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Shilsen's Eberron SH (Finished - The Last Word : 9/20/15)
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<blockquote data-quote="shilsen" data-source="post: 2849345" data-attributes="member: 198"><p>The next day, the group receives another of Talleon's messages. This one says that Ras will be going down to the Cogs again on the 21st. This time, he'll be going to Shamukaar, where he's supposed to meet with an important contact. The adventurers are to wait at an access shaft in Cogsgate around 6 pm. When they see Ras enter, they are to follow him down and to Shamukaar, where he will be for about 30 minutes, and then follow him back to the surface when he leaves. </p><p></p><p>The <em>secret page</em> section says that it's very likely that there will be an attack during the trip back from Shamukaar, so the group should be prepared accordingly. If an attack does occur, they should feel free to kill the attackers. Prisoners would be a bonus but are not a major priority. The note ends by saying that this assignment should wrap up the group's work for the Citadel.</p><p></p><p>With that piece of information received, the Angels go about their business for the rest of the day. Six stops by the weaponsmith with whom he commissioned the drow version of the spiked chain. The weapon is ready for him and he finds that the smith has done a very good job of meeting the specifications Six provided. While he is testing out the weapon, Six checks with the smith about places in Sharn where he can get it enchanted.</p><p></p><p>"Well," says the man, "You've got a few options. There's the Mithral Blade in Clifftop and Ancient Blades in Deathsgate that specialize in magical weapons. They mainly cater to the adventurers there. Some of those mage guys at the guilds will also do it, and the Cannith joints also do some."</p><p></p><p>Six visits the two weapon shops in turn and finds that each has a large selection of magical weapons. They are apparently willing to enchant weapons as well, though he currently can't afford it. Six also asks if any of the artificers working at the shops are interested in working for and traveling with the Angels. The response is a combination of amusement and polite rejection. One of the artificers suggests that Six try the adventurers guilds or the mage guilds, adding that while he's much more likely to find people willing to risk their lives at the former, the latter will probably provide more skilled artificers.</p><p></p><p>When they meet later, Six mentions his idea of hiring an artificer to Nameless. The alienist says that he can check at the Guild of Starlight and Shadows to see whether anyone is interested. Trillia is actually at the Guild right then, to dispose of the extra equipment recovered from the muggers, which the Angels had given her in thanks for her help and hospitality. When she returns, Nameless mentions Six's interest in hiring an artificer. Trillia says that she hasn't had any real interaction with the few artificers that belong to the Guild, so she can't recommend anyone in particular. She does mention having heard of a skilled warforged artificer who has just joined the Esoteric Order, who might be an option to consider.</p><p></p><p>Gareth, meanwhile, visits the Deneith enclave to check on Lalia's whereabouts. He is informed that she will only be back at the end of the month and perhaps even a little later than that, since she is busy on work outside Sharn.</p><p></p><p>Korm and Luna spend the majority of the day in and around Carosten Park. At one point, when Luna is flying around the city as an eagle, Surr'kal invites Korm into his cottage. Once they are within, the older druid asks Korm, "There is something I have been meaning to ask you. Tell me - what do you think about the safety of the Key with Nameless and his companions?"</p><p></p><p>Korm considers and replies, "I believe it's as safe with them as it'd be anywhere in the city." After a slight pause, he adds, "Though they do have a remarkable ability to get into trouble."</p><p></p><p>"Yes, I'd noticed, which is why I thought I'd ask you. Especially since you've spent some time with them now and know them much better than I do. So you do not have any concerns about the Key's safety?"</p><p></p><p>Korm shrugs his massive shoulders. "I'd be as concerned wherever it was. It's reasonably safe with them, I think."</p><p></p><p>Surr'kal hesitates slightly and then says, "And what do you think of Nameless?"</p><p></p><p>"Nameless? Hmmm. He's the hardest of the lot to get a real sense of. Why'd you ask?"</p><p></p><p>"I was just wondering if you have any thoughts about his ... stability. Especially in view of his apparent aberration nature. Which I do not understand, and I do not think he does either."</p><p></p><p>"No, I don't believe he does. As for stability, he hasn't shown any signs of losing control that I've seen. You worried that he's being corrupted in some way? He has a strong will, I think, so it would take something strong to corrupt - and even more, control - him, but then anything's possible. I haven't seen any signs of it."</p><p></p><p>Surr'kal looks a little relieved and explains, "I do not think he is necessarily being corrupted by the Key, but it is a possibility. You know what proximity to things associated with the daelkyr can do." As Korm nods silently, he continues, "Gurr'khan, for example, is the strongest Gatekeeper in Breland, and is untouched in mind and spirit, but his body has been changed due to the time spent guarding the manifest zone and the Seal that he does."</p><p></p><p>"Doesn't the dimensional seal prevent such effects?"</p><p></p><p>"In theory, but often there can be some seepage. There is evidently some in his case. Anyway, I am a little relieved by your opinion of the situation. I'd have asked Luna, but she might have felt uncomfortable talking about her companion." After a moment, Surr'kal adds, "Plus I find her a trifle - unreliable."</p><p></p><p>Korm grins widely and says, "She's definitely impulsive. I see what you meant about her not liking to be told what to do or constrained in any way."</p><p></p><p>"Yes. It's a good thing she has never met any of the Greensingers."</p><p></p><p>Korm thinks of the few Greensingers that he has met and of the influence that one of the friends of the fey, the embodiments of chaos and capricious nature, could have upon Luna. "Oh gods, yes!"</p><p></p><p>***</p><p>The next evening, the group is assembled and waiting nearby when Raskalorn makes his way into one of the access tunnels in Cogsgate. Gareth and Luna, who have both purchased <em>hat</em>s <em>of disguise</em> from the Moonlit Loom (a shop in the Clifftop Mystic Market specializing in enchanted clothing), look very different now, as does Six. The adventurers follow Ras down and then through Blackbones towards and into Khyber's Gate.</p><p></p><p>Ras heads directly towards Shamukaar, the neutral ground area of the district that the Angels had been to once before and barely emerged alive from. They find it to be exactly the same as it was on their previous visit. The building is set into the wall of a large cavern. Even from the outside it is clear that the proportions are slightly larger than for humans. </p><p></p><p>At the door, the group is met by a strong stench of meat and blood. Inside, they find a combination slaughterhouse, butcher shop, restaurant and tavern. To the right of the large sitting and drinking/eating area that they enter into are a large pair of open doors, revealing the lip of a large pit beyond. As they are taking seats, a couple of them quietly tell Korm that the pit is the arena where they fought a pair of horrid apes on their previous visit.</p><p></p><p>As on that visit, though there are some customers from the more common races, most of the tavern is occupied by goblinoids, with some gnolls and a couple of ogres, as well as a couple of more exotic individuals. A large minotaur (which the Angels recognize as Torarg, the Daask member) is seated near the bar and talking to a pair of gnolls and a monstrous-looking humanoid with a pair of batlike wings folded behind her. Nameless takes one look and says quietly, "Harpy." The eponymous owner of the establishment, a large half-ogre, is at the bar near Torarg, talking alternately to the Daask members and some others near him. A bugbear serves drinks at the bar, while an ogre stands behind a large table with a cleaver, cutting meat off large slabs of meat hanging from hooks in the ceiling near him. </p><p></p><p>Ras heads directly to the bar and gets himself a drink. He evidently knows Shamukaar, Torarg and the harpy, since he greets each in turn and exchanges a few words while getting his drink. A couple of minutes after he arrives, a nondescript-looking human walks through the door and heads for a table. Ras promptly walks over to join him.</p><p></p><p>Meanwhile, a goblin server comes over to the adventurers' table. With their previous experiences here, the others settle for a drink or two, but Korm places an order of the enticingly named "spicy meat" (as opposed to "meat with soss", "meat without soss", "double meat" and the like). Not surprisingly, it turns out to be significantly poorer than what he had at The Lava Pit, but at least he's kept occupied with trying to work out what it might be. </p><p></p><p>After about twenty minutes, Ras (who took a small package from his companion shortly after sitting down) rises, shakes hands with the man, and heads out the door. The Angels give it a minute or so and follow. Ras heads directly back towards Blackbones, following exactly the same route that he had in coming here. Once they make it out of Blackbones, the adventurers fall back a little and cast a number of protective spells, and then hurry to catch up.</p><p></p><p>About halfway back to Blackbones, a couple of the Angels hear Ras cry out, followed by the sound of a blow and someone falling. A couple of those with keener hearing detect the sounds of multiple moving feet. </p><p></p><p>Six is the first to rush forward, unslinging his new spiked chain as he goes, unfortunately rounding the corner a second before Nameless casts <em>haste</em> and Korm <em>mass lesser vigor</em>. In the light of the <em>continual flame</em> rock set into his helmet, Six sees Ras lying on the ground to the right of the larger chamber that the tunnel opens into, with six figures standing around him. Four are skeletons, two slightly larger than the others, all wearing leather armor that hangs loosely on their fleshless frames. The other two are much larger and while they have flesh on their bones, it is clearly undead in nature.</p><p></p><p>"Ogre zombies! And skeletons!" yells Six as he dives past the first couple of undead and comes up with his back to a wall, his chain lashing out to crack an advancing skeleton's skull. </p><p></p><p>As his allies follow him, they find that the undead have temporarily blocked the exit to the tunnel in their attempt to follow Six. Not for long, however, as nearly 2000 ursine pounds of wildshaped druid charges into them, shoving them out of the way and creating an opening for Gareth and Korm to follow her. </p><p></p><p>With everyone able to join in the battle is quickly over, with the skeletons being cut down in seconds. Though the big zombies last a little longer and manage to land a bruising blow or two, they go down soon enough. </p><p></p><p>With the enemies disposed of, Luna lumbers over to the recumbent figure of Ras and uses her ring to cast a lesser vigor on him. Nameless, who has stayed in the tunnel casting spells out of it walks forward and says, "The question is who put the undead here." </p><p></p><p>"Good question," says Korm. He concentrates for a moment, calling on his Gatekeeper training, and feels his sense of smell improve. Raising his face he sniffs the still air in the area and says, "I don't detect anyone nearby. Luna?" The bear raises her head and shakes it.</p><p></p><p>Gareth, who has been cleaning pieces of zombie flesh off Kizmet, looks over at Six, who has moved to the one exit from the chamber. "Six?"</p><p></p><p>The big warforged takes a step back and readies his chain, as he notes the figures emerging around the corner of the tunnel he is looking into. "We've got company."</p></blockquote><p></p>
[QUOTE="shilsen, post: 2849345, member: 198"] The next day, the group receives another of Talleon's messages. This one says that Ras will be going down to the Cogs again on the 21st. This time, he'll be going to Shamukaar, where he's supposed to meet with an important contact. The adventurers are to wait at an access shaft in Cogsgate around 6 pm. When they see Ras enter, they are to follow him down and to Shamukaar, where he will be for about 30 minutes, and then follow him back to the surface when he leaves. The [I]secret page[/I] section says that it's very likely that there will be an attack during the trip back from Shamukaar, so the group should be prepared accordingly. If an attack does occur, they should feel free to kill the attackers. Prisoners would be a bonus but are not a major priority. The note ends by saying that this assignment should wrap up the group's work for the Citadel. With that piece of information received, the Angels go about their business for the rest of the day. Six stops by the weaponsmith with whom he commissioned the drow version of the spiked chain. The weapon is ready for him and he finds that the smith has done a very good job of meeting the specifications Six provided. While he is testing out the weapon, Six checks with the smith about places in Sharn where he can get it enchanted. "Well," says the man, "You've got a few options. There's the Mithral Blade in Clifftop and Ancient Blades in Deathsgate that specialize in magical weapons. They mainly cater to the adventurers there. Some of those mage guys at the guilds will also do it, and the Cannith joints also do some." Six visits the two weapon shops in turn and finds that each has a large selection of magical weapons. They are apparently willing to enchant weapons as well, though he currently can't afford it. Six also asks if any of the artificers working at the shops are interested in working for and traveling with the Angels. The response is a combination of amusement and polite rejection. One of the artificers suggests that Six try the adventurers guilds or the mage guilds, adding that while he's much more likely to find people willing to risk their lives at the former, the latter will probably provide more skilled artificers. When they meet later, Six mentions his idea of hiring an artificer to Nameless. The alienist says that he can check at the Guild of Starlight and Shadows to see whether anyone is interested. Trillia is actually at the Guild right then, to dispose of the extra equipment recovered from the muggers, which the Angels had given her in thanks for her help and hospitality. When she returns, Nameless mentions Six's interest in hiring an artificer. Trillia says that she hasn't had any real interaction with the few artificers that belong to the Guild, so she can't recommend anyone in particular. She does mention having heard of a skilled warforged artificer who has just joined the Esoteric Order, who might be an option to consider. Gareth, meanwhile, visits the Deneith enclave to check on Lalia's whereabouts. He is informed that she will only be back at the end of the month and perhaps even a little later than that, since she is busy on work outside Sharn. Korm and Luna spend the majority of the day in and around Carosten Park. At one point, when Luna is flying around the city as an eagle, Surr'kal invites Korm into his cottage. Once they are within, the older druid asks Korm, "There is something I have been meaning to ask you. Tell me - what do you think about the safety of the Key with Nameless and his companions?" Korm considers and replies, "I believe it's as safe with them as it'd be anywhere in the city." After a slight pause, he adds, "Though they do have a remarkable ability to get into trouble." "Yes, I'd noticed, which is why I thought I'd ask you. Especially since you've spent some time with them now and know them much better than I do. So you do not have any concerns about the Key's safety?" Korm shrugs his massive shoulders. "I'd be as concerned wherever it was. It's reasonably safe with them, I think." Surr'kal hesitates slightly and then says, "And what do you think of Nameless?" "Nameless? Hmmm. He's the hardest of the lot to get a real sense of. Why'd you ask?" "I was just wondering if you have any thoughts about his ... stability. Especially in view of his apparent aberration nature. Which I do not understand, and I do not think he does either." "No, I don't believe he does. As for stability, he hasn't shown any signs of losing control that I've seen. You worried that he's being corrupted in some way? He has a strong will, I think, so it would take something strong to corrupt - and even more, control - him, but then anything's possible. I haven't seen any signs of it." Surr'kal looks a little relieved and explains, "I do not think he is necessarily being corrupted by the Key, but it is a possibility. You know what proximity to things associated with the daelkyr can do." As Korm nods silently, he continues, "Gurr'khan, for example, is the strongest Gatekeeper in Breland, and is untouched in mind and spirit, but his body has been changed due to the time spent guarding the manifest zone and the Seal that he does." "Doesn't the dimensional seal prevent such effects?" "In theory, but often there can be some seepage. There is evidently some in his case. Anyway, I am a little relieved by your opinion of the situation. I'd have asked Luna, but she might have felt uncomfortable talking about her companion." After a moment, Surr'kal adds, "Plus I find her a trifle - unreliable." Korm grins widely and says, "She's definitely impulsive. I see what you meant about her not liking to be told what to do or constrained in any way." "Yes. It's a good thing she has never met any of the Greensingers." Korm thinks of the few Greensingers that he has met and of the influence that one of the friends of the fey, the embodiments of chaos and capricious nature, could have upon Luna. "Oh gods, yes!" *** The next evening, the group is assembled and waiting nearby when Raskalorn makes his way into one of the access tunnels in Cogsgate. Gareth and Luna, who have both purchased [I]hat[/I]s [I]of disguise[/I] from the Moonlit Loom (a shop in the Clifftop Mystic Market specializing in enchanted clothing), look very different now, as does Six. The adventurers follow Ras down and then through Blackbones towards and into Khyber's Gate. Ras heads directly towards Shamukaar, the neutral ground area of the district that the Angels had been to once before and barely emerged alive from. They find it to be exactly the same as it was on their previous visit. The building is set into the wall of a large cavern. Even from the outside it is clear that the proportions are slightly larger than for humans. At the door, the group is met by a strong stench of meat and blood. Inside, they find a combination slaughterhouse, butcher shop, restaurant and tavern. To the right of the large sitting and drinking/eating area that they enter into are a large pair of open doors, revealing the lip of a large pit beyond. As they are taking seats, a couple of them quietly tell Korm that the pit is the arena where they fought a pair of horrid apes on their previous visit. As on that visit, though there are some customers from the more common races, most of the tavern is occupied by goblinoids, with some gnolls and a couple of ogres, as well as a couple of more exotic individuals. A large minotaur (which the Angels recognize as Torarg, the Daask member) is seated near the bar and talking to a pair of gnolls and a monstrous-looking humanoid with a pair of batlike wings folded behind her. Nameless takes one look and says quietly, "Harpy." The eponymous owner of the establishment, a large half-ogre, is at the bar near Torarg, talking alternately to the Daask members and some others near him. A bugbear serves drinks at the bar, while an ogre stands behind a large table with a cleaver, cutting meat off large slabs of meat hanging from hooks in the ceiling near him. Ras heads directly to the bar and gets himself a drink. He evidently knows Shamukaar, Torarg and the harpy, since he greets each in turn and exchanges a few words while getting his drink. A couple of minutes after he arrives, a nondescript-looking human walks through the door and heads for a table. Ras promptly walks over to join him. Meanwhile, a goblin server comes over to the adventurers' table. With their previous experiences here, the others settle for a drink or two, but Korm places an order of the enticingly named "spicy meat" (as opposed to "meat with soss", "meat without soss", "double meat" and the like). Not surprisingly, it turns out to be significantly poorer than what he had at The Lava Pit, but at least he's kept occupied with trying to work out what it might be. After about twenty minutes, Ras (who took a small package from his companion shortly after sitting down) rises, shakes hands with the man, and heads out the door. The Angels give it a minute or so and follow. Ras heads directly back towards Blackbones, following exactly the same route that he had in coming here. Once they make it out of Blackbones, the adventurers fall back a little and cast a number of protective spells, and then hurry to catch up. About halfway back to Blackbones, a couple of the Angels hear Ras cry out, followed by the sound of a blow and someone falling. A couple of those with keener hearing detect the sounds of multiple moving feet. Six is the first to rush forward, unslinging his new spiked chain as he goes, unfortunately rounding the corner a second before Nameless casts [I]haste[/I] and Korm [I]mass lesser vigor[/I]. In the light of the [I]continual flame[/I] rock set into his helmet, Six sees Ras lying on the ground to the right of the larger chamber that the tunnel opens into, with six figures standing around him. Four are skeletons, two slightly larger than the others, all wearing leather armor that hangs loosely on their fleshless frames. The other two are much larger and while they have flesh on their bones, it is clearly undead in nature. "Ogre zombies! And skeletons!" yells Six as he dives past the first couple of undead and comes up with his back to a wall, his chain lashing out to crack an advancing skeleton's skull. As his allies follow him, they find that the undead have temporarily blocked the exit to the tunnel in their attempt to follow Six. Not for long, however, as nearly 2000 ursine pounds of wildshaped druid charges into them, shoving them out of the way and creating an opening for Gareth and Korm to follow her. With everyone able to join in the battle is quickly over, with the skeletons being cut down in seconds. Though the big zombies last a little longer and manage to land a bruising blow or two, they go down soon enough. With the enemies disposed of, Luna lumbers over to the recumbent figure of Ras and uses her ring to cast a lesser vigor on him. Nameless, who has stayed in the tunnel casting spells out of it walks forward and says, "The question is who put the undead here." "Good question," says Korm. He concentrates for a moment, calling on his Gatekeeper training, and feels his sense of smell improve. Raising his face he sniffs the still air in the area and says, "I don't detect anyone nearby. Luna?" The bear raises her head and shakes it. Gareth, who has been cleaning pieces of zombie flesh off Kizmet, looks over at Six, who has moved to the one exit from the chamber. "Six?" The big warforged takes a step back and readies his chain, as he notes the figures emerging around the corner of the tunnel he is looking into. "We've got company." [/QUOTE]
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