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Sic Pixie's Carrion Crown Adventure Path
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<blockquote data-quote="Sic_Pixie" data-source="post: 6008732" data-attributes="member: 52403"><p><strong>Wake of the Watcher Part 2</strong></p><p></p><p>The following morning everyone is feeling refreshed apart from Pringle who is sporting a pair of sleep deprived eyes and the slumped shoulders of fatigue. They sit and have a quiet breakfast while worried eyes watch the sleep deprived mage as he talks absently to himself while looking through his books.</p><p></p><p>After breakfast they head to see the mayor who seems happy to see them; motioning them into nearby seats he leans forward and looks at them expectantly. “What have you discovered my friends, what can you tell me.” They tell what they found with the probable missing people, the fact that the temple does not actually worship Gozreh but is actually dedicated to Dagon; Mayor Greedle does an astounding job of looking surprised and alarmed at the same time; so good in fact that the party belief he is in fact surprised and alarmed. When they mention the abandoned house outside of town he grins; “I do believe you can kill two birds with one stone in this matter. I think I saw the high priest Albor Voltiaro heading that way a day or so ago, if he was not at the temple I assume he is still there. Plus your dark rider headed that way; sorry I did not wish for you to run off there without looking into our other problem first.” He finishes his statement with a sly grin; they all look at one another, thank the mayor for the information and request directions to the abandoned house. Directions are given and they leave to head straight there.</p><p></p><p>They pack up their gear and head out up the carriage trail to this old house; Grembor scanning the ground find evidence of several beings passing this way recently; one with very large feet. Additionally there are the tracks of a horse which are older but not quite yet faded away. He is unable to decipher how many people but it’s more than a couple.</p><p></p><p>They approach the house and find Undiomede House is a 200-year-old, two-story stone manse built on the shore of a small, swampy lake near the edge of the Soddentimbers roughly 2 miles east of Illmarsh. The house is constructed of mortared stone for both interior and exterior walls. As a result it has weathered the years fairly well despite the 7 decades of abandonment. The ground floor has flagstones, while the floors of the second story are wood and sag alarmingly. The wooden roof sags and is riddled with holes allowing the elements to ravage whatever furnishings once stood in the house. All of its windows are now little more than gaping openings in the walls with only a few fragments of glass in their remaining wooden frames. The house consists of two wings around a central dome with a cupola and widow’s walk. Unlike the wooden roof covering the rest of the house, the stone dome is still intact. A small family cemetery lies 50 yards east of the house on a low rise which is just barely visible through the screening trees. The party approaches with little regard for stealth; they peer in windows with little thought to whom or what may be watching them. They finally decide to split up as Nashkar and Pringle head to the carriage house while Sayuri and Zordlan head for the main door.</p><p></p><p>Nashkar and Pringle discover a badly treated horse in the stable, a piebald mare with a symbol upon its rump which they seem to think they have seen before but just can’t place. Nashkar creates some food and water for the poor beast and continue searching. Sayuri and Zordlan discover a few seemingly empty rooms; they decline to enter these rooms just opening the doors and peering in. The last door they open finds Nashkar looking at them down the length of his crossbow; he relaxes as he realizes who it is. They continue exploring the derelict mansion opening doors and peering into rooms as they go without fully exploring them.</p><p></p><p>They get to one door however and they can hear the sound of something large moving on the other side. Sayuri and Zordlan on one door while Grembor, Pringle and Nashkar man the other. On the count of three they both open their doors together which causes some surprise for the creature within. </p><p>However this also causes some surprise for the party as well as they were not expecting a large Marsh Giant to be standing in the middle of this large room waiting for them. They had made little to no attempt to be quiet in their approach.</p><p></p><p>The Marsh Giant opens with a double strike upon Sayuri which almost takes her to her knees as its huge club causes tremendous amounts of damage to the stunned Monk. Sayuri staggers back out of the room as Zordlan charges in catching it with his sword. Grembor unleashes a flurry of fire arrows at the unfortunate creature and Pringle sends in some rays of flame from his finger; one of which misses while the other scores a scorch upon the giants shoulder. Nashkar quickly heals up the shaken Sayuri who is not used to this sort of abuse. The giant is actually brought down very quickly; its obscuring mist aside they close and hammer, slash and pierce it’s tough hide sending it crashing to the floor bleeding it’s last upon the strange looking alter in the room. Only then do they look around the strange looking round room. </p><p></p><p>The main room on the mansion seems to have been build around the much older remains of an ancient stone circle; the uprights are looking to have been used as the supports for the walls and floors above. In the centre of the circular room seems to be an alter stone of some sort; its current use or the use to which it was intended in the house is only to be imagined. They decide to head up the stairs instead of fully exploring the lower level so the sneaky members of the party start up. (Like they have not made enough noise already) Grembor and Sayuri both make it to the single door on the upper floor and they can hear the sound of someone chanting on the other side. They motion the rest of the group up and the clatter and bang of full plate echoes around the house.</p></blockquote><p></p>
[QUOTE="Sic_Pixie, post: 6008732, member: 52403"] [b]Wake of the Watcher Part 2[/b] The following morning everyone is feeling refreshed apart from Pringle who is sporting a pair of sleep deprived eyes and the slumped shoulders of fatigue. They sit and have a quiet breakfast while worried eyes watch the sleep deprived mage as he talks absently to himself while looking through his books. After breakfast they head to see the mayor who seems happy to see them; motioning them into nearby seats he leans forward and looks at them expectantly. “What have you discovered my friends, what can you tell me.” They tell what they found with the probable missing people, the fact that the temple does not actually worship Gozreh but is actually dedicated to Dagon; Mayor Greedle does an astounding job of looking surprised and alarmed at the same time; so good in fact that the party belief he is in fact surprised and alarmed. When they mention the abandoned house outside of town he grins; “I do believe you can kill two birds with one stone in this matter. I think I saw the high priest Albor Voltiaro heading that way a day or so ago, if he was not at the temple I assume he is still there. Plus your dark rider headed that way; sorry I did not wish for you to run off there without looking into our other problem first.” He finishes his statement with a sly grin; they all look at one another, thank the mayor for the information and request directions to the abandoned house. Directions are given and they leave to head straight there. They pack up their gear and head out up the carriage trail to this old house; Grembor scanning the ground find evidence of several beings passing this way recently; one with very large feet. Additionally there are the tracks of a horse which are older but not quite yet faded away. He is unable to decipher how many people but it’s more than a couple. They approach the house and find Undiomede House is a 200-year-old, two-story stone manse built on the shore of a small, swampy lake near the edge of the Soddentimbers roughly 2 miles east of Illmarsh. The house is constructed of mortared stone for both interior and exterior walls. As a result it has weathered the years fairly well despite the 7 decades of abandonment. The ground floor has flagstones, while the floors of the second story are wood and sag alarmingly. The wooden roof sags and is riddled with holes allowing the elements to ravage whatever furnishings once stood in the house. All of its windows are now little more than gaping openings in the walls with only a few fragments of glass in their remaining wooden frames. The house consists of two wings around a central dome with a cupola and widow’s walk. Unlike the wooden roof covering the rest of the house, the stone dome is still intact. A small family cemetery lies 50 yards east of the house on a low rise which is just barely visible through the screening trees. The party approaches with little regard for stealth; they peer in windows with little thought to whom or what may be watching them. They finally decide to split up as Nashkar and Pringle head to the carriage house while Sayuri and Zordlan head for the main door. Nashkar and Pringle discover a badly treated horse in the stable, a piebald mare with a symbol upon its rump which they seem to think they have seen before but just can’t place. Nashkar creates some food and water for the poor beast and continue searching. Sayuri and Zordlan discover a few seemingly empty rooms; they decline to enter these rooms just opening the doors and peering in. The last door they open finds Nashkar looking at them down the length of his crossbow; he relaxes as he realizes who it is. They continue exploring the derelict mansion opening doors and peering into rooms as they go without fully exploring them. They get to one door however and they can hear the sound of something large moving on the other side. Sayuri and Zordlan on one door while Grembor, Pringle and Nashkar man the other. On the count of three they both open their doors together which causes some surprise for the creature within. However this also causes some surprise for the party as well as they were not expecting a large Marsh Giant to be standing in the middle of this large room waiting for them. They had made little to no attempt to be quiet in their approach. The Marsh Giant opens with a double strike upon Sayuri which almost takes her to her knees as its huge club causes tremendous amounts of damage to the stunned Monk. Sayuri staggers back out of the room as Zordlan charges in catching it with his sword. Grembor unleashes a flurry of fire arrows at the unfortunate creature and Pringle sends in some rays of flame from his finger; one of which misses while the other scores a scorch upon the giants shoulder. Nashkar quickly heals up the shaken Sayuri who is not used to this sort of abuse. The giant is actually brought down very quickly; its obscuring mist aside they close and hammer, slash and pierce it’s tough hide sending it crashing to the floor bleeding it’s last upon the strange looking alter in the room. Only then do they look around the strange looking round room. The main room on the mansion seems to have been build around the much older remains of an ancient stone circle; the uprights are looking to have been used as the supports for the walls and floors above. In the centre of the circular room seems to be an alter stone of some sort; its current use or the use to which it was intended in the house is only to be imagined. They decide to head up the stairs instead of fully exploring the lower level so the sneaky members of the party start up. (Like they have not made enough noise already) Grembor and Sayuri both make it to the single door on the upper floor and they can hear the sound of someone chanting on the other side. They motion the rest of the group up and the clatter and bang of full plate echoes around the house. [/QUOTE]
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