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The TOMB Of HORRORS Updated 08/17/05
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<blockquote data-quote="DM-Rocco" data-source="post: 1681316" data-attributes="member: 14451"><p><strong>Session 8 & 9 Module In the Abyss and the begining of A3 Assult on the Aerie</strong></p><p></p><p>After the battle with the Marilith, the adventures gained partial control of the ship, but the ship itself had control of where it was going and it brought the adventurers to a city that was in the heart of the first layer of the abyss. There, there was a tower which the adventures sought shelter from the chaotic fighting in the streets, but to their surprise, the tower was the hide out of those that sought the ship for themselves. A host of demons and devils and cultists had been fighting over the cntrol of the sip when they walked in. Things were about to break into a fight when one of the Balor demons suggested a game of chance with a deck of many things to settle the matter.</p><p> </p><p style="text-align: center">* * *</p><p><span style="font-size: 10px">Session 8 and 9</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Thalus’s journal</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">It was a game of chance, a game of fate, a game of death. 42 cards in a magical deck filled with the chaotic energy of the abyss. The deck of many things is but a pass time of the demons that haunt the abyss, but for us it was a nightmare world come true. While the minions of the abyss hardly lift a finger to face the threats and rewards of the deck, myself and my companions struggled through many different twists and turns and challenges. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Why, on my first draw proved this point as my very soul was ripped from my body and imprisoned on another plane. I will not write here of the horrors that I endured in that foul place, for time worked much differently in that realm, what was but minutes in our world was centuries on that dreaded world. I have suffered for that journey, though you could not see it by the look of me, unless you gazed in my eyes, there the eyes hold my true age. You can never hide the truth behind the stare. I have suffered, and of it I shall speak no more.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">A twisted and warped game it was, with an out come that I had little say in, indeed, by the time I returned to my body the strange world of my imprisonment stripped much of my memory from me for no one call recall a certain day five centuries pasted. I had to rely on accounts of others, the dwarf, whom I dislike for his holier than thou approach to life, had suffered a similar imprisonment, and while he claims it was nothing compared to his five year stint as a prison warden, I can tell the experience left him emotionally scared. The cleric Khael suffered a deconstruction of his very being, every fiber of his body was ripped away and his soul scattered amongst the devouring gods of the beyond. For all that was bad, there also was some that was good. Khael had also drawn a card that twisted his fates and reversed his inexistence. Gren gained a sizable keep and the Githyanki gained in strength and power. Through some complex scoring system we came away as the victors and the demons of the abyss were forced to comply and destroy the ship. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">We retreated to sigil where we found Willum. Willum, I never thought I would see that one again. He kept his word and paid us well, plus a bonus, he gave us a house, a house in sigil. Can’t say that I much care for the location, I prefer to keep my feet on the Prime material plane, but the house is nice. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">I had little time to recover from my ordeal for I was reminded that the slaves still needed to be freed. We have the location of the Isle of the slave lords and it was with great speed and much urgency that we traveled to the coastal town of Jerkin. Here we found our first clues as to where it was that we needed to be. A well-planned ambush left the slavers dead and a well place speak with dead spell allowed us to divine the location of the Isle. We made our way there with great haste.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Our party has done well, we have made our way through a secret underground passage to a gate hidden by bushes and shrubs, The passage must have run far underground, for the hill is on an island in the center of a large crater lake. Our group came out on the rocky slopes of a hill in the shadow of an extinct volcano, Mt. Flamenblut, below us lies the island — <em>the</em> <em>Aerie of the Slave Lords!</em> It is now clear why no military force could ever make a successful assault — the one pass that leads from the known Drachensgrab trails to the Slave Lords' stronghold is narrow and winding; a small force could effectively guard it and destroy all enemies. Even if an army could force its way through the pass, it would have no way to cross the Crater Lake.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">We emerged high above our goal: the hidden city of Suderhom. Its mighty walls make it impregnable, so a more subtle method of entry is called for. We observed Suderham from afar for the rest of the afternoon, Patrols on the wall and in the streets are frequent, more so in the western section than the lower-class southeastern section. Public disturbances appear to be punished quickly and harshly. It is time to review our situation. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The kings, dukes, and lords who hired us have mode well on their part of the bargain, healing and resurrecting my comrades who were wounded or slain. In our previous adventures we lost some magic items but obtained others, and we now find ourselves equipped as indicated, Ready for action, we descend toward the ramshackle buildings and dock area outside the city walls.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">In the slum sections outside the city, we encountered a dozen or so richly-attired people in fine silken robes disdainfully making their way toward the city gate, Guessing them to be buyers of slaves, our party ambushes and subdues the frightened aristocrats without difficulty. We learned from them that Suderham is known as the City of the Nine — the nine dreaded Slave Lords.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">It is an imposing stronghold, guarded by elite troops culled from the races of the dozen or more lands where the slavers hold sway. We have learned that within the city is a well-guarded stronghold — impossible for so small a party as ours to penetrate. However, there are rumors of subterranean passageways beneath the city, used only by the Slave Lords and their agents. Certain contacts in the city gave us clues, which we used to find this passageway.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">A search of our prisoners reveals papers that will grant entry into the city, and their fine robes effectively cover our armor if no one looks too closely, we have chosen to enter the city at sunset to improve our disguise and to avoid unnecessary encounters and challenges. Tying up the prisoners, we also realize we must act quickly. Guards might find your prisoners, or escaped enemies from previous adventures might arrive to give warning of your coming. One of your prisoners laughs before you gag him: "You fools! The Slave Lords know everything their enemy’s do! You haven't a chance.”</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">I shall show him who knows what. Gren proved to be a valuable member to the team; it was he that deciphered the strange and cryptic messages from the underground resistance that is entrenched in this city of sin. Finger jestures, hand movements and head nodes meant little to me, but they spoke volumes to him and he knew well what it is we must do and where it was that we must go. I have suffered much for the freedom of these slaves and now the slave lord will pay ten fold for every atrocity visited on these innocent folks. They shall feel Drow vengeance.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="DM-Rocco, post: 1681316, member: 14451"] [b]Session 8 & 9 Module In the Abyss and the begining of A3 Assult on the Aerie[/b] After the battle with the Marilith, the adventures gained partial control of the ship, but the ship itself had control of where it was going and it brought the adventurers to a city that was in the heart of the first layer of the abyss. There, there was a tower which the adventures sought shelter from the chaotic fighting in the streets, but to their surprise, the tower was the hide out of those that sought the ship for themselves. A host of demons and devils and cultists had been fighting over the cntrol of the sip when they walked in. Things were about to break into a fight when one of the Balor demons suggested a game of chance with a deck of many things to settle the matter. [center]* * *[/center] [size=2]Session 8 and 9 Thalus’s journal It was a game of chance, a game of fate, a game of death. 42 cards in a magical deck filled with the chaotic energy of the abyss. The deck of many things is but a pass time of the demons that haunt the abyss, but for us it was a nightmare world come true. While the minions of the abyss hardly lift a finger to face the threats and rewards of the deck, myself and my companions struggled through many different twists and turns and challenges. Why, on my first draw proved this point as my very soul was ripped from my body and imprisoned on another plane. I will not write here of the horrors that I endured in that foul place, for time worked much differently in that realm, what was but minutes in our world was centuries on that dreaded world. I have suffered for that journey, though you could not see it by the look of me, unless you gazed in my eyes, there the eyes hold my true age. You can never hide the truth behind the stare. I have suffered, and of it I shall speak no more. A twisted and warped game it was, with an out come that I had little say in, indeed, by the time I returned to my body the strange world of my imprisonment stripped much of my memory from me for no one call recall a certain day five centuries pasted. I had to rely on accounts of others, the dwarf, whom I dislike for his holier than thou approach to life, had suffered a similar imprisonment, and while he claims it was nothing compared to his five year stint as a prison warden, I can tell the experience left him emotionally scared. The cleric Khael suffered a deconstruction of his very being, every fiber of his body was ripped away and his soul scattered amongst the devouring gods of the beyond. For all that was bad, there also was some that was good. Khael had also drawn a card that twisted his fates and reversed his inexistence. Gren gained a sizable keep and the Githyanki gained in strength and power. Through some complex scoring system we came away as the victors and the demons of the abyss were forced to comply and destroy the ship. We retreated to sigil where we found Willum. Willum, I never thought I would see that one again. He kept his word and paid us well, plus a bonus, he gave us a house, a house in sigil. Can’t say that I much care for the location, I prefer to keep my feet on the Prime material plane, but the house is nice. I had little time to recover from my ordeal for I was reminded that the slaves still needed to be freed. We have the location of the Isle of the slave lords and it was with great speed and much urgency that we traveled to the coastal town of Jerkin. Here we found our first clues as to where it was that we needed to be. A well-planned ambush left the slavers dead and a well place speak with dead spell allowed us to divine the location of the Isle. We made our way there with great haste. Our party has done well, we have made our way through a secret underground passage to a gate hidden by bushes and shrubs, The passage must have run far underground, for the hill is on an island in the center of a large crater lake. Our group came out on the rocky slopes of a hill in the shadow of an extinct volcano, Mt. Flamenblut, below us lies the island — [i]the[/i] [i]Aerie of the Slave Lords![/i] It is now clear why no military force could ever make a successful assault — the one pass that leads from the known Drachensgrab trails to the Slave Lords' stronghold is narrow and winding; a small force could effectively guard it and destroy all enemies. Even if an army could force its way through the pass, it would have no way to cross the Crater Lake. We emerged high above our goal: the hidden city of Suderhom. Its mighty walls make it impregnable, so a more subtle method of entry is called for. We observed Suderham from afar for the rest of the afternoon, Patrols on the wall and in the streets are frequent, more so in the western section than the lower-class southeastern section. Public disturbances appear to be punished quickly and harshly. It is time to review our situation. The kings, dukes, and lords who hired us have mode well on their part of the bargain, healing and resurrecting my comrades who were wounded or slain. In our previous adventures we lost some magic items but obtained others, and we now find ourselves equipped as indicated, Ready for action, we descend toward the ramshackle buildings and dock area outside the city walls. In the slum sections outside the city, we encountered a dozen or so richly-attired people in fine silken robes disdainfully making their way toward the city gate, Guessing them to be buyers of slaves, our party ambushes and subdues the frightened aristocrats without difficulty. We learned from them that Suderham is known as the City of the Nine — the nine dreaded Slave Lords. It is an imposing stronghold, guarded by elite troops culled from the races of the dozen or more lands where the slavers hold sway. We have learned that within the city is a well-guarded stronghold — impossible for so small a party as ours to penetrate. However, there are rumors of subterranean passageways beneath the city, used only by the Slave Lords and their agents. Certain contacts in the city gave us clues, which we used to find this passageway. A search of our prisoners reveals papers that will grant entry into the city, and their fine robes effectively cover our armor if no one looks too closely, we have chosen to enter the city at sunset to improve our disguise and to avoid unnecessary encounters and challenges. Tying up the prisoners, we also realize we must act quickly. Guards might find your prisoners, or escaped enemies from previous adventures might arrive to give warning of your coming. One of your prisoners laughs before you gag him: "You fools! The Slave Lords know everything their enemy’s do! You haven't a chance.” I shall show him who knows what. Gren proved to be a valuable member to the team; it was he that deciphered the strange and cryptic messages from the underground resistance that is entrenched in this city of sin. Finger jestures, hand movements and head nodes meant little to me, but they spoke volumes to him and he knew well what it is we must do and where it was that we must go. I have suffered much for the freedom of these slaves and now the slave lord will pay ten fold for every atrocity visited on these innocent folks. They shall feel Drow vengeance. [/size] [/QUOTE]
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