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"Shadows over Sterich" A Greyhawk Storyhour
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<blockquote data-quote="Frozen DM" data-source="post: 3596301" data-attributes="member: 35841"><p>The following post was from my DM's notes. I was in the process of writing up my own journal entry, but he grew impatient and beat me to it:</p><p></p><p>Session #2-3-The Forgotten Legacy </p><p>4th of Planting 594 CY</p><p></p><p>With matters settled and an advance of gold the party purchases some supplies from a nearby store called Olidammara’s Fortune where they meet the stores proprietor Arakaral the Fortunate, an overly jubilant elf.</p><p></p><p>The party then searches out the address they found clutched in the deceased scholars hand until they find themselves standing in front of an abandoned ore refinery at the edge of the Abandoned Quarter. The decrepit building looms before them, built of wood that is now rotting and brick that is crumbling to dust, wrapped in a blanket of putrid air wafting off of the Effluvium of sewage.</p><p></p><p>The dwarf Kenya leads the party into the front door of the refinery and almost falls through the rotting floor of the building. After recovering from a near fall and lighting a lantern the party navigates into the darkness and finds themselves in a room that may have once served as a break room. The room is full of cobwebs and soon the maker of the webs reveals them selves as a wave of spiders hungrily swarms towards them. Christof throws his lantern and simultaneously scatters the spiders and plunges the group into darkness. Jarvys lights a torch and finishes off any of the remaining swarm. </p><p></p><p>Strangely, the group hears the sounds of a young girl crying for help down the hallway. Cautiously moving past the rotten section of the floor the party nears the sound of the girls voice who continues to plead for help. The group suspects a trap, but at the same time they feel that they must act none the less. The group bursts into a large brick room filled with all manner of ore refining machinery and cloaked with deep shadows. From these shadows sling bullets fly at the party, quickly moving them into action. They find themselves fighting a new group of hideous mongrel folk. The party manages to dispatch them easily, but garner no clue to the purpose of the ambush. Jarvys though, believes that this may be their home. The group continues to explore the building; Jarvys nearly dies when the mother spider of the swarm surprises them. Soon they find the main office. Searching the room turns up a pentagonal key and a secret trap door with metal spiral stairs leading down.</p><p></p><p>The party descends the stairs as quietly as they can. They come to a hallway with four dragon statues in recessed niches ominously guarding the passage. Suspecting a trap Caelam searches for and discovers that the statues do indeed breath fire when something moves within the hall. He then tries to disarm them to no avail. A new plan is formed. If finesse will not work brute force will. Using the strength of Kord and a crowbar the party sneak up to and topple the statues smashing them to pieces that causes bursts of fire and stoney shrapnel to fly about. While slightly scathed the damage is less than what could have been.</p><p></p><p>After the hall of dragons the party comes to a metal door with a pentagonal depression. Inserting the key that they found the door unlocks. Stepping inside of what they rightfully believe to be the vault proper they see a dragon statue clutching a shield dead centre of the room and three mechanical dragons the size of small dogs along three walls of the vault spring to life. </p><p></p><p>The party battles the three iron dragon constructs and defeat one but are forced to flee. The party needs healing…badly. They head to the House of Radiance, since no church to Kord exists in the city. While in Qualtaine Square they see an old women selling flowers and when they learn that it’s for the children that where crushed beneath a falling statue they all buy bouquets. Suddenly Caelam’s elf ears perk up as he hears a snapping sound and can see that the scaffolding near the church has broken. Quickly he shouts warning to a nearby worker who is threatened to be crushed by the statue that the structure was supporting, saving the mans life. The worker Cyram profusely thanks the elf and offers his services to him any time that it is needed. </p><p></p><p>The party gets healed at the Church of Pelor and heads back to the vault to finish off the iron dragons. After a long fought and hard won battle the group finally destroys the last dragon. They discover that a metal rod pops out of each dragon’s head after it is disabled and that these three rods match the three depressions in the shield clutched by the dragon statue in the centre of the room. Caelem discovers the correct order to place the rods and the stature rises to the ceiling revealing a hidden shelf. On the shelf is a small golden box encrusted in jewels and topped with a stalking golden dragon. This must be the box. After discussing how to precede next they decide to return to the Gryphon’s Arms with their prize. As they return from the basement through the trap door in the floor they are greeted by an elf…a dark elf. The drow demands the box in no uncertain terms, but the party has no intention of just handing over their hard earned prize.</p></blockquote><p></p>
[QUOTE="Frozen DM, post: 3596301, member: 35841"] The following post was from my DM's notes. I was in the process of writing up my own journal entry, but he grew impatient and beat me to it: Session #2-3-The Forgotten Legacy 4th of Planting 594 CY With matters settled and an advance of gold the party purchases some supplies from a nearby store called Olidammara’s Fortune where they meet the stores proprietor Arakaral the Fortunate, an overly jubilant elf. The party then searches out the address they found clutched in the deceased scholars hand until they find themselves standing in front of an abandoned ore refinery at the edge of the Abandoned Quarter. The decrepit building looms before them, built of wood that is now rotting and brick that is crumbling to dust, wrapped in a blanket of putrid air wafting off of the Effluvium of sewage. The dwarf Kenya leads the party into the front door of the refinery and almost falls through the rotting floor of the building. After recovering from a near fall and lighting a lantern the party navigates into the darkness and finds themselves in a room that may have once served as a break room. The room is full of cobwebs and soon the maker of the webs reveals them selves as a wave of spiders hungrily swarms towards them. Christof throws his lantern and simultaneously scatters the spiders and plunges the group into darkness. Jarvys lights a torch and finishes off any of the remaining swarm. Strangely, the group hears the sounds of a young girl crying for help down the hallway. Cautiously moving past the rotten section of the floor the party nears the sound of the girls voice who continues to plead for help. The group suspects a trap, but at the same time they feel that they must act none the less. The group bursts into a large brick room filled with all manner of ore refining machinery and cloaked with deep shadows. From these shadows sling bullets fly at the party, quickly moving them into action. They find themselves fighting a new group of hideous mongrel folk. The party manages to dispatch them easily, but garner no clue to the purpose of the ambush. Jarvys though, believes that this may be their home. The group continues to explore the building; Jarvys nearly dies when the mother spider of the swarm surprises them. Soon they find the main office. Searching the room turns up a pentagonal key and a secret trap door with metal spiral stairs leading down. The party descends the stairs as quietly as they can. They come to a hallway with four dragon statues in recessed niches ominously guarding the passage. Suspecting a trap Caelam searches for and discovers that the statues do indeed breath fire when something moves within the hall. He then tries to disarm them to no avail. A new plan is formed. If finesse will not work brute force will. Using the strength of Kord and a crowbar the party sneak up to and topple the statues smashing them to pieces that causes bursts of fire and stoney shrapnel to fly about. While slightly scathed the damage is less than what could have been. After the hall of dragons the party comes to a metal door with a pentagonal depression. Inserting the key that they found the door unlocks. Stepping inside of what they rightfully believe to be the vault proper they see a dragon statue clutching a shield dead centre of the room and three mechanical dragons the size of small dogs along three walls of the vault spring to life. The party battles the three iron dragon constructs and defeat one but are forced to flee. The party needs healing…badly. They head to the House of Radiance, since no church to Kord exists in the city. While in Qualtaine Square they see an old women selling flowers and when they learn that it’s for the children that where crushed beneath a falling statue they all buy bouquets. Suddenly Caelam’s elf ears perk up as he hears a snapping sound and can see that the scaffolding near the church has broken. Quickly he shouts warning to a nearby worker who is threatened to be crushed by the statue that the structure was supporting, saving the mans life. The worker Cyram profusely thanks the elf and offers his services to him any time that it is needed. The party gets healed at the Church of Pelor and heads back to the vault to finish off the iron dragons. After a long fought and hard won battle the group finally destroys the last dragon. They discover that a metal rod pops out of each dragon’s head after it is disabled and that these three rods match the three depressions in the shield clutched by the dragon statue in the centre of the room. Caelem discovers the correct order to place the rods and the stature rises to the ceiling revealing a hidden shelf. On the shelf is a small golden box encrusted in jewels and topped with a stalking golden dragon. This must be the box. After discussing how to precede next they decide to return to the Gryphon’s Arms with their prize. As they return from the basement through the trap door in the floor they are greeted by an elf…a dark elf. The drow demands the box in no uncertain terms, but the party has no intention of just handing over their hard earned prize. [/QUOTE]
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