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Sic Pixie's Carrion Crown Adventure Path
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<blockquote data-quote="Sic_Pixie" data-source="post: 5996032" data-attributes="member: 52403"><p><strong>Enter Illmarsh, a wretched hive of skum and villainy <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></strong></p><p></p><p>Early morning and everyone is up and ready to go; they head out on the relatively short ride to Illsmarsh. They are not bothered upon the way even though the road is ill kept and descends in to swampland in parts as it follows the coast. However as they come within a few miles of Illmarsh they spy off the blustery coast a trawler which seems to be in some distress; it looks to have to canvas covered items on the deck and one very overworked sailor trying to guide the troubled ship to the one lonely wave battered quay. They decide to do a good deed and Pringle teleports himself, Grembor and Sayuri to the deck of the ship; which is a mean feat considering how much it is moving. They all split up with Sayuri and Pringle getting the sails in order while Grembor tries to guide the ship on a safer course. Over time they tie down the sails as the blustery wind was threatening to rip them from the mast; they then help Grembor fight the tiller which needs a monumental feat of strength to guide the argumentative ship to the lonely wind and wave battered quay. The Ship glides to the quay with barely a scrape along the bow; the crazy looking old sailor grins at the party before running to check his equipment.</p><p></p><p>After he has checked his equipment he returns to the party who are looking at the crazy old man as if he has lost a significant amount of marbles. His windswept spiky white hair and exotic goggles on his forehead do not help them dissuade from this initial image. He cocks his head to one side as if examining a curious insect and thanks them all for helping guide in the ship. His crew, he tells them abandoned ship and swam for shore when the squall threatened leaving him to sail the ship alone. He looks over the group with a manic eye before asking them their business in Illmarsh. When he is told they are following a dark rider that passed this was a day or so previously they are informed that he was seen but not much notice was shown apart to note its passing. As if suddenly remembering he introduces himself as Horace Croon an inventor of many items of interest. When Pringle states he does not like inventors he is given the cold shoulder and all his remaining questions directed at Horace are not answered. Pringle really needs to develop those diplomacy skills.</p><p></p><p>Grembor asks about his inventions and what is under the tarp and Horace is almost beside himself with joy to talk on the subject. He waxes on about his invention for a good few minutes before they actually get to find out what it is. He describes it as “a subaquerous exploration and research vessel” which leaves the party with a bank of glazed looks which it seems Horace is used to as he explains that it allows several people to go beneath the sea to see the various wonders down there. Asking if it works he grins and taps his nose with one dirty finger leaving a dark smudge before answering; “it needs a few minor tweaks here and there but yes in essence it works;” after which he does a little dance. The group hangs around for a little while longer poking around on the ship but they soon thank Horace and depart for the town of Illmarsh. Horace looks up as they talk to him as if he is only meeting them for the first time before his eyes spark with reconition; “yes, yes go get yourselves killed and have fun;” is his utterance as they depart.</p><p></p><p>The small town by the name of Illmarsh is a sorry looking excuse for a town; primarily consisting of antiquated, clinked, split-log buildings with a few more modern half timbered structures scattered around. The town is dominated by the wharves from which the town gains its living. Surrounding the town on three sides are the Soddentimers; a morass of waterlogged trees festooned with fungus and other nefarious looking growths. It is this surrounding forest that invades everything in the town with it’s musty odor; any one of the surrounding villages and towns can always tell someone from Illmarsh due to the musty odor that hangs around them. For this reason they are often referred to as “musties” an aroma which the locals don’t even notice and the party soon grows accustomed to. The surrounding forest has upon occasion caused virulent sickness and plague which turned the once known settlement of Baytown to its ultimate moniker of Illmarsh. Pringle surprisingly rambles on about this backwater worn for several more minutes before the actual realization of the facts before him cause his tongue to falter.</p><p></p><p>They soon enter the town and find Pringles description depressingly accurate as they ride through the aroma rich town; it looks like a town has been washed up on the shore and then people moved in not caring about the looks. Some of the buildings like the town hall, temple and inn look more planned and added later but the initial impression is of willful neglect. </p><p></p><p>They soon find their way to the inn and walk inside; the musty smell is still prevalent but it has serious competition from the smell of fish from the inn kitchens. Approaching the bar they ask for a room for the night and if anyone else is staying there. They are told that anyone else in none of their business and they can have a room as the fat innkeeper looks the group up and down. Grumbling about foreigners coming and disturbing his day he slops out several bowls of fish stew before pouring out a beer for each of them depositing them on their table sending much of the fish smelling substance over the tabletop. They sit around and spoon up the fish stew finding it actually fairly decent while the beer takes some getting used to as it too seems to smell of fish.</p><p></p><p>Sayuri approaches the innkeeper and requests he answer a few questions while placing some gold on the bar. Looking at the gold with a raised eyebrow he smiles at Sayuri until she adds some more to the pile. With a curt nod he scoops the money into his pocket and looks at her questioningly; asking about strangers in town he says “you is the only strangers here mayhap your friend went to see neighbors down bay.” Asking where down bay is the response is frustratingly “down bay” they come to the conclusion that the residents of this town are retarded.</p><p></p><p>They all head out checking round the small town; Sayuri heads to the wharves to see the fishing trawlers which should be returning soon while Grembor and Pringle head to the temple to take a look. Sayuri sitting on the wharf throwing pebbles into the water is momentarily distracted by a large shape rising from the water some distance off shore. For some reason this sea monster disturbs her and she drops her store of throwing pebbles and runs back to the Inn. Grembor and Pringle discover a strange looking but perfectly normal (for round here) statue to Grozah in the entranceway to the temple; they head on back to the inn but decide on their way to accost a random passerby. Pringle starts the conversation wrong by commenting on the smell which is never a good thing to do when you meet a lady for the first time (or any time for that matter) She turns on her heel and starts walking purposefully towards the town hall; Grembor makes to follow her trying to make like a shadow but the whole assassin cloak over the face thing really ruined it as everyone watches him trying to sneak. The lady looks over her shoulder and sees Grembor acting suspiciously while following her and she quickens her step and disappears into the building.</p><p></p><p><em>DM Note: Pringle rolls a terrible Diplomacy which annoys the lady in question while Grembor trying to follow her without looking like he is following her rolls a nat 1. I could not make this stuff up; if there is one thing I can always count on it’s this party making life more difficult for themselves.</em></p></blockquote><p></p>
[QUOTE="Sic_Pixie, post: 5996032, member: 52403"] [b]Enter Illmarsh, a wretched hive of skum and villainy :)[/b] Early morning and everyone is up and ready to go; they head out on the relatively short ride to Illsmarsh. They are not bothered upon the way even though the road is ill kept and descends in to swampland in parts as it follows the coast. However as they come within a few miles of Illmarsh they spy off the blustery coast a trawler which seems to be in some distress; it looks to have to canvas covered items on the deck and one very overworked sailor trying to guide the troubled ship to the one lonely wave battered quay. They decide to do a good deed and Pringle teleports himself, Grembor and Sayuri to the deck of the ship; which is a mean feat considering how much it is moving. They all split up with Sayuri and Pringle getting the sails in order while Grembor tries to guide the ship on a safer course. Over time they tie down the sails as the blustery wind was threatening to rip them from the mast; they then help Grembor fight the tiller which needs a monumental feat of strength to guide the argumentative ship to the lonely wind and wave battered quay. The Ship glides to the quay with barely a scrape along the bow; the crazy looking old sailor grins at the party before running to check his equipment. After he has checked his equipment he returns to the party who are looking at the crazy old man as if he has lost a significant amount of marbles. His windswept spiky white hair and exotic goggles on his forehead do not help them dissuade from this initial image. He cocks his head to one side as if examining a curious insect and thanks them all for helping guide in the ship. His crew, he tells them abandoned ship and swam for shore when the squall threatened leaving him to sail the ship alone. He looks over the group with a manic eye before asking them their business in Illmarsh. When he is told they are following a dark rider that passed this was a day or so previously they are informed that he was seen but not much notice was shown apart to note its passing. As if suddenly remembering he introduces himself as Horace Croon an inventor of many items of interest. When Pringle states he does not like inventors he is given the cold shoulder and all his remaining questions directed at Horace are not answered. Pringle really needs to develop those diplomacy skills. Grembor asks about his inventions and what is under the tarp and Horace is almost beside himself with joy to talk on the subject. He waxes on about his invention for a good few minutes before they actually get to find out what it is. He describes it as “a subaquerous exploration and research vessel” which leaves the party with a bank of glazed looks which it seems Horace is used to as he explains that it allows several people to go beneath the sea to see the various wonders down there. Asking if it works he grins and taps his nose with one dirty finger leaving a dark smudge before answering; “it needs a few minor tweaks here and there but yes in essence it works;” after which he does a little dance. The group hangs around for a little while longer poking around on the ship but they soon thank Horace and depart for the town of Illmarsh. Horace looks up as they talk to him as if he is only meeting them for the first time before his eyes spark with reconition; “yes, yes go get yourselves killed and have fun;” is his utterance as they depart. The small town by the name of Illmarsh is a sorry looking excuse for a town; primarily consisting of antiquated, clinked, split-log buildings with a few more modern half timbered structures scattered around. The town is dominated by the wharves from which the town gains its living. Surrounding the town on three sides are the Soddentimers; a morass of waterlogged trees festooned with fungus and other nefarious looking growths. It is this surrounding forest that invades everything in the town with it’s musty odor; any one of the surrounding villages and towns can always tell someone from Illmarsh due to the musty odor that hangs around them. For this reason they are often referred to as “musties” an aroma which the locals don’t even notice and the party soon grows accustomed to. The surrounding forest has upon occasion caused virulent sickness and plague which turned the once known settlement of Baytown to its ultimate moniker of Illmarsh. Pringle surprisingly rambles on about this backwater worn for several more minutes before the actual realization of the facts before him cause his tongue to falter. They soon enter the town and find Pringles description depressingly accurate as they ride through the aroma rich town; it looks like a town has been washed up on the shore and then people moved in not caring about the looks. Some of the buildings like the town hall, temple and inn look more planned and added later but the initial impression is of willful neglect. They soon find their way to the inn and walk inside; the musty smell is still prevalent but it has serious competition from the smell of fish from the inn kitchens. Approaching the bar they ask for a room for the night and if anyone else is staying there. They are told that anyone else in none of their business and they can have a room as the fat innkeeper looks the group up and down. Grumbling about foreigners coming and disturbing his day he slops out several bowls of fish stew before pouring out a beer for each of them depositing them on their table sending much of the fish smelling substance over the tabletop. They sit around and spoon up the fish stew finding it actually fairly decent while the beer takes some getting used to as it too seems to smell of fish. Sayuri approaches the innkeeper and requests he answer a few questions while placing some gold on the bar. Looking at the gold with a raised eyebrow he smiles at Sayuri until she adds some more to the pile. With a curt nod he scoops the money into his pocket and looks at her questioningly; asking about strangers in town he says “you is the only strangers here mayhap your friend went to see neighbors down bay.” Asking where down bay is the response is frustratingly “down bay” they come to the conclusion that the residents of this town are retarded. They all head out checking round the small town; Sayuri heads to the wharves to see the fishing trawlers which should be returning soon while Grembor and Pringle head to the temple to take a look. Sayuri sitting on the wharf throwing pebbles into the water is momentarily distracted by a large shape rising from the water some distance off shore. For some reason this sea monster disturbs her and she drops her store of throwing pebbles and runs back to the Inn. Grembor and Pringle discover a strange looking but perfectly normal (for round here) statue to Grozah in the entranceway to the temple; they head on back to the inn but decide on their way to accost a random passerby. Pringle starts the conversation wrong by commenting on the smell which is never a good thing to do when you meet a lady for the first time (or any time for that matter) She turns on her heel and starts walking purposefully towards the town hall; Grembor makes to follow her trying to make like a shadow but the whole assassin cloak over the face thing really ruined it as everyone watches him trying to sneak. The lady looks over her shoulder and sees Grembor acting suspiciously while following her and she quickens her step and disappears into the building. [I]DM Note: Pringle rolls a terrible Diplomacy which annoys the lady in question while Grembor trying to follow her without looking like he is following her rolls a nat 1. I could not make this stuff up; if there is one thing I can always count on it’s this party making life more difficult for themselves.[/I] [/QUOTE]
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