #2[/B][/U] As scribed by Roku Gimball With a little help from myself, Irontusk eventually regains consciousness – but not before we strip him of all his weapons and armor. He possesses a crude map of the city with a building drawn very roughly. It's all but impossible to identify. He is understandably very uncooperative when we try and negotiate with him. We offer to return his equipment if he will tell us what he knows – and he eventually agrees. Apparently 2 days ago he was approached by the Green Dagger Gang and offered 100 gold to steal Theldrat’s copper key. He did so and gave the key to the only two gang members he has met – a smart, rich looking elf and a human who, he says, appeared to be very sickly looking. They dressed in all black garb and wore green dagger pins. Other than this he knows nothing. He agrees to take us to the spot he met these characters, and shows us to a run down two storey merchant house in the slums of the town. All the neighboring buildings are similar – boarded up and in complete disrepair. We return his belongings and he beats a fast retreat. Traeven and I remain in the area to keep watch while the others return to the lodgings to collect their equipment, and then we decide to investigate the building in question. There are stables at the rear – so we check these for signs of recent use. There are none, but we are suddenly attacked by 3 Stirges. We kill them and move on to the main house. The rear door seems to be barricaded shut but the centre door, though locked, presents no problem to Traeven’s skills. We find ourselves in a small room with a large green dagger emblem on the wall. We begin to search the building, carefully opening various doors and checking the different rooms. t one point we find 2 large stone statues of a portly merchant. I commit his image firmly to my memory. We are suddenly attacked by an ugly monstrous dog-like creature – a krenshar – but we kill it without too much difficulty, but clearly our presence here is no longer a secret. In one room we find 5 desperate souls, severely stricken with what I recognize to be Blinding Sickness. I promise them help if they will give us any information. They tell us their superior is an elf called Cyrathus – and they believe he is somewhere upstairs. We are searching the rooms as we go, and find a few small items we can make use of. In another room is a human corpse who seems to have died of dehydration. Is there no-one to care for these unfortunates? In another room we find a dining table and chairs – in another is a kitchen area. In another, a Halfling attacks Traeven as he opens the door, wounding him severely. Ezio kills him, but I am beginning to doubt the wisdom of taking on this quest. Ezio’s boldness nearly costs him dearly when he barges into another room. He is almost hit by a massive weighted ball. It is clear why this room is so well protected – we find various weapons and useful goods. Traeven now has 2 excellent rapiers. Aramil has a good quality long sword. I take an excellent shield. We resolve to return here before we leave to pick up the remaining equipment – we should get good recompense when we return to the city. Finally we find ourselves in a very ornate and beautiful room. Stairs lead to the second level. As we advance we are hit by a falling chandelier – causing significant damage to our party. A figure appears on the landing above, and as Ezio advances to do battle he falls through a trap in the stairs. In the ensuing battle Cirian and Ezio go down before the enemy is finally killed by Aramil. My healing powers are all but exhausted after this battle. If I cannot rest soon I fear we will rue this day before the sun sets. Ezio is in serious trouble – I possess insufficient strength to restore him. We quickly gather some gold together and Cirian races into town to buy potions to come to his aid. To my great relief we are able to bring him back to us – but his powers are as yet not fully restored. I am virtually completely spent – I have almost nothing left to assist aside from my trusty hammer. Cirian is in similar difficulty. Traeven is clearly unimpressed with how things have transpired thus far. We have just spent 100 gold to restore Ezio – and our reward for this endeavor is only 50 gold, to be split between the 5 of us. Traeven expresses his wish to renegotiate our fee when we return to see Theldrat. I am inclined to agree with my friends assessment of things. I must ask the opinion of the others. We continue our searching, and find a small room with several doors, one sealed with strips of cloth. What can this mean?? Perhaps the source of the infection which afflicts the people downstairs? Behind another door we find a large map of the River Quarter of town plus 2 ledgers of some detailed information. There are accounts of the Gang’s activities, details of members afflicted by the sickness and monetary details including the deal with Irontusk. I am intrigued as to why they used him for this task rather than the very accomplished gang member we killed on the stairs. Yet another door leads us to find a wardrobe with 4 outfits of disguise hanging there. Intriguing. A small chest offers 3 emeralds which we keep. Finally we emerge onto a walkway between the 2 halves of the upper storey of the building. It is coated with pigeon droppings and filth, but clearly we must cross and see where it leads. [/QUOTE]
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Olaf the Stout's Story Hour - "Shackled to the Age of Worms"
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