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Adventure: A Tale of Two Domains (DM:Luinnar, Judge:renau1g)
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<blockquote data-quote="Luinnar" data-source="post: 5646354" data-attributes="member: 44459"><p>[gm]Is everyone all set with there character sheet (besides Brenn)?[/gm]</p><p></p><p>After investigating the house the party decides to call it a night and makes their way back to the homestead followed by Maria. Oddly enough they are also followed by the wolf pups, who have seem to taken a liking to Sir ExSixTen. They playfully bark and nip at his heels as as he walks. The party sleeps the night in the barn as there is little room in the house, each curled up in the straw in their own individual spot, besides Sir ExSixTen whom the pups sleep next to.</p><p></p><p>[sblock=Sir ExSixTen]</p><p>When you wake you notice that the bite marks you received from Jackques have not been fully been repaired by your self-maintenance systems. There are still small puncture wounds in your armor and the part around the wounds appear rusty and corroded.</p><p>[/sblock]</p><p>In the morning the group is treated with chicken for breakfast. Maria comments that one of the chickens must have been eaten by a wolf in the battle, as one appears to be missing. </p><p></p><p>After much examination using his arcane talents, Dorn deduces that the wolf pups are normal and do not have the potential to turn into wolfwere. Maria and Ontosh decide to keep them as pets, thinking that they could use the protection.</p><p></p><p>Thanking you once again for your help, Ontosh, Maria and their children wave goodbye to the party as they walk back to the road to Skald. The sun is bright and cheerful and the walk easy. All terrors of last night are driven from memory.</p><p></p><p>Soon you reach the grand city known as Skald and find yourself walking through a scattering of buildings which lie to the south of the town walls. Most of them are made of scrap lumber and even those that have been built of better materials have a look of poverty about them. Despite their initial appearance however, many of them look quite sturdy and are</p><p>protected with thick doors and shutters sporting large locks or bars.</p><p></p><p>The constant drone of insects serves to distract you from the constant scurrying of rodents as the poor and wretched go about their daily labors. Now and then, one of the inhabitants stops to look you over suspiciously. Without exception, there is a look of hunger and menace that cannot be concealed by a feigned smile or polite nod of the head.</p><p></p><p>Taking Jax's advice you quickly make your way through the Out Town area and find that the road passes through the shattered body of a once mighty fortress. It is hexagonal in shape, with walls standing some 20' high. Two towers are set into the north and south corners of the keep, both standing 25 feet tall. The northern walls are still a part of the city's defenses and, as such, are well maintained. The southern half of the building, however, died long ago.</p><p></p><p>As you look upon this deserted building, the shadows themselves seem to take on the form of guards standing at their posts. This place has a presence about it, a long and honorable tradition of duty and service. When the wind blows, one can almost hear the marching of troops and the orders of officers. If ever a place seemed right for ghosts, this is it.</p><p></p><p>You turn right and find that the streets in this section of town are all cobblestone affairs. The buildings here are larger and more artistic than those in the other areas of town. Clearly, this is a place for the wellto-do. Here and there, lawns and gardens accent the neighborhoods, and the scent of flowers dances lightly in the air. As you wander through this part of town, however, you notice that there are many patrols, unlike that of the Out Town. Although there seems to be no outward sign of suspicion in their eyes, the guards always seem to look at your party for a few seconds longer than they do anyone else. From time to time, a whispered conversation breaks out between members of the watch as you pass them.</p><p></p><p>Andras asks a passerby direction to The Old Kartakan Inn where you are to meet with Akriel. The man points down the road but does not speak. Walking down the road reach your destination. It is a breathtaking sight. From atop a high, stone cliff, twin waterfalls plunge downward to shatter what might otherwise be a peaceful pond. The roar is incredible, muting all other sounds, and a cloud of mist fills the air at all times. In the center of the bubbling, churning lake (known locally as The Cauldron) stands a natural stone island. Long ago polished to a smooth, rounded form by the raging water it now supports a proud and stately structure: The Old Kartakan Inn. The perpetual fog of The Cauldron's waters hangs heavy about the inn, giving the place an almost supernatural look. Here and there, moving bodies can be seen in the mists. The obscuring properties of this shroud, however, make it difficult to tell if they are human or some form of ghostly apparition.</p><p></p><p>Entering the stately doors you find yourself in a fancy carpeted room. The walls are made of polished dark wood and are adorned by expensive looking paintings. A small man standing behind a desk looks up at you as you enter. <em><span style="color: Yellow">Yes? How may I help you?</span></em> he says in a voice that is doubtful that anyone in the group could afford such opulence.</p></blockquote><p></p>
[QUOTE="Luinnar, post: 5646354, member: 44459"] [gm]Is everyone all set with there character sheet (besides Brenn)?[/gm] After investigating the house the party decides to call it a night and makes their way back to the homestead followed by Maria. Oddly enough they are also followed by the wolf pups, who have seem to taken a liking to Sir ExSixTen. They playfully bark and nip at his heels as as he walks. The party sleeps the night in the barn as there is little room in the house, each curled up in the straw in their own individual spot, besides Sir ExSixTen whom the pups sleep next to. [sblock=Sir ExSixTen] When you wake you notice that the bite marks you received from Jackques have not been fully been repaired by your self-maintenance systems. There are still small puncture wounds in your armor and the part around the wounds appear rusty and corroded. [/sblock] In the morning the group is treated with chicken for breakfast. Maria comments that one of the chickens must have been eaten by a wolf in the battle, as one appears to be missing. After much examination using his arcane talents, Dorn deduces that the wolf pups are normal and do not have the potential to turn into wolfwere. Maria and Ontosh decide to keep them as pets, thinking that they could use the protection. Thanking you once again for your help, Ontosh, Maria and their children wave goodbye to the party as they walk back to the road to Skald. The sun is bright and cheerful and the walk easy. All terrors of last night are driven from memory. Soon you reach the grand city known as Skald and find yourself walking through a scattering of buildings which lie to the south of the town walls. Most of them are made of scrap lumber and even those that have been built of better materials have a look of poverty about them. Despite their initial appearance however, many of them look quite sturdy and are protected with thick doors and shutters sporting large locks or bars. The constant drone of insects serves to distract you from the constant scurrying of rodents as the poor and wretched go about their daily labors. Now and then, one of the inhabitants stops to look you over suspiciously. Without exception, there is a look of hunger and menace that cannot be concealed by a feigned smile or polite nod of the head. Taking Jax's advice you quickly make your way through the Out Town area and find that the road passes through the shattered body of a once mighty fortress. It is hexagonal in shape, with walls standing some 20' high. Two towers are set into the north and south corners of the keep, both standing 25 feet tall. The northern walls are still a part of the city's defenses and, as such, are well maintained. The southern half of the building, however, died long ago. As you look upon this deserted building, the shadows themselves seem to take on the form of guards standing at their posts. This place has a presence about it, a long and honorable tradition of duty and service. When the wind blows, one can almost hear the marching of troops and the orders of officers. If ever a place seemed right for ghosts, this is it. You turn right and find that the streets in this section of town are all cobblestone affairs. The buildings here are larger and more artistic than those in the other areas of town. Clearly, this is a place for the wellto-do. Here and there, lawns and gardens accent the neighborhoods, and the scent of flowers dances lightly in the air. As you wander through this part of town, however, you notice that there are many patrols, unlike that of the Out Town. Although there seems to be no outward sign of suspicion in their eyes, the guards always seem to look at your party for a few seconds longer than they do anyone else. From time to time, a whispered conversation breaks out between members of the watch as you pass them. Andras asks a passerby direction to The Old Kartakan Inn where you are to meet with Akriel. The man points down the road but does not speak. Walking down the road reach your destination. It is a breathtaking sight. From atop a high, stone cliff, twin waterfalls plunge downward to shatter what might otherwise be a peaceful pond. The roar is incredible, muting all other sounds, and a cloud of mist fills the air at all times. In the center of the bubbling, churning lake (known locally as The Cauldron) stands a natural stone island. Long ago polished to a smooth, rounded form by the raging water it now supports a proud and stately structure: The Old Kartakan Inn. The perpetual fog of The Cauldron's waters hangs heavy about the inn, giving the place an almost supernatural look. Here and there, moving bodies can be seen in the mists. The obscuring properties of this shroud, however, make it difficult to tell if they are human or some form of ghostly apparition. Entering the stately doors you find yourself in a fancy carpeted room. The walls are made of polished dark wood and are adorned by expensive looking paintings. A small man standing behind a desk looks up at you as you enter. [I][COLOR=Yellow]Yes? How may I help you?[/COLOR][/I] he says in a voice that is doubtful that anyone in the group could afford such opulence. [/QUOTE]
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