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Anamnesis [UPDATED 4/10]
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<blockquote data-quote="Eosin the Red" data-source="post: 3446953" data-attributes="member: 168"><p><strong>Hangin Around Home — Northrun</strong></p><p>Nagus discovers that a justicar is missing near Northrun when the attendant at the Shrine of Brynn reports that she is long overdue. It doesn’t take long to discover that she was captured in a Vindel raid trying to defend a small village. </p><p></p><p>The companions set on the trail of the raiders who have several days head start. Soon they find themselves approaching Vindel territory and eventually the city of Konstone where the Vindel hold their annual moot.</p><p></p><p>Cetric informs the companions that the moot is open to all and that most likely the young woman will end up as a “snow-wife” to one of the more powerful raiders.</p><p></p><p>Konstone is a muddy sprawl of a town that seemingly exploded into a city overnight. Tents threaten to overwhelm the city and sanitation is everyone’s problem. Yet, merchants from many different lands are present walking among the tents looking at slaves, metals, and goods captured during raids. Hidden among the merchants are soldiers, wizards, and even clerics who are here searching for more specialized “goods.” </p><p></p><p>It doesn’t take long to find the missing paladin Talwyn. She is chained to a pole where men find it sporting to see if she can be tamed. Fiery women (and men) who fight till the bitter end hold a special attraction to the fatalistic Vindel. After some advising and discussion of customs Nagus simply walks up and unchains her. </p><p></p><p>A powerful Vindel raider takes exception and demands some money for her purchase but thankfully the party realizes they will never get out alive if they show weakness. Nagus violently explodes into action pummeling the man near to death.</p><p></p><p>Afterwards the companions are invited to sit in the camp of a respected chieftain named Vorjarin. The Vindel war chief is the grandson of two Celestine making him nearly half immortal himself. There is little doubt that he has powers far beyond what the party is used to dealing with. Arron is questioned about the recent skyfire to the south [DM Note: the green fire that struck near Tharad]. Vorjarin has many other odd questions about “lowland” events some are obvious while others are impenetrable.</p><p></p><p>The impressed war chief ensures that the group knows of several warriors from Lorain who are attending the moot looking for sell-swords. Little comes from this knowledge other than being forewarned.</p><p></p><p>On the return to Northrun the companions spot heavily armored warriors high in the mountains. Keeping to shelter, they track the strange warriors for miles until they are able to intercept them. The men are members of the Kratian Battlelords and the skirmish quickly gives way to a stand off. Arron plays on the knight’s pride and challenges the leader to single combat — the losing side will surrender.</p><p></p><p>The two men proved to be evenly matched, trading blow for blow before the fight becomes defensive. Wary now, the two circle each other probing for an opening. The battle stretches out over minutes with neither side giving. Eventually injury and fatigue begin to wear the steel titans down. Arron shoves aside the final effort of the Battlelord and forces the exhausted warrior to yield shortly before he collapses as well.</p><p></p><p>[DM Note: The battle came down to burning STUN for END. Another Phase and it would have been Arron on the ground.]</p><p></p><p>The party returns with the captured knights to Northrun where they settle down for the winter.</p><p></p><p><strong>Shadow Fiend</strong></p><p>Once again spring sees a reunion at Orenstone. This reunion is short and unpleasant. Duke Wingate receives an ultimatum from Prince Rafn delivered by a foreign envoy who Kaid believes is also a powerful wizard.</p><p></p><p>The Prince leaves the duke little room to maneuver by ordering him to appear in Chandra along with his heir and Andris Ragnerik. Andris and the Duke agree that to place themselves in the Princes' power would be certain death. The envoy is rebuffed and dismissed but not before he promises war and death.</p><p></p><p>The Companions set out once more for the city of Tharad. During the winter there was a disaster of some sort and the sea is said to have swallowed parts of the city and thousands of citizens.</p><p></p><p>Less than a day into the journey, they find themselves facing the strange envoy who promised death and misery. There is little doubt that his power comes from the Adversary when the shadows begin to dance at his command. The companions face twisted, shadowy versions of themselves in battle — barely surviving. When the dust has settled there is no one around.</p><p></p><p>The road to Tharad is filled with refugees who have fled the city. Those who survived report that on the Feast of St Evik a green fire fell from the sky into the waters around Tharad. Shortly afterward the sea rose up and swallowed parts of the city killing thousands. The city survived but many have decided to move on because of the miasma of evil that lingers. It seems that strange and terrible things happen for no reason; stillborn children, sour milk, and all the usual culprits.</p><p></p><p>The Companions fear what they know they will find — the Black Abbey is destroyed and the dutiful monks whose prayers stretch back centuries are dead. The massive walls have been pulverized by some unknowable force. Something has escaped that had been imprisoned for millennium. There is little else to do for now. </p><p></p><p>[DM Note: The mighty city of Tharad is reduced but remains a power to be reckoned with by those who think her to be easy prey.]</p><p></p><p>The armies mobilize with the spring but no major battles are immediately fought. Duke Wingate minimizes forces in the Eastern Marches to bolster his garrisons at home. Every side — Lorain, Middea, and Wingate — is snapping up every mercenary force available for hire.</p><p></p><p><strong>Year Four</strong></p><p><em>Spring of IC 1080, the campaign resumes.</em></p></blockquote><p></p>
[QUOTE="Eosin the Red, post: 3446953, member: 168"] [B]Hangin Around Home — Northrun[/B] Nagus discovers that a justicar is missing near Northrun when the attendant at the Shrine of Brynn reports that she is long overdue. It doesn’t take long to discover that she was captured in a Vindel raid trying to defend a small village. The companions set on the trail of the raiders who have several days head start. Soon they find themselves approaching Vindel territory and eventually the city of Konstone where the Vindel hold their annual moot. Cetric informs the companions that the moot is open to all and that most likely the young woman will end up as a “snow-wife” to one of the more powerful raiders. Konstone is a muddy sprawl of a town that seemingly exploded into a city overnight. Tents threaten to overwhelm the city and sanitation is everyone’s problem. Yet, merchants from many different lands are present walking among the tents looking at slaves, metals, and goods captured during raids. Hidden among the merchants are soldiers, wizards, and even clerics who are here searching for more specialized “goods.” It doesn’t take long to find the missing paladin Talwyn. She is chained to a pole where men find it sporting to see if she can be tamed. Fiery women (and men) who fight till the bitter end hold a special attraction to the fatalistic Vindel. After some advising and discussion of customs Nagus simply walks up and unchains her. A powerful Vindel raider takes exception and demands some money for her purchase but thankfully the party realizes they will never get out alive if they show weakness. Nagus violently explodes into action pummeling the man near to death. Afterwards the companions are invited to sit in the camp of a respected chieftain named Vorjarin. The Vindel war chief is the grandson of two Celestine making him nearly half immortal himself. There is little doubt that he has powers far beyond what the party is used to dealing with. Arron is questioned about the recent skyfire to the south [DM Note: the green fire that struck near Tharad]. Vorjarin has many other odd questions about “lowland” events some are obvious while others are impenetrable. The impressed war chief ensures that the group knows of several warriors from Lorain who are attending the moot looking for sell-swords. Little comes from this knowledge other than being forewarned. On the return to Northrun the companions spot heavily armored warriors high in the mountains. Keeping to shelter, they track the strange warriors for miles until they are able to intercept them. The men are members of the Kratian Battlelords and the skirmish quickly gives way to a stand off. Arron plays on the knight’s pride and challenges the leader to single combat — the losing side will surrender. The two men proved to be evenly matched, trading blow for blow before the fight becomes defensive. Wary now, the two circle each other probing for an opening. The battle stretches out over minutes with neither side giving. Eventually injury and fatigue begin to wear the steel titans down. Arron shoves aside the final effort of the Battlelord and forces the exhausted warrior to yield shortly before he collapses as well. [DM Note: The battle came down to burning STUN for END. Another Phase and it would have been Arron on the ground.] The party returns with the captured knights to Northrun where they settle down for the winter. [B]Shadow Fiend[/B] Once again spring sees a reunion at Orenstone. This reunion is short and unpleasant. Duke Wingate receives an ultimatum from Prince Rafn delivered by a foreign envoy who Kaid believes is also a powerful wizard. The Prince leaves the duke little room to maneuver by ordering him to appear in Chandra along with his heir and Andris Ragnerik. Andris and the Duke agree that to place themselves in the Princes' power would be certain death. The envoy is rebuffed and dismissed but not before he promises war and death. The Companions set out once more for the city of Tharad. During the winter there was a disaster of some sort and the sea is said to have swallowed parts of the city and thousands of citizens. Less than a day into the journey, they find themselves facing the strange envoy who promised death and misery. There is little doubt that his power comes from the Adversary when the shadows begin to dance at his command. The companions face twisted, shadowy versions of themselves in battle — barely surviving. When the dust has settled there is no one around. The road to Tharad is filled with refugees who have fled the city. Those who survived report that on the Feast of St Evik a green fire fell from the sky into the waters around Tharad. Shortly afterward the sea rose up and swallowed parts of the city killing thousands. The city survived but many have decided to move on because of the miasma of evil that lingers. It seems that strange and terrible things happen for no reason; stillborn children, sour milk, and all the usual culprits. The Companions fear what they know they will find — the Black Abbey is destroyed and the dutiful monks whose prayers stretch back centuries are dead. The massive walls have been pulverized by some unknowable force. Something has escaped that had been imprisoned for millennium. There is little else to do for now. [DM Note: The mighty city of Tharad is reduced but remains a power to be reckoned with by those who think her to be easy prey.] The armies mobilize with the spring but no major battles are immediately fought. Duke Wingate minimizes forces in the Eastern Marches to bolster his garrisons at home. Every side — Lorain, Middea, and Wingate — is snapping up every mercenary force available for hire. [B]Year Four[/B] [I]Spring of IC 1080, the campaign resumes.[/I] [/QUOTE]
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