Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
Aphonion Tales: Ravenskrag and the Shadowline, a preteen D&D game (lightly edited notes, COMPLETED on 1/20/23)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CPaladin" data-source="post: 8446553" data-attributes="member: 7030144"><p>Session 28 (May 15, 2021)</p><p></p><p>11 O-Zar</p><p>They awake in the Strangled Goose, and prepare to head back to the Eastern Trade Federation capital.</p><p></p><p>They approach a nest of venomous snakes, but Merreep spots it easily. They avoid it, although Runor casts a neutralize poison on the snakes just in case.</p><p></p><p>At the end of the day, they make camp and the night passes uneventfully.</p><p></p><p>12 O-Zar</p><p>Day and night pass peacefully.</p><p></p><p>13 O-Zar</p><p>Day passes peacefully.</p><p></p><p>At night, they see huge numbers of fireflies flitting around. They also hear distant carnival-style music. A certain number of the fireflies appear to be dancing in time to the distant music. Runor recognizes that the Violet Moon is full, along with the Silver Moon, and he concludes they are likely tiny fae instead of fireflies.</p><p></p><p>Shortly after moonrise, a tall, slender figure, with barely pointed ears and violet clothes steps into the camp.</p><p></p><p>“Hail, well met in the midst of the woods in the midst of the night. I must ask, because if I do not ask the Lady will ask: Why does such a band, bright in the light, travel in the raiment of darkness, and carry with you abomination?” They think that it is a sidhe lord, though they are not sure.</p><p></p><p>“We’re trying to prevent something bad that might otherwise happen.”</p><p></p><p>“Ah, but you have not said why you travel in the raiment of darkness.”</p><p></p><p>“We actually made camp, so we’re not traveling actually.”</p><p></p><p>He laughs uproariously, and then decides they should dance, levitating part of the group up into the air and setting them to dancing. They all dance for an hour and then float gently to the ground, exhausted.</p><p></p><p>He then says, “I don’t think you know that you are drizzling chaos and evil behind you.”</p><p></p><p>“We are?” they ask, actually surprised.</p><p></p><p>“Yes, I was sure you didn’t. If you had, I might have had to draw my swords—you know how it is. I will cure that before I go.” He draws a sigil on each casket with a crystal blade of grass. “Do not worry—the one you deceive could not recognize fae magic to save his life. Not that it would.” He then leaves to attend on a group of chipmunks that are awaiting him.</p><p></p><p>14 O-Zar</p><p>Day and night pass peacefully.</p><p></p><p>15 O-Zar</p><p>Day and night pass peacefully.</p><p></p><p>16 O-Zar</p><p>Expecting to arrive at the city this day, the group puts on their outfits. The morning passes uneventfully, and they approach the city on horseback.</p><p></p><p>As they approach the energy barrier, they note the city folks again avoiding the area, but also looking at them somewhat suspiciously.</p><p></p><p>The gate guard lets them directly through the barrier, and calls for the captain to inform the tower.</p><p></p><p>A captain hurries up. He is quite happy. “I trust your trip was uneventful.”</p><p></p><p>After a pause, “Brunhilde” says “Yes.”</p><p></p><p>He is clearly a captain, but not one they have seen before. He wears no Paranswarmian symbols, but has very shiny armor and a swagger stick. “I had feared you might have had a problem. But I have now returned from my mission—storms at sea, you know—and I see you have as well. Sir Clarence will be very pleased. I was concerned, you know, when I learned fresh recruits had been sent. But you must be fully committed to the cause.”</p><p></p><p>After a little more conversation, he says, “I know the intent for these materials. Let’s get them into the secure chamber. Come along.”</p><p></p><p>He takes us to a door we haven’t seen before, into the tower, and makes a highly complicated series of gestures at the door. Aleep is fairly certain that he got the whole series of gestures. So is Ulgorio.</p><p></p><p>“You there!” He gestures at a guard who leaps to his feet.</p><p></p><p>“Yes, Lord Ishulvan.”</p><p></p><p>“Fetch the keys. The delivery has arrived.”</p><p></p><p>“Yes, Lord.”</p><p></p><p>He gestures into a storage room. There are a group of sea chests there, and a space for the caskets.</p><p></p><p>“You deserve good compensation. Here is a bonus from me—50 silver. Go out on the town. Enjoy yourselves, get drunk or whatever you do. Report back in the morning.”</p><p></p><p>As they leave, he makes another small gesture and the door disappears back into the wall.</p><p></p><p>Runor thinks about the captain’s uniform, and realizes that he has heard of cultists of the Worm who wear armor like that, generally as a way of emulating servants of the Worm. The captain also had no religious symbols on him at all, which is reasonably unusual (though not unheard of).</p><p></p><p>“Brunhilde” leads the group to find the captain who sent them.</p><p></p><p>“I’m pleased to see you alive. Things have gotten a bit more tense since you left. Sir Clarence’s personal guard captain has returned. He has taken charge of many things very quickly. But I have heard from the people who have been here longest that he is in charge of everything. He apparently was away at sea.”</p><p></p><p>They ask for a private place to speak, and the captain leads us into the Paranswarmian chapel that has been set up by now.</p><p></p><p>“I think he’s going to move soon.”</p><p></p><p>Aleep asks, “The personal captain is called Lord Ishulvan?”</p><p></p><p>“I have never heard that name. We were given no name—told only to call him sir. I do not recognize that name, or where that name would be from.”</p><p></p><p>“I think it might be Ish’ill-tuvan. The name of the second demon from the letter.”</p><p></p><p>“That is very troubling. We are not permitted out into the city any more. Some troops have arrived from East Haven. But they are still not many, and they have no archmage to counter Sir Clarence. And if they have a demon as well to back them… If only we could get a message to the Bishop of Glordiadel.”</p><p></p><p>“We could take a message to the Bishop,” says Merreep. “We were given liberty in the city by the captain.”</p><p></p><p>“Ask the Bishop whether he recognizes the name. And warn him, and perhaps the Dogaressa, that things may be happening soon. Some of us are not committed, but there are not many of us, and there are many troops.”</p><p></p><p>The group heads out. Shortly after leaving, they remove their uniforms and head to the Cathedral. They are passed through quickly to the Bishop.</p><p></p><p>“Greetings. It is good to see you alive. I was worried when they sent you to get a special package.”</p><p></p><p>Aleep says, “We looked in the package. There was a letter. Here is a copy.”</p><p></p><p>The Bishop calls for his chief expert in demonology. A very ascetic priest enters. “Are we sure that this letter is precise?”</p><p></p><p>“Aleep is sure. Aleep copied carefully.”</p><p></p><p>“This is a letter from the Seneschal of the Worm. The second name is in the Book of Names… I believe it is a field marshal. I could look if it was important. How did you get this?”</p><p></p><p>Merreep explains.</p><p></p><p>The Bishop continues, “There is an archmage en route, but I do not think he will arrive in time. He was shunted away from here when he tried to teleport here. He arrived north of North Haven and is now traveling overland. He will likely take a week to arrive. But I think that will be too late, and we will need to respond with what we have at hand. There are also troops marching from North Haven to reinforce.” He pauses. “How committed are you to this? I cannot ask more of you after all that you have done, but I want to know how determined you are to see this through.”</p><p></p><p>Merreep says that they are fully committed.</p><p></p><p>They decide to stay in contact via Runor, through magical means.</p><p></p><p>Aleep says that they worry that “Lord Ishulvan” might be Ish’ill-tuvan.</p><p></p><p>The demonologist says, “Then that almost surely is the demon lord in a human form. We will look in the Book of Names to verify his powers.”</p><p></p><p>“Do you have any way to get out of the city?” asks the Bishop.</p><p></p><p>Merreep says no, not without getting very lucky.</p><p></p><p>The Bishop discusses the possibility of hiring local mercenaries en masse, from the hordes of Fangtooth. “If I could hire even a force that seems to be invading, it might distract him long enough for the archmage to reach us. You must warn the Dogaressa. I think battle is coming soon.”</p><p>[End session 28]</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8446553, member: 7030144"] Session 28 (May 15, 2021) 11 O-Zar They awake in the Strangled Goose, and prepare to head back to the Eastern Trade Federation capital. They approach a nest of venomous snakes, but Merreep spots it easily. They avoid it, although Runor casts a neutralize poison on the snakes just in case. At the end of the day, they make camp and the night passes uneventfully. 12 O-Zar Day and night pass peacefully. 13 O-Zar Day passes peacefully. At night, they see huge numbers of fireflies flitting around. They also hear distant carnival-style music. A certain number of the fireflies appear to be dancing in time to the distant music. Runor recognizes that the Violet Moon is full, along with the Silver Moon, and he concludes they are likely tiny fae instead of fireflies. Shortly after moonrise, a tall, slender figure, with barely pointed ears and violet clothes steps into the camp. “Hail, well met in the midst of the woods in the midst of the night. I must ask, because if I do not ask the Lady will ask: Why does such a band, bright in the light, travel in the raiment of darkness, and carry with you abomination?” They think that it is a sidhe lord, though they are not sure. “We’re trying to prevent something bad that might otherwise happen.” “Ah, but you have not said why you travel in the raiment of darkness.” “We actually made camp, so we’re not traveling actually.” He laughs uproariously, and then decides they should dance, levitating part of the group up into the air and setting them to dancing. They all dance for an hour and then float gently to the ground, exhausted. He then says, “I don’t think you know that you are drizzling chaos and evil behind you.” “We are?” they ask, actually surprised. “Yes, I was sure you didn’t. If you had, I might have had to draw my swords—you know how it is. I will cure that before I go.” He draws a sigil on each casket with a crystal blade of grass. “Do not worry—the one you deceive could not recognize fae magic to save his life. Not that it would.” He then leaves to attend on a group of chipmunks that are awaiting him. 14 O-Zar Day and night pass peacefully. 15 O-Zar Day and night pass peacefully. 16 O-Zar Expecting to arrive at the city this day, the group puts on their outfits. The morning passes uneventfully, and they approach the city on horseback. As they approach the energy barrier, they note the city folks again avoiding the area, but also looking at them somewhat suspiciously. The gate guard lets them directly through the barrier, and calls for the captain to inform the tower. A captain hurries up. He is quite happy. “I trust your trip was uneventful.” After a pause, “Brunhilde” says “Yes.” He is clearly a captain, but not one they have seen before. He wears no Paranswarmian symbols, but has very shiny armor and a swagger stick. “I had feared you might have had a problem. But I have now returned from my mission—storms at sea, you know—and I see you have as well. Sir Clarence will be very pleased. I was concerned, you know, when I learned fresh recruits had been sent. But you must be fully committed to the cause.” After a little more conversation, he says, “I know the intent for these materials. Let’s get them into the secure chamber. Come along.” He takes us to a door we haven’t seen before, into the tower, and makes a highly complicated series of gestures at the door. Aleep is fairly certain that he got the whole series of gestures. So is Ulgorio. “You there!” He gestures at a guard who leaps to his feet. “Yes, Lord Ishulvan.” “Fetch the keys. The delivery has arrived.” “Yes, Lord.” He gestures into a storage room. There are a group of sea chests there, and a space for the caskets. “You deserve good compensation. Here is a bonus from me—50 silver. Go out on the town. Enjoy yourselves, get drunk or whatever you do. Report back in the morning.” As they leave, he makes another small gesture and the door disappears back into the wall. Runor thinks about the captain’s uniform, and realizes that he has heard of cultists of the Worm who wear armor like that, generally as a way of emulating servants of the Worm. The captain also had no religious symbols on him at all, which is reasonably unusual (though not unheard of). “Brunhilde” leads the group to find the captain who sent them. “I’m pleased to see you alive. Things have gotten a bit more tense since you left. Sir Clarence’s personal guard captain has returned. He has taken charge of many things very quickly. But I have heard from the people who have been here longest that he is in charge of everything. He apparently was away at sea.” They ask for a private place to speak, and the captain leads us into the Paranswarmian chapel that has been set up by now. “I think he’s going to move soon.” Aleep asks, “The personal captain is called Lord Ishulvan?” “I have never heard that name. We were given no name—told only to call him sir. I do not recognize that name, or where that name would be from.” “I think it might be Ish’ill-tuvan. The name of the second demon from the letter.” “That is very troubling. We are not permitted out into the city any more. Some troops have arrived from East Haven. But they are still not many, and they have no archmage to counter Sir Clarence. And if they have a demon as well to back them… If only we could get a message to the Bishop of Glordiadel.” “We could take a message to the Bishop,” says Merreep. “We were given liberty in the city by the captain.” “Ask the Bishop whether he recognizes the name. And warn him, and perhaps the Dogaressa, that things may be happening soon. Some of us are not committed, but there are not many of us, and there are many troops.” The group heads out. Shortly after leaving, they remove their uniforms and head to the Cathedral. They are passed through quickly to the Bishop. “Greetings. It is good to see you alive. I was worried when they sent you to get a special package.” Aleep says, “We looked in the package. There was a letter. Here is a copy.” The Bishop calls for his chief expert in demonology. A very ascetic priest enters. “Are we sure that this letter is precise?” “Aleep is sure. Aleep copied carefully.” “This is a letter from the Seneschal of the Worm. The second name is in the Book of Names… I believe it is a field marshal. I could look if it was important. How did you get this?” Merreep explains. The Bishop continues, “There is an archmage en route, but I do not think he will arrive in time. He was shunted away from here when he tried to teleport here. He arrived north of North Haven and is now traveling overland. He will likely take a week to arrive. But I think that will be too late, and we will need to respond with what we have at hand. There are also troops marching from North Haven to reinforce.” He pauses. “How committed are you to this? I cannot ask more of you after all that you have done, but I want to know how determined you are to see this through.” Merreep says that they are fully committed. They decide to stay in contact via Runor, through magical means. Aleep says that they worry that “Lord Ishulvan” might be Ish’ill-tuvan. The demonologist says, “Then that almost surely is the demon lord in a human form. We will look in the Book of Names to verify his powers.” “Do you have any way to get out of the city?” asks the Bishop. Merreep says no, not without getting very lucky. The Bishop discusses the possibility of hiring local mercenaries en masse, from the hordes of Fangtooth. “If I could hire even a force that seems to be invading, it might distract him long enough for the archmage to reach us. You must warn the Dogaressa. I think battle is coming soon.” [End session 28] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
Aphonion Tales: Ravenskrag and the Shadowline, a preteen D&D game (lightly edited notes, COMPLETED on 1/20/23)
Top