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<blockquote data-quote="mikeawmids" data-source="post: 7923100" data-attributes="member: 6776411"><p><strong><u>Chapter Three: Kelmarane</u></strong></p><p></p><p>By sunset, the merchant princess and her retinue have reached the monastery and begun fortifying the ruins. The heroes convene in the chapel to strategize. Garavel spreads a map across the altar, weighing the edges down with a pair of ornate daggers.</p><p></p><p><strong>"We need to gather more more information, before we attack,"</strong> Garavel explains, <strong>"We know the gnolls hold Kelmarane, but we don't know who leads them, how many there are or what kind of reinforcements they can call upon. I propose that a small group infiltrate the gnoll camp to assess what we're up against."</strong></p><p><strong></strong></p><p><strong>"That'll be us then?"</strong> Misfar surmises.</p><p></p><p>He's not wrong.</p><p></p><p><strong>"There is more,"</strong> Almah adds, her expression uncharacteristically pensive , <strong>"Before Kelmarane fell to ruin, its people succumbed to a demon, spreading madness and destruction. The Pactmasters sealed the demon in the crypt beneath the church. This evil must also be vanquished, once and for all."</strong></p><p></p><p>The heroes bed down for the night, anticipating an early start. Fuk opts to sleep in the empty nest atop the chapel. Nobody in camp rests easy, their sleep is disturbed by a ghoulish howling from the ruins of Kelmarane. The call is answered from among the foothills of Pale Mountain. Fuk notices lights in the distance, far beyond the pesh fields and the ruined town.</p><p></p><p>The heroes head out at first light, using the arid pesh fields to cover their approach. Nadiyya notices an odd trembling underfoot. Moments later, a pair of huge, centipede-like creatures erupt from beneath the ground!</p><p></p><p>Only Nadiyya gets an action card in the first round, but at least her high Notice prevented the dustdiggers from getting The Drop.</p><p></p><p>The first digger rises up and lunges for Nadiyya! Her shield does nothing to deter the monster's crushing mandibles! 25 damage = Shaken + 5 wounds!!! The optional Wound Cap rule is in effect, reducing that to 4 wounds, which is still plenty dangerous! Nadiyya soaks some of that damage, but is still grievously injured! The second digger goes for Misfar and seems determined to swallow the elven mage whole. Nadiyya does not recover from Shaken, but is able to gulp down a healing potion as a free action.</p><p></p><p>Zain is dealt the Joker, everyone gets a Benny! Moving with unnatural grace (thanks to his new magical cloak), Zain moves up alongside Misfar to defend the wounded wizard. He swings Tempest with such force that the digger's chitinous armour shatters like a old pot! The second digger burrows into the sand. Nadiyya gets an Opportunity Attack, but her blade bounces off its hardened carapace. The monster resurfaces beside Misfar. Fuk gets the other Joker and finishes off the second digger before it can finish off the wizard.</p><p></p><p>The heroes wipe the monster blood from their weapons and continue through the pesh fields, wary of further attacks from underground. They reach the outskirts of Kelmarane unmolested. There is not a soul in sight, but the heroes can hear the barking of gnolls among the ruins. The abandoned church stands among a desolate and windswept cemetery. Zain is eager to cleanse the demonic corruption gestating in the shrine's undercroft. The party attempt to move unseen, darting between ruined buildings. Turning a corner, the heroes come face to face with a gnoll patrol.</p><p></p><p>Fuk ducks into the cover provided by a ruined shop front as the two gnoll marksmen raise their bows. Fuk fires first and one of the archers is punched of his feet by an arrow to the chest. Zain casts Deflection and the sun tattoo on his head burst into light, dazzling the remaining gnolls. The gnolls stab blindly with their short spears but miss. The four hyenas accompanying the patrol split up to attack Nadiyya and Misfar. Nadiyya's sword bursts into flame and she cuts a hyena in half!</p><p></p><p>Nadiyya twists aside as the gnoll archer takes a shot, smoothly decapitating the second hyena as she pivots around.</p><p></p><p>Misfar defends himself against the other two hyenas.</p><p></p><p><em>(Rules question, if anyone reading wants to chime in: does using the Burrow power in melee range of an opponent trigger an Opportunity Attack?)</em></p><p></p><p>Zain sweeps his new hammer at the two foes attacking him, one is shaken, the other is killed. He finishes the shaken gnoll off in the next round.</p><p></p><p>Nadiyya charges the gnoll archer and brings her flaming sword down upon him with calamitous effect. The two surviving hyenas flees into the desert.</p><p></p><p><strong>"We should have taken one alive,"</strong> Nadiyya suggests, somewhat belatedly, as Zain moves the bodies out of sight, <strong>"Wait, are any of them still alive? Did anyone check?"</strong></p><p></p><p>Queue Vigour rolls at -2 for the 4x gnolls. It turns out that yes, one of them is still clinging to life. The heroes interrogate the wounded gnoll.</p><p></p><p><strong>Q: "What's your name, gnoll?"</strong></p><p><strong>A: "Narg."</strong></p><p><strong></strong></p><p><strong>Q: "Alright... Narg. Answer our questions truthfully and we'll let you go.</strong></p><p><strong>"Who's in charge here, and where do we find them?"</strong></p><p><strong>A: "Kulldis tribe have new Alpha, a human warrior called Kardswann! He killed the old chieftain and took over the tribe. He is in the Battle Market - that large, domed building in the centre of town."</strong></p><p><strong></strong></p><p><strong>Q: "Tell us more about this Kardswann!"</strong></p><p><strong>A: "He is very strong! Very powerful to have defeated the old chieftain. He fights with a big axe and uses magic!"</strong></p><p><strong></strong></p><p><strong>Q: "How do we get into this Battle Market?"</strong></p><p><strong>A: "Doors are always open! Visitors are welcome!"</strong></p><p><strong></strong></p><p><strong>Q: "Know anything about a demon under the church?"</strong></p><p><strong>A: "I don't know anything about that!"</strong></p><p></p><p>The heroes run out of questions. Narg looks up at them hopefully.</p><p></p><p><strong>"Are we actually going to let him go?"</strong> Fuk asks.</p><p></p><p>The party decide to tie Narg up for now, and release him after they have murdered the rest of his tribe, leaving him to wander the desert alone and plan his revenge. Fuk plays along, even though his own plan is to sneak back here and murder the helpless gnoll while the rest of the party are occupied elsewhere.</p><p></p><p><em>TBC</em></p></blockquote><p></p>
[QUOTE="mikeawmids, post: 7923100, member: 6776411"] [B][U]Chapter Three: Kelmarane[/U][/B] By sunset, the merchant princess and her retinue have reached the monastery and begun fortifying the ruins. The heroes convene in the chapel to strategize. Garavel spreads a map across the altar, weighing the edges down with a pair of ornate daggers. [B]"We need to gather more more information, before we attack,"[/B] Garavel explains, [B]"We know the gnolls hold Kelmarane, but we don't know who leads them, how many there are or what kind of reinforcements they can call upon. I propose that a small group infiltrate the gnoll camp to assess what we're up against." "That'll be us then?"[/B] Misfar surmises. He's not wrong. [B]"There is more,"[/B] Almah adds, her expression uncharacteristically pensive , [B]"Before Kelmarane fell to ruin, its people succumbed to a demon, spreading madness and destruction. The Pactmasters sealed the demon in the crypt beneath the church. This evil must also be vanquished, once and for all."[/B] The heroes bed down for the night, anticipating an early start. Fuk opts to sleep in the empty nest atop the chapel. Nobody in camp rests easy, their sleep is disturbed by a ghoulish howling from the ruins of Kelmarane. The call is answered from among the foothills of Pale Mountain. Fuk notices lights in the distance, far beyond the pesh fields and the ruined town. The heroes head out at first light, using the arid pesh fields to cover their approach. Nadiyya notices an odd trembling underfoot. Moments later, a pair of huge, centipede-like creatures erupt from beneath the ground! Only Nadiyya gets an action card in the first round, but at least her high Notice prevented the dustdiggers from getting The Drop. The first digger rises up and lunges for Nadiyya! Her shield does nothing to deter the monster's crushing mandibles! 25 damage = Shaken + 5 wounds!!! The optional Wound Cap rule is in effect, reducing that to 4 wounds, which is still plenty dangerous! Nadiyya soaks some of that damage, but is still grievously injured! The second digger goes for Misfar and seems determined to swallow the elven mage whole. Nadiyya does not recover from Shaken, but is able to gulp down a healing potion as a free action. Zain is dealt the Joker, everyone gets a Benny! Moving with unnatural grace (thanks to his new magical cloak), Zain moves up alongside Misfar to defend the wounded wizard. He swings Tempest with such force that the digger's chitinous armour shatters like a old pot! The second digger burrows into the sand. Nadiyya gets an Opportunity Attack, but her blade bounces off its hardened carapace. The monster resurfaces beside Misfar. Fuk gets the other Joker and finishes off the second digger before it can finish off the wizard. The heroes wipe the monster blood from their weapons and continue through the pesh fields, wary of further attacks from underground. They reach the outskirts of Kelmarane unmolested. There is not a soul in sight, but the heroes can hear the barking of gnolls among the ruins. The abandoned church stands among a desolate and windswept cemetery. Zain is eager to cleanse the demonic corruption gestating in the shrine's undercroft. The party attempt to move unseen, darting between ruined buildings. Turning a corner, the heroes come face to face with a gnoll patrol. Fuk ducks into the cover provided by a ruined shop front as the two gnoll marksmen raise their bows. Fuk fires first and one of the archers is punched of his feet by an arrow to the chest. Zain casts Deflection and the sun tattoo on his head burst into light, dazzling the remaining gnolls. The gnolls stab blindly with their short spears but miss. The four hyenas accompanying the patrol split up to attack Nadiyya and Misfar. Nadiyya's sword bursts into flame and she cuts a hyena in half! Nadiyya twists aside as the gnoll archer takes a shot, smoothly decapitating the second hyena as she pivots around. Misfar defends himself against the other two hyenas. [I](Rules question, if anyone reading wants to chime in: does using the Burrow power in melee range of an opponent trigger an Opportunity Attack?)[/I] Zain sweeps his new hammer at the two foes attacking him, one is shaken, the other is killed. He finishes the shaken gnoll off in the next round. Nadiyya charges the gnoll archer and brings her flaming sword down upon him with calamitous effect. The two surviving hyenas flees into the desert. [B]"We should have taken one alive,"[/B] Nadiyya suggests, somewhat belatedly, as Zain moves the bodies out of sight, [B]"Wait, are any of them still alive? Did anyone check?"[/B] Queue Vigour rolls at -2 for the 4x gnolls. It turns out that yes, one of them is still clinging to life. The heroes interrogate the wounded gnoll. [B]Q: "What's your name, gnoll?" A: "Narg." Q: "Alright... Narg. Answer our questions truthfully and we'll let you go. "Who's in charge here, and where do we find them?" A: "Kulldis tribe have new Alpha, a human warrior called Kardswann! He killed the old chieftain and took over the tribe. He is in the Battle Market - that large, domed building in the centre of town." Q: "Tell us more about this Kardswann!" A: "He is very strong! Very powerful to have defeated the old chieftain. He fights with a big axe and uses magic!" Q: "How do we get into this Battle Market?" A: "Doors are always open! Visitors are welcome!" Q: "Know anything about a demon under the church?" A: "I don't know anything about that!"[/B] The heroes run out of questions. Narg looks up at them hopefully. [B]"Are we actually going to let him go?"[/B] Fuk asks. The party decide to tie Narg up for now, and release him after they have murdered the rest of his tribe, leaving him to wander the desert alone and plan his revenge. Fuk plays along, even though his own plan is to sneak back here and murder the helpless gnoll while the rest of the party are occupied elsewhere. [I]TBC[/I] [/QUOTE]
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