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The Wayfinders - The Wreck of the Archon
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<blockquote data-quote="SelcSilverhand" data-source="post: 5862773" data-attributes="member: 30016"><p>First Warlord Adal nods and rises. He holds out his hand over his desk and spreads his fingers wide. The surface ripples and a black metal staff rises up from under its surface to his waiting grasp. The leaves and small branches growing from the desk shudder as if in relief. Adal grips the staff and turns it upright. It is utterly plain and without adornment. No crystals or runes mar its perfect black surface. In fact after a bit of staring at it, you can't see any of the lights of the room reflect from it. It seems to drink in the light around it. Adal says <span style="color: Purple">"Follow me."</span> and moves towards the corridor he emerged from. </p><p></p><p>The passages he leads you through look like they belong in a royal castle or a great cathedral. The ceilings vault high overhead and are roofed in glass. Richly stained wood lines the walls, carved with a thousand figures, beasts, and designs. Dozens of dancing orbs of light appear above you and follow your group as you make your way down the passage. You pass several huge double doors before Adal stops before one. The door seems to sense his presence as it swing open before him without waiting for a command. This new hallway lacks adornments and is instead made of stone. It must have been magically created as you can find no signs of mortar, nor any seams from where the stones were fit together. Behind you the doors boom shut and vanish, replaced by a solid stone wall. The corridor curves back and forth in an S shape twice before you reach the end of it. It appears to be a dead end but as you approach the wall splits and opens to reveal an octagonal room. 4 looming figures stand along the walls at the edges of the room. Two of the figures appear to be golems, one of flesh and one of steel. The third looks like it was created from the bones of monsters. It is quadrapedal with a dragon-like snout, long grasping talons, and two tails. The fourth figure is shrouded in darkness that writhes like a pit of snakes. You can see that it stands on two legs and is roughly humanoid, but can make out no other features. </p><p>Immediately upon coming into view of the guardians Adal raises his staff. The heads of the creatures turn and watch as you enter but otherwise do not move. Directly across from you the wall splits again and reveals a workshop. Adal urges you on ahead while he stands in the center of the room. Once you are all clear he follows you through and the door seals again behind him. The workshop you have entered is like nothing you've ever seen. Only some of its features are recognizable. Here bubbles an alchemist table filled with colored and roiling concoctions. There lies a research desk piled with books, scrolls, and papers. Over here are experimental animals such as rats, rabbits, and birds. The rest leaves you bewildered by all the strange implements, machines, and magical components. Several figures move rapidly around the room as they scramble to look busy as Adal enters. A small figure, a gnome, wearing a thick apron hastens over to greet Adal. He doesn't bother exchanging pleasantries but immediately inquires after the expedition preparations. </p><p><span style="color: Lime">"Oh yes, they are going quite well, quite well indeed. We have four carts prepared for transporting the artifacts along with a fifth designed for rapid insertion. We are in the process of reinforcing its wards and control reins before we provision it."</span> Adal nods his approval and introduces your party to Weyls Huppo, the foreman in charge of the project. He talks rapidly as he walks towards the next room, eager to show you what he has been working on. The next room is bustling with activity as workers move around five huge spheres studded with patterns of spikes. One is made from stone while the other four are made from some sort of bronze colored metal. Weyls takes a short steel pole from a nearby bench and taps the side of the stone ball. It splits open revealing two tiers of seats, a set of poles protruding from the ground in front of one of the front seats, and a cargo area behind the seats. Weyls describes it as Rumbleball, a design he helped create. He explains that deep inside it is a bound earth elemental that drives the sphere forward. Special goggles allow the driver to see with the elemental's senses and navigate accordingly. Instead of tumbling round and round inside the hollow sphere, the platform automatically levels out so that the riders have a "comfortable and safe, very safe ride". He seems to stress that last bit quite heavily. The other spheres are designed to be drawn to the earth elemental and will follow your craft. <span style="color: lime">"However, the attraction has a very short duration profile. We're hoping to expound on it by the addition of ionized plating along the anterior and posterior slopes of the primary sphere which could add at least 2x10^3 seconds to the overall dwell time of the containment vessels..."</span> He continues to rattle off his ideas that all seem highly technical, magical, and ludicrous all at the same time. Adal moves silently up behind you and waves Weyls into silence. <span style="color: Purple">"What he is telling you is that your primary craft is what you will enter the Mournlands. You will ride in inside the Rumbleball while a air vessel waits at the borders. We have crafted a signalling method so that you can alert the crew when you have secured the craft and are ready to transport the <strong>Monolith Crystals</strong> out. The aircraft will not land, but rather will fly over and drop the containment vessels from several miles over the fog. Their enchantments should allow them to float to the ground where they can be recovered by you. Once in proximity to the Rumbleball they will follow you long enough for you to extract the crystals and roll to the edge of the Mournlands. Do not tarry or you may have to push them the rest of the way. Weyls assures me that they will be ready soon. We plan to use the Gates of Xabra to transport you to the edge of the Mournlands as soon as you are ready. This is the fastest way possible to get you to the region and should give you time to overtake the other expeditions. I have a guide waiting for you on the nearside of Lake Arul who will show you the way to your destination."</span></p></blockquote><p></p>
[QUOTE="SelcSilverhand, post: 5862773, member: 30016"] First Warlord Adal nods and rises. He holds out his hand over his desk and spreads his fingers wide. The surface ripples and a black metal staff rises up from under its surface to his waiting grasp. The leaves and small branches growing from the desk shudder as if in relief. Adal grips the staff and turns it upright. It is utterly plain and without adornment. No crystals or runes mar its perfect black surface. In fact after a bit of staring at it, you can't see any of the lights of the room reflect from it. It seems to drink in the light around it. Adal says [COLOR="Purple"]"Follow me."[/COLOR] and moves towards the corridor he emerged from. The passages he leads you through look like they belong in a royal castle or a great cathedral. The ceilings vault high overhead and are roofed in glass. Richly stained wood lines the walls, carved with a thousand figures, beasts, and designs. Dozens of dancing orbs of light appear above you and follow your group as you make your way down the passage. You pass several huge double doors before Adal stops before one. The door seems to sense his presence as it swing open before him without waiting for a command. This new hallway lacks adornments and is instead made of stone. It must have been magically created as you can find no signs of mortar, nor any seams from where the stones were fit together. Behind you the doors boom shut and vanish, replaced by a solid stone wall. The corridor curves back and forth in an S shape twice before you reach the end of it. It appears to be a dead end but as you approach the wall splits and opens to reveal an octagonal room. 4 looming figures stand along the walls at the edges of the room. Two of the figures appear to be golems, one of flesh and one of steel. The third looks like it was created from the bones of monsters. It is quadrapedal with a dragon-like snout, long grasping talons, and two tails. The fourth figure is shrouded in darkness that writhes like a pit of snakes. You can see that it stands on two legs and is roughly humanoid, but can make out no other features. Immediately upon coming into view of the guardians Adal raises his staff. The heads of the creatures turn and watch as you enter but otherwise do not move. Directly across from you the wall splits again and reveals a workshop. Adal urges you on ahead while he stands in the center of the room. Once you are all clear he follows you through and the door seals again behind him. The workshop you have entered is like nothing you've ever seen. Only some of its features are recognizable. Here bubbles an alchemist table filled with colored and roiling concoctions. There lies a research desk piled with books, scrolls, and papers. Over here are experimental animals such as rats, rabbits, and birds. The rest leaves you bewildered by all the strange implements, machines, and magical components. Several figures move rapidly around the room as they scramble to look busy as Adal enters. A small figure, a gnome, wearing a thick apron hastens over to greet Adal. He doesn't bother exchanging pleasantries but immediately inquires after the expedition preparations. [COLOR="Lime"]"Oh yes, they are going quite well, quite well indeed. We have four carts prepared for transporting the artifacts along with a fifth designed for rapid insertion. We are in the process of reinforcing its wards and control reins before we provision it."[/COLOR] Adal nods his approval and introduces your party to Weyls Huppo, the foreman in charge of the project. He talks rapidly as he walks towards the next room, eager to show you what he has been working on. The next room is bustling with activity as workers move around five huge spheres studded with patterns of spikes. One is made from stone while the other four are made from some sort of bronze colored metal. Weyls takes a short steel pole from a nearby bench and taps the side of the stone ball. It splits open revealing two tiers of seats, a set of poles protruding from the ground in front of one of the front seats, and a cargo area behind the seats. Weyls describes it as Rumbleball, a design he helped create. He explains that deep inside it is a bound earth elemental that drives the sphere forward. Special goggles allow the driver to see with the elemental's senses and navigate accordingly. Instead of tumbling round and round inside the hollow sphere, the platform automatically levels out so that the riders have a "comfortable and safe, very safe ride". He seems to stress that last bit quite heavily. The other spheres are designed to be drawn to the earth elemental and will follow your craft. [COLOR="lime"]"However, the attraction has a very short duration profile. We're hoping to expound on it by the addition of ionized plating along the anterior and posterior slopes of the primary sphere which could add at least 2x10^3 seconds to the overall dwell time of the containment vessels..."[/COLOR] He continues to rattle off his ideas that all seem highly technical, magical, and ludicrous all at the same time. Adal moves silently up behind you and waves Weyls into silence. [COLOR="Purple"]"What he is telling you is that your primary craft is what you will enter the Mournlands. You will ride in inside the Rumbleball while a air vessel waits at the borders. We have crafted a signalling method so that you can alert the crew when you have secured the craft and are ready to transport the [B]Monolith Crystals[/B] out. The aircraft will not land, but rather will fly over and drop the containment vessels from several miles over the fog. Their enchantments should allow them to float to the ground where they can be recovered by you. Once in proximity to the Rumbleball they will follow you long enough for you to extract the crystals and roll to the edge of the Mournlands. Do not tarry or you may have to push them the rest of the way. Weyls assures me that they will be ready soon. We plan to use the Gates of Xabra to transport you to the edge of the Mournlands as soon as you are ready. This is the fastest way possible to get you to the region and should give you time to overtake the other expeditions. I have a guide waiting for you on the nearside of Lake Arul who will show you the way to your destination."[/COLOR] [/QUOTE]
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