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<blockquote data-quote="Knight Otu" data-source="post: 3952979" data-attributes="member: 192"><p><strong><span style="font-size: 12px">Location Information</span></strong></p><p><strong>Orussus</strong></p><p style="margin-left: 20px">There is a temple of Grendath in Orussus.</p><p><strong>Lathirn</strong></p><p style="margin-left: 20px">The guards at the gate encourage travellers to peacebind weapons, but seemingly won't question someone who chooses not to. They tend to do a shoddy job at peacebinding weapons, it seems.</p> <p style="margin-left: 20px">Business is conducted where ever it is convenient. Though the main street is propably what one would call a business district.</p> <p style="margin-left: 20px">The city wall is about 15 feet high. There are occasional stairs that allow access to the top of the wall.</p> <p style="margin-left: 20px"><strong>Broken Skull:</strong> An inn in Lathirn. Apparently, it deserves its colorful name, and many wonder how it can stay in business considering the constant need for repairs. It is down the road from the northern gate.</p><p style="margin-left: 20px">it is a run-down, shabby establishment, propably in constant threat of being closed. The furniture looks like it is about to break, and the floor could use quite some cleaning. A table in a corner sounds as if it will break any second under the pressure of the ongoing arm wrestling contest, and another table looks dangerously weak under the four drinks standing on it, and the lone person - a half-orc - sitting at the table does not seem to intend drinking any of them anytime soon.</p></p> <p style="margin-left: 20px"><strong>Dancing Scimitar:</strong> An inn in Lathirn, owned by Kenatur ai Turakin. The bar is quite large, fully running along the long side of the room, at each end a barrel.</p><p style="margin-left: 20px">The Scimitar has stables, housing common mounts for 5 silver a day.</p> <p style="margin-left: 20px">The Scimitar provides sleeping rooms, one big common room, and several one-person bedrooms. "The big room, if you don't mind the company of several others, is 2 silver per head, and is right to your left, through that door and the one behind. The more luxurious rooms upstairs are 5 silver per head. Same door, but up the stairs." "...neither of the rooms can comfortably hold more than one person. The rooms for humans would have to be renovated, and the rooms for small folk are laid out for small folk."</p> <p style="margin-left: 20px">Kenatur keeps a dartboard behind the bar, and gives it out to those interested if there is room to throw.</p> <p style="margin-left: 20px">Kenatur keeps a book below the bar into which select patrons (notably the city watch and the clergy of Taka) can stamp if they were satisfied, waiving some of Kenatur's debts. These patrons receive their meals and drink for free. Supposedly, the clergy of Taka never gives out stamps, while Officer Garum (who is credited with drawing up this solution for the Scimitar) occasionally gives out two stamps. The presence of these patrons is a draw for other patrons, who place bets on how many stamps Kenatur may receive.</p> <p style="margin-left: 20px">The Scimitar serves Sirocco Fireale, a swirling red and orange liquid, topped by a yellow crown of foam. The liquid seems to have a soft, warm glow. It costs 1 gp per mug.</p></p> <p style="margin-left: 20px"><strong>Tennar's Warehouse:</strong> A large building in Lathirn where Tennar keeps items of various nature and worth, from trash to treasure. It is warded by several guards, and Tennar hinted that there may be secret compartments if he wants to keep some things semi-secret from the church of Taka (not with much success, however). The items are kept mostly in shelves which stand in rows at the beginning, and more 'mazelike' in the middle to make room for larger items. It is known to contain books and texts, various arts and jewelry, board games, and a tiny selection of magical art.</p><p style="margin-left: 20px">Tennar leads the two quite straight through the streets, finally approaching a large house. At first glance, it must have seen better days, as it is quite run-down, but Tennar assures them that the appearances are deceiving. Opening the door, you are greeted by two half-orc guards. "These two are my guests. Continue to guard the entrance, please." Opening another door, you finally are in the warehouse proper, as evidenced by the numerous shelves. "The shelves are sorted by... theme, you could say. The first two to your left and right are ancient books. Art, of all kind, is stored farther inside." - "I thinks several are originals, but they are more curiosities than anything. Legends, prophecies that naver came true, that sort of thing. There are a few interesting fragments, but being fragments, they aren't very useful for their original purpose."</p> <p style="margin-left: 20px">The shelves have a closed back,so for the most part, it is not possible to see what's behind.</p> <p style="margin-left: 20px">There are several small windows at the upper edge of the walls.</p> <p style="margin-left: 20px">The shelves you pass contain small jewelry (in several cases you can tell that there are many more cheap materials used than really expensive ones - you also think there are a few obvious fakes), then some rather common household items for two rows (though this is where shelves start to be less in a row, and more to make room for some large items), and then small statuettes and figurines. The shelves here are arranged in a square that opens in two directions, with a table in the center that seems to hold several well-crafted board games.</p> <p style="margin-left: 20px">The magic arts shelf: From what you can tell, this is easily the smallest shelf, and while you cannot always make out obvious magic items, you're certain that this shelf contains the magic art. Nothing you see resembles the three descriptions you've heard, and nothing stands out as a fourth piece of the Dance of Souls.</p> </p><p></p><p><strong>Regarding the Stonespikes:</strong> "It's a big mountain range, about 300 miles to the east. Not really sure why you'd go there, though I believe there are some mines... such as a salt mine. Some other deserted holes that might be interesting for adventurers. There's also rumors about cursed sites. And supposedly, there's also interesting beasts and plants."</p><p></p><p><strong>Lornsten</strong></p><p style="margin-left: 20px">A village a few miles east of Lathirn. It has stables that are run by an associate of Tennar. Otherwise, its gp limit is 200 gp.</p><p></p><p><strong>Keep of Bloodstained Dreams</strong></p><p style="margin-left: 20px">A keep at the edges of the Stonespike Mountains. It has a reputation to be haunted. According to information that the old man Taras heard, it fell into disuse after a series of cave-ins.</p> <p style="margin-left: 20px">At the start of the path that leads towards the Keep of Bloodstained Dreams sits a small stone slab inscribed "To the victims of the Keep," which may be a grave Taras set up.</p> <p style="margin-left: 20px">The Bloodstained Dreams the keep is named for are real, though their intensity and range radiating outside the keep varies. They affect even creatures who do not sleep in the normal sense, such as elves, but creatures of animal intelligence are unaffected.</p> <p style="margin-left: 20px">Once a Bloodstained Dream has pierced through the mental defenses of the dreamer, he or she doesn't dream (Bloodstained or otherwise) for a few days until they recovered from the dream. Proximity to the Keep can prevent recovery. The dreamers feel as if dreams are kept away from them, and recovery is felt as if something crumbles within them, allowing some light to shine into the darkness.</p> <p style="margin-left: 20px">The Bloodstained Dreams appear to be a strange mixture of truths, half-truths, fictions, prophecies, and lies. They seem to preferentially draw upon experiences and fears not only of the dreamer, but also those the dreamer has met - especially if these people have had Bloodstained Dreams before.</p> <p style="margin-left: 20px">Certain members of the Ashen Talon have indicated that, if someone is deliberately killed within the range of the Bloodstained Dreams, that the killer is overwhelmed by memories and experiences of the killed person. The information obtained this way may be incomplete.</p> <p style="margin-left: 20px">The path that leads to the keep continues further past the keep, and into the mountains.</p> <p style="margin-left: 20px">The keep appears to be square, with a surrounding wall that has one floor that seems to be higher than the path. The wall has a large gate and several small windows. The windows are small, some are barred, the others are closed with what appears to be thick glass.</p> <p style="margin-left: 20px">The keep and the wall appear to jut out of the mountain at first glance, perhaps built into the mountain. On second glance, however, it appears that the mountain may have collapsed on and welded with the keep.</p> <p style="margin-left: 20px">The wall juts out about 80 feet from the mountain, and is 110 feet long on the side that does not touch the mountain. Beyond the gate is a nearly 40 * 90 feet big courtyard, reduced only by the main keep which juts 10 feet into the courtyard.</p> <p style="margin-left: 20px">The main keep appears to be 50 * 50 feet large and has two floors overground. It sports a large door in the center. It is connected to the eastern and western parts of the wall by small 20-foot long passages, which sport two doors on each side, one to the main courtyard, and one to a smaller courtyard each, which would be 20 * 30 feet large if it weren't foir the mountain. The roofs of the passages are lower than the wall and the main keep. The wall and the passages are ten feet wide each, and the wall is 20 feet high. There are no stairs down into the courtyard from the wall.</p> <p style="margin-left: 20px">Each courtyard is lit by torches, with two torches at the sides of the gate and each door.</p> <p style="margin-left: 20px">The surrounding mountains make climbing the walls relatively easy, requiring a Climb check DC 15 unaided. According to plans found in the Keep, the Talon has considered making the top of the wall less accessible, but obviously had not yet implemented this.</p> <p style="margin-left: 20px">At least some portion of the main keep's roof is 'welded' with a uprising piece of rock. The roof also blocks divinations like detect magic, either being too thick to penetrate, or containing lead.</p> <p style="margin-left: 20px">The northern portions of the eastern and western parts of the wall appear to have collapsed. Plans found in the keep suggest that the Ashen Talon plans to repair or otherwise expand those sections.</p> <p style="margin-left: 20px">The first floor of the main keep consists of a t-shaped corridor and two large bedrooms with five beds each, presumably for the garrison. At the end of the corridor, a staircase leads up. Some maps found in the keep suggest that either exists a hidden staircase down, or the Talon plans to create or unearth one.</p> <p style="margin-left: 20px">The second floor of the main keep consists of a corridor with four door, which lead to several rooms. The first room on the left is an office with a desk, a shelf, and a bed. The second room is a storage room, mostly for food and drink. It contains a smaller, lockable room. That room contained the Dance of Souls. The second room from the right is an armory, and also contains a smaller room. That room was used as a makeshift prison and torture room for Azaroth, since no weapons were stored in the room at the time. The first room on the right was not explored. The small rooms have no windows.</p><p></p><p><strong>Ravensdale/The a'Larat residence</strong></p><p style="margin-left: 20px">The a'Larat residence is at the western end of the main road, and one house north of it.</p><p style="margin-left: 20px">An iron fence surrounds an elaborate garden, dotted with several trees, and a pathway to the large, clearly noble house. The pathway is mostly flanked by trees, providing shade, but not all the way to the gate.</p> </p></blockquote><p></p>
[QUOTE="Knight Otu, post: 3952979, member: 192"] [B][SIZE=3]Location Information[/SIZE][/B] [B]Orussus[/B] [indent]There is a temple of Grendath in Orussus.[/indent] [B]Lathirn[/B] [indent]The guards at the gate encourage travellers to peacebind weapons, but seemingly won't question someone who chooses not to. They tend to do a shoddy job at peacebinding weapons, it seems. Business is conducted where ever it is convenient. Though the main street is propably what one would call a business district. The city wall is about 15 feet high. There are occasional stairs that allow access to the top of the wall. [B]Broken Skull:[/B] An inn in Lathirn. Apparently, it deserves its colorful name, and many wonder how it can stay in business considering the constant need for repairs. It is down the road from the northern gate. [indent]it is a run-down, shabby establishment, propably in constant threat of being closed. The furniture looks like it is about to break, and the floor could use quite some cleaning. A table in a corner sounds as if it will break any second under the pressure of the ongoing arm wrestling contest, and another table looks dangerously weak under the four drinks standing on it, and the lone person - a half-orc - sitting at the table does not seem to intend drinking any of them anytime soon.[/indent] [B]Dancing Scimitar:[/B] An inn in Lathirn, owned by Kenatur ai Turakin. The bar is quite large, fully running along the long side of the room, at each end a barrel. [indent]The Scimitar has stables, housing common mounts for 5 silver a day. The Scimitar provides sleeping rooms, one big common room, and several one-person bedrooms. "The big room, if you don't mind the company of several others, is 2 silver per head, and is right to your left, through that door and the one behind. The more luxurious rooms upstairs are 5 silver per head. Same door, but up the stairs." "...neither of the rooms can comfortably hold more than one person. The rooms for humans would have to be renovated, and the rooms for small folk are laid out for small folk." Kenatur keeps a dartboard behind the bar, and gives it out to those interested if there is room to throw. Kenatur keeps a book below the bar into which select patrons (notably the city watch and the clergy of Taka) can stamp if they were satisfied, waiving some of Kenatur's debts. These patrons receive their meals and drink for free. Supposedly, the clergy of Taka never gives out stamps, while Officer Garum (who is credited with drawing up this solution for the Scimitar) occasionally gives out two stamps. The presence of these patrons is a draw for other patrons, who place bets on how many stamps Kenatur may receive. The Scimitar serves Sirocco Fireale, a swirling red and orange liquid, topped by a yellow crown of foam. The liquid seems to have a soft, warm glow. It costs 1 gp per mug.[/indent] [B]Tennar's Warehouse:[/B] A large building in Lathirn where Tennar keeps items of various nature and worth, from trash to treasure. It is warded by several guards, and Tennar hinted that there may be secret compartments if he wants to keep some things semi-secret from the church of Taka (not with much success, however). The items are kept mostly in shelves which stand in rows at the beginning, and more 'mazelike' in the middle to make room for larger items. It is known to contain books and texts, various arts and jewelry, board games, and a tiny selection of magical art. [indent]Tennar leads the two quite straight through the streets, finally approaching a large house. At first glance, it must have seen better days, as it is quite run-down, but Tennar assures them that the appearances are deceiving. Opening the door, you are greeted by two half-orc guards. "These two are my guests. Continue to guard the entrance, please." Opening another door, you finally are in the warehouse proper, as evidenced by the numerous shelves. "The shelves are sorted by... theme, you could say. The first two to your left and right are ancient books. Art, of all kind, is stored farther inside." - "I thinks several are originals, but they are more curiosities than anything. Legends, prophecies that naver came true, that sort of thing. There are a few interesting fragments, but being fragments, they aren't very useful for their original purpose." The shelves have a closed back,so for the most part, it is not possible to see what's behind. There are several small windows at the upper edge of the walls. The shelves you pass contain small jewelry (in several cases you can tell that there are many more cheap materials used than really expensive ones - you also think there are a few obvious fakes), then some rather common household items for two rows (though this is where shelves start to be less in a row, and more to make room for some large items), and then small statuettes and figurines. The shelves here are arranged in a square that opens in two directions, with a table in the center that seems to hold several well-crafted board games. The magic arts shelf: From what you can tell, this is easily the smallest shelf, and while you cannot always make out obvious magic items, you're certain that this shelf contains the magic art. Nothing you see resembles the three descriptions you've heard, and nothing stands out as a fourth piece of the Dance of Souls.[/indent][/indent] [B]Regarding the Stonespikes:[/B] "It's a big mountain range, about 300 miles to the east. Not really sure why you'd go there, though I believe there are some mines... such as a salt mine. Some other deserted holes that might be interesting for adventurers. There's also rumors about cursed sites. And supposedly, there's also interesting beasts and plants." [B]Lornsten[/B] [indent]A village a few miles east of Lathirn. It has stables that are run by an associate of Tennar. Otherwise, its gp limit is 200 gp.[/indent] [B]Keep of Bloodstained Dreams[/B] [indent]A keep at the edges of the Stonespike Mountains. It has a reputation to be haunted. According to information that the old man Taras heard, it fell into disuse after a series of cave-ins. At the start of the path that leads towards the Keep of Bloodstained Dreams sits a small stone slab inscribed "To the victims of the Keep," which may be a grave Taras set up. The Bloodstained Dreams the keep is named for are real, though their intensity and range radiating outside the keep varies. They affect even creatures who do not sleep in the normal sense, such as elves, but creatures of animal intelligence are unaffected. Once a Bloodstained Dream has pierced through the mental defenses of the dreamer, he or she doesn't dream (Bloodstained or otherwise) for a few days until they recovered from the dream. Proximity to the Keep can prevent recovery. The dreamers feel as if dreams are kept away from them, and recovery is felt as if something crumbles within them, allowing some light to shine into the darkness. The Bloodstained Dreams appear to be a strange mixture of truths, half-truths, fictions, prophecies, and lies. They seem to preferentially draw upon experiences and fears not only of the dreamer, but also those the dreamer has met - especially if these people have had Bloodstained Dreams before. Certain members of the Ashen Talon have indicated that, if someone is deliberately killed within the range of the Bloodstained Dreams, that the killer is overwhelmed by memories and experiences of the killed person. The information obtained this way may be incomplete. The path that leads to the keep continues further past the keep, and into the mountains. The keep appears to be square, with a surrounding wall that has one floor that seems to be higher than the path. The wall has a large gate and several small windows. The windows are small, some are barred, the others are closed with what appears to be thick glass. The keep and the wall appear to jut out of the mountain at first glance, perhaps built into the mountain. On second glance, however, it appears that the mountain may have collapsed on and welded with the keep. The wall juts out about 80 feet from the mountain, and is 110 feet long on the side that does not touch the mountain. Beyond the gate is a nearly 40 * 90 feet big courtyard, reduced only by the main keep which juts 10 feet into the courtyard. The main keep appears to be 50 * 50 feet large and has two floors overground. It sports a large door in the center. It is connected to the eastern and western parts of the wall by small 20-foot long passages, which sport two doors on each side, one to the main courtyard, and one to a smaller courtyard each, which would be 20 * 30 feet large if it weren't foir the mountain. The roofs of the passages are lower than the wall and the main keep. The wall and the passages are ten feet wide each, and the wall is 20 feet high. There are no stairs down into the courtyard from the wall. Each courtyard is lit by torches, with two torches at the sides of the gate and each door. The surrounding mountains make climbing the walls relatively easy, requiring a Climb check DC 15 unaided. According to plans found in the Keep, the Talon has considered making the top of the wall less accessible, but obviously had not yet implemented this. At least some portion of the main keep's roof is 'welded' with a uprising piece of rock. The roof also blocks divinations like detect magic, either being too thick to penetrate, or containing lead. The northern portions of the eastern and western parts of the wall appear to have collapsed. Plans found in the keep suggest that the Ashen Talon plans to repair or otherwise expand those sections. The first floor of the main keep consists of a t-shaped corridor and two large bedrooms with five beds each, presumably for the garrison. At the end of the corridor, a staircase leads up. Some maps found in the keep suggest that either exists a hidden staircase down, or the Talon plans to create or unearth one. The second floor of the main keep consists of a corridor with four door, which lead to several rooms. The first room on the left is an office with a desk, a shelf, and a bed. The second room is a storage room, mostly for food and drink. It contains a smaller, lockable room. That room contained the Dance of Souls. The second room from the right is an armory, and also contains a smaller room. That room was used as a makeshift prison and torture room for Azaroth, since no weapons were stored in the room at the time. The first room on the right was not explored. The small rooms have no windows.[/indent] [B]Ravensdale/The a'Larat residence[/B] [indent]The a'Larat residence is at the western end of the main road, and one house north of it. [indent]An iron fence surrounds an elaborate garden, dotted with several trees, and a pathway to the large, clearly noble house. The pathway is mostly flanked by trees, providing shade, but not all the way to the gate.[/indent][/indent] [/QUOTE]
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