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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: 6216095" data-attributes="member: 13703"><p><strong><u>Session #3</u></strong></p><p></p><p>As scribed by Roku Gimball</p><p></p><p>As we begin to walk carefully across, I take the opportunity to have a quiet word with Traeven. It concerns me that earlier he tried to steal some loot which he found in one of the rooms – and I question him as to whether he intended to share it with me later. His reply – “Maybe” – concerns me still further.</p><p></p><p>I remind him of my ability to heal him of his wounds – and pointedly suggest that the time may well occur in the future when I may be forced to decide which one of the ailing members of this party may receive my ministrations, and which may be left to suffer. He seems unimpressed with these words. It seems my point is not yet effectively made.</p><p></p><p>I have decided to put him to the test. He possesses a potion which has been identified by Cirian, which he clearly has no intention of sharing with the rest of us. I shall ask him to divulge to me the identity of this potion. If he refuses, it is clear his decision is made.</p><p></p><p>I find his attitude intriguing. When we first joined forces, I needed his expertise to teach me about surviving on the streets. He needed me to heal him after his various misadventures. But our circumstances have changed – I am now surrounded by a party of skilled companions who can come to my aid – and everyone of them needs me to assist them. In short – I don’t need him yet he still needs me.</p><p></p><p>If he refuses my request – I feel that a hard lesson may need to be learned. I feel no moral dilemma in this decision – one life is no more valuable than another and I must make my decisions based on how I will best survive this new life I find myself involved in.</p><p></p><p>We cross the walkway – go through the locked doors and find ourselves in an unusual small room filled with drapes hanging from the ceiling all around us. It is difficult to see – and we are attacked by two more halfling rogues, with Traeven falling through the floor and being hurt – before we are able to kill them, remove the drapes, and conduct a thorough search. We find a small door leading to a corridor ending in another locked door. We are now roughly above the stables we searched earlier.</p><p></p><p>Entering, we find a beautifully decorated ornate room featuring a golden throne with gems and silver inlay. Seated on it is the tall, lean, well dressed elf we have been looking for. Cyrathus. The floor is covered in oil, and he has a candle suspended in mid-air above the oil, held there by his powers. We are in a perilous position indeed, but my assessment of him is that we could kill him if we fight well together.</p><p></p><p>He accuses us of being the instigators of the disease which is killing his men. I am angered by this – accusing him in turn of failing to care for his gang and allowing at least one of them to die horribly. Eventually the story comes out – he says that some 2 weeks ago his men began to get sick and he was powerless to help. 2 days ago he was approached by a cleric of Boccob called Veltargo, who promised a cure if he was given the copper key. So Cyrathus hired Irontusk to do the job – but the potions he received from Veltargo in return have so far been ineffective.</p><p></p><p>He seems to know nothing about the use of the key – but describes Veltargo to us – an unclean looking individual with dirty nails and bad teeth. And he clearly has possession of the missing book from the town library. In spite of this convoluted story we are inclined to believe him – but what a complex manner for Veltago to use to acquire the key. Why would he not simply steal it himself??</p><p></p><p>We decide to leave immediately and look for Veltargo in the marketplace while we are cashing in our purloined goods. Then we go to the church of Boccob to see if they know anything of this bogus cleric. The church is surrounded by the men of the town guard. They are clearly incensed by the loss of their precious book and are questioning everyone rigorously.</p><p></p><p>Cirian – a devotee of Boccob – tries to get information and is eventually seen by a man called Altamaic the Calm. When asked about Veltargo, Altamaic pales visibly and admits that he was robbed of his clothing by such a man about a month previously. He managed to tear a pendant away from his attacker during the robbery and gets it for us to keep.</p><p></p><p>It is made from stone in the shape of a clenched fist squeezing a drop of blood. Apparently it is called a “Cairn Charm” and is typically hung in tombs in the Cairns Hills to our north. Each tomb has a different charm – and the tombs are often used by thugs and robbers as hideouts. We need to know more about which particular tomb this charm comes from so Cirian and Traeven head to the library to do some research while the rest of us sleep.</p><p></p><p>Next morning we find they were not allowed into the library so we decide to consult with Allustan for information as to how to proceed. Cirian informs Allustan of what we know – and Allustan tells us that the stolen book has great value. The book is centuries old, and over the years has resisted all attempts to open it. No-one knows what it contains. He feels that to have a valuable mysterious book which cannot be opened – and a key – both go missing at the same time by the same perpetrator, can hardly be a coincidence.</p><p></p><p>He tells us the pendant is from the Tomb of Blood Everflowing – a place some 2 days west of Diamond Lake. Roughly northeast of Greyhawk. He suggests there would likely be a substantial reward for the books return and assures us he will be safe without our help – so we decide to set off to the Cairn Hills.</p><p></p><p>On the travel, Cirian determines that my new shield has some magical qualities, but is unable to be clearer than that. This is excellent news for me.</p><p></p><p>On the afternoon of the third day we arrive at the tomb. It has been an uneventful journey. Two blood red obelisks mark the entrance. There is no sign of recent activity – though no plants or animals can be seen anywhere. We find a marble staircase heading inside.</p><p></p><p>We enter, with myself at the lead, and find a stone skull set in the ceiling with blood pouring from its mouth into a well. As the well overflows the blood runs along a channel in the floor. We continue into a strange shaped room with 10 sarcophagi, broken open and looted. The walls are covered with an ancient text which Cirian identifies as a long forgotten form of the language of the Suel. The walls are covered with names of Suel noblemen.</p><p></p><p>Traeven is acting very strangely – he is hanging back and is clearly very reluctant to enter this place. I have never seen him frightened before, even though we notice bloody foot marks on the floor.</p><p></p><p>We continue into an area with another bath-like pool of blood. On the wall are strange irregular indentations. It is noticed that the indents are the same shape as the pendant – and as Cirian inserts the pendant and twists, a secret door opens draining out the blood and showing the way forward.</p><p></p><p>We proceed – almost having to drag Traeven through, and head down more stairs. Suddenly we find 3 zombies and kill them after a hard fight where Traeven is nearly killed. I notice that Aramil becomes very animated during this fight. His eyes light up with battle lust and he wades in with no thought for his personal safety. An impressive sight from our secretive ranger!!</p><p></p><p>The zombies are all missing one hand and one eye. Clears signs of Vecna. And indeed there are more symbols of Vecna to be found as we continue. We find some abandoned clothing and some containers to search, but nothing useful. We have another fierce fight with 4 more zombies and again Aramil becomes wildly violent as he battles them. We find a very old sarcophagus – again looted – this time with symbols of Wee Jas engraved on it.</p><p></p><p>We are gradually heading downward – at one point finding ourselves in a room where we are attacked by a swarm of undead rats. A difficult battle but we are again triumphant. I can feel my abilities growing as we encounter new and different foes.</p><p></p><p>We eventually come to a large blood pool. There seems no way around. Thankfully its not too deep – perhaps 3 feet or so – and as we see a landing over the other side we agree to wade across. We throw a couple of the zombie bodies in to see if anything happens – and then we all enter.</p><p></p><p>We are halfway across when several skeletons rise from the blood all around us. Let us hope that Aramil is as keen to fight these as he is to fight zombies.</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6216095, member: 13703"] [B][U]Session #3[/U][/B] As scribed by Roku Gimball As we begin to walk carefully across, I take the opportunity to have a quiet word with Traeven. It concerns me that earlier he tried to steal some loot which he found in one of the rooms – and I question him as to whether he intended to share it with me later. His reply – “Maybe” – concerns me still further. I remind him of my ability to heal him of his wounds – and pointedly suggest that the time may well occur in the future when I may be forced to decide which one of the ailing members of this party may receive my ministrations, and which may be left to suffer. He seems unimpressed with these words. It seems my point is not yet effectively made. I have decided to put him to the test. He possesses a potion which has been identified by Cirian, which he clearly has no intention of sharing with the rest of us. I shall ask him to divulge to me the identity of this potion. If he refuses, it is clear his decision is made. I find his attitude intriguing. When we first joined forces, I needed his expertise to teach me about surviving on the streets. He needed me to heal him after his various misadventures. But our circumstances have changed – I am now surrounded by a party of skilled companions who can come to my aid – and everyone of them needs me to assist them. In short – I don’t need him yet he still needs me. If he refuses my request – I feel that a hard lesson may need to be learned. I feel no moral dilemma in this decision – one life is no more valuable than another and I must make my decisions based on how I will best survive this new life I find myself involved in. We cross the walkway – go through the locked doors and find ourselves in an unusual small room filled with drapes hanging from the ceiling all around us. It is difficult to see – and we are attacked by two more halfling rogues, with Traeven falling through the floor and being hurt – before we are able to kill them, remove the drapes, and conduct a thorough search. We find a small door leading to a corridor ending in another locked door. We are now roughly above the stables we searched earlier. Entering, we find a beautifully decorated ornate room featuring a golden throne with gems and silver inlay. Seated on it is the tall, lean, well dressed elf we have been looking for. Cyrathus. The floor is covered in oil, and he has a candle suspended in mid-air above the oil, held there by his powers. We are in a perilous position indeed, but my assessment of him is that we could kill him if we fight well together. He accuses us of being the instigators of the disease which is killing his men. I am angered by this – accusing him in turn of failing to care for his gang and allowing at least one of them to die horribly. Eventually the story comes out – he says that some 2 weeks ago his men began to get sick and he was powerless to help. 2 days ago he was approached by a cleric of Boccob called Veltargo, who promised a cure if he was given the copper key. So Cyrathus hired Irontusk to do the job – but the potions he received from Veltargo in return have so far been ineffective. He seems to know nothing about the use of the key – but describes Veltargo to us – an unclean looking individual with dirty nails and bad teeth. And he clearly has possession of the missing book from the town library. In spite of this convoluted story we are inclined to believe him – but what a complex manner for Veltago to use to acquire the key. Why would he not simply steal it himself?? We decide to leave immediately and look for Veltargo in the marketplace while we are cashing in our purloined goods. Then we go to the church of Boccob to see if they know anything of this bogus cleric. The church is surrounded by the men of the town guard. They are clearly incensed by the loss of their precious book and are questioning everyone rigorously. Cirian – a devotee of Boccob – tries to get information and is eventually seen by a man called Altamaic the Calm. When asked about Veltargo, Altamaic pales visibly and admits that he was robbed of his clothing by such a man about a month previously. He managed to tear a pendant away from his attacker during the robbery and gets it for us to keep. It is made from stone in the shape of a clenched fist squeezing a drop of blood. Apparently it is called a “Cairn Charm” and is typically hung in tombs in the Cairns Hills to our north. Each tomb has a different charm – and the tombs are often used by thugs and robbers as hideouts. We need to know more about which particular tomb this charm comes from so Cirian and Traeven head to the library to do some research while the rest of us sleep. Next morning we find they were not allowed into the library so we decide to consult with Allustan for information as to how to proceed. Cirian informs Allustan of what we know – and Allustan tells us that the stolen book has great value. The book is centuries old, and over the years has resisted all attempts to open it. No-one knows what it contains. He feels that to have a valuable mysterious book which cannot be opened – and a key – both go missing at the same time by the same perpetrator, can hardly be a coincidence. He tells us the pendant is from the Tomb of Blood Everflowing – a place some 2 days west of Diamond Lake. Roughly northeast of Greyhawk. He suggests there would likely be a substantial reward for the books return and assures us he will be safe without our help – so we decide to set off to the Cairn Hills. On the travel, Cirian determines that my new shield has some magical qualities, but is unable to be clearer than that. This is excellent news for me. On the afternoon of the third day we arrive at the tomb. It has been an uneventful journey. Two blood red obelisks mark the entrance. There is no sign of recent activity – though no plants or animals can be seen anywhere. We find a marble staircase heading inside. We enter, with myself at the lead, and find a stone skull set in the ceiling with blood pouring from its mouth into a well. As the well overflows the blood runs along a channel in the floor. We continue into a strange shaped room with 10 sarcophagi, broken open and looted. The walls are covered with an ancient text which Cirian identifies as a long forgotten form of the language of the Suel. The walls are covered with names of Suel noblemen. Traeven is acting very strangely – he is hanging back and is clearly very reluctant to enter this place. I have never seen him frightened before, even though we notice bloody foot marks on the floor. We continue into an area with another bath-like pool of blood. On the wall are strange irregular indentations. It is noticed that the indents are the same shape as the pendant – and as Cirian inserts the pendant and twists, a secret door opens draining out the blood and showing the way forward. We proceed – almost having to drag Traeven through, and head down more stairs. Suddenly we find 3 zombies and kill them after a hard fight where Traeven is nearly killed. I notice that Aramil becomes very animated during this fight. His eyes light up with battle lust and he wades in with no thought for his personal safety. An impressive sight from our secretive ranger!! The zombies are all missing one hand and one eye. Clears signs of Vecna. And indeed there are more symbols of Vecna to be found as we continue. We find some abandoned clothing and some containers to search, but nothing useful. We have another fierce fight with 4 more zombies and again Aramil becomes wildly violent as he battles them. We find a very old sarcophagus – again looted – this time with symbols of Wee Jas engraved on it. We are gradually heading downward – at one point finding ourselves in a room where we are attacked by a swarm of undead rats. A difficult battle but we are again triumphant. I can feel my abilities growing as we encounter new and different foes. We eventually come to a large blood pool. There seems no way around. Thankfully its not too deep – perhaps 3 feet or so – and as we see a landing over the other side we agree to wade across. We throw a couple of the zombie bodies in to see if anything happens – and then we all enter. We are halfway across when several skeletons rise from the blood all around us. Let us hope that Aramil is as keen to fight these as he is to fight zombies. [/QUOTE]
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