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: 8341966" data-attributes="member: 7030144"><p>Session 14 (October 3, 2020)</p><p></p><p>25 Tar-Skard</p><p>They look for a caravan going back in the direction that Sir Clarence came from, mostly hearing about caravans going to Ravenskrag, offering 4-5 silver per day (guarding empty caravans).</p><p></p><p>They decide to hire on with Misty Starfire.</p><p></p><p>Misty Starfire is a tiny winged figure, with a caravan that includes both normal horses and wagons, and a handful of small, winged horses. She’s heading to Ravenskrag, and then on to the coast. On the return trip, they don’t expect problems with bandits, but occasionally problems with Shadowcreatures.</p><p></p><p>Aleep and Ashaltir recognize Misty as a fairy. She’s scattering fairy dust as well as her wings and appearance—they’re rarely seen outside the faerie forests.</p><p></p><p>26 Tar-Skard</p><p>Depart in the morning, uneventful travel.</p><p></p><p>27 Tar-Skard</p><p>Uneventful travel.</p><p></p><p>28 Tar-Skard</p><p>Peaceful travel.</p><p></p><p>29 Tar-Skard</p><p>Peaceful travel.</p><p></p><p>30 Tar-Skard</p><p>They pass a caravan going the other direction. The other caravan says that they hit a problem with bandits about a day on, but cleared them out.</p><p></p><p>They’re traveling faster than normal—there must be magic in Misty’s pixie dust.</p><p></p><p>31 Tar-Skard</p><p>Uneventful</p><p></p><p>1 Zar</p><p>Uneventful</p><p></p><p>2 Zar</p><p>They rise into the foothills of the mountains. There is a shout and a group of humans wearing a pure white come charging out of the foothills at them, pointing their lances and charging.</p><p></p><p>Mreep shoots one with her long bow, and Ashaltir shoots the same target. He’s still up, despite two hits.</p><p></p><p>Ulgorio casts a cloud of daggers. It kills the horse on the right, wounds the rider, and he rolls to the ground and then regains his feet and starts drawing his long sword. Bartix shoots and kills that one.</p><p></p><p>Aleep misses with two scorching rays, but hits with his third. His target continues to sway in his saddle.</p><p></p><p>Two of the guards miss badly, and the third manages to fumble and break his bow.</p><p></p><p>Runor hits the center rider with a sacred flame, and he droops over in his saddle but the horse keeps charging.</p><p></p><p>Mreep shoots the next rider for 13.</p><p></p><p>Ashaltir charges the last rider, deflects his lance with her shield, and smites him, doing about 25 damage. Ulgorio finishes him off with a cloud of daggers.</p><p></p><p>There is a pure white, almost albino horse standing there—the last survivor of the attackers. It drops its head and starts chewing some grass.</p><p></p><p>“How did three Pureblood get this far from the border? Charging hapless travellers 6 days from the border.”</p><p></p><p>Misty has no use for the horse, so lets the party take it.</p><p></p><p>By the end of the day, they reach the city of Ravenskrag. She pays them each 40 silver for their wages. She offers for them to sign on again to get to the Trade Cities by the coast. There will be no Shadow creatures on that side of the mountains, but bandits, I guarantee you. The PCs sign on, while she’ll take two to three days to get new cargo for the trip to the Trade Cities.</p><p></p><p>The PCs decide to stay at the same inn as Misty, which is a slightly expensive traders’ inn, but they can afford the 2 sp a day each.</p><p></p><p>3 and 4 Zar</p><p>The PCs just relax and practice for two days.</p><p></p><p>5 Zar</p><p>They travel on. It’s 12 days to the Trade Federation Cities. The 4th and 5th days are patrolled by the elven forest and have no chance of encounters.</p><p></p><p>7 Zar</p><p>The land they’re passing through has a fair number of fortified farms with fields and fields of corn and wheat. As they pass one, they hear cursing and crossbows being cranked and fired. They just press on, leaving the farmers to kill the plague of rats on their own.</p><p></p><p>8-9 Zar</p><p>Pass the elven forest.</p><p></p><p>10-16 Zar</p><p>Uneventful travel, before they reach a walled city, with a sign above the city gates: Mintalentelonde, All Welcome. Its name is bastardized elven, but it’s certainly not an elven city.</p><p></p><p>Misty pays each of the PCs another 60 sp. “I’ll be here some time before I head back—I’ll need a cargo that will pay me to Ravenskrag, and then either a cargo that will pay back or on to the Borderlands. Be careful in the city. It has a large cathedral of your god, Runor; and if the same count who was in power here last time is still in power, it’s the head of whichever merchant house is wealthiest, he’s in the 4th house in Merchants’ Row, should you need him for some ungodly reason.”</p><p></p><p>It’s a large city, some 70-80 thousand, mostly human, with a smattering of half-elves and a few elves.</p><p></p><p>Ashaltir, Ulgorio, and Bartix go to investigate Sir Clarence, and ask some questions about him. They head to an expensive inn to ask about him. They come to the Eagle’s Feather, which has a liveried servant to open the door. The common room is well appointed, with stuffed hunting trophies—including an eagle—decorating it. The common room is full, with mostly wealthy people. The doorman opened the door for them, but was a little hesitant. A serving maid immediately approaches them.</p><p></p><p>They ask after Sir Clarence. “He’s not a member of this establishment, but we know of him, of course. He’s the city’s magus.” She leads them over to a window. “That tower, on the hill? That is his residence. He belongs to the wizards’ guild, of course, and some other honorable societies, but his knighthood is of some other continent.” She waives her hand as if other continents don’t really matter.</p><p></p><p>Bartix and Ulgorio decide they don’t want to actually talk with him, because he might attack them, but that they want to spy on him. So they decide to spy on his tower. As they approach the hill, the structures become less elegant. The inn was in a more affluent area, but the tower looks much richer. Various people ask Ulgorio for a song, and he plays the Godzilla theme again. By the time they get near the foot of the tower, it’s clear that the buildings on the hill are slums. The buildings are ill-kept, the people look poor, but the tower glitters above it all. The group blends in as well as they can, which is reasonably well. There are a few small temples of Glordiadel that are well kept, but everything else in this area is ragged and ratty.</p><p></p><p>The tower grounds are completely clear of people, and there is a shimmering barrier around the grounds. The grounds are immaculate—cleanly cut grass, carefully tended hedge gardens, and totally empty of people.</p><p></p><p>No one in the neighborhood looks at the tower at all. None of them, ever. It’s kind of offputting once they notice it.</p><p></p><p>An older women, wearing silvery clothing and a silver veil, with a prominent sun symbol at her chest, is the one exception. She looks wherever she wishes, and she’s carrying a basket of foodstuffs. She goes up to the door of a house near them, and hands the basket to the person in the house, who bows and makes the sun symbol sign. “From the Temple. We heard there was need.”</p><p></p><p>She notices the group, particularly Ashaltir. She is clearly a sister of the Silver Veil. “Good day, travelers. Are you lost? You do not seem to be in a place I would have expected to see members of the gentry.”</p><p></p><p>Meanwhile, Runor, Mreep, and Aleep head to the Cathedral of Glordiadel, at Runor’s suggestion. The temple as a whole respects wealth, but it is not oriented towards wealth. This cathedral is a strange mix of styles, with some displays being garish displays of wealth. The merchant houses obviously compete by giving chapels, artwork, etc. A young tonsured priest approaches and welcomes Runor to the cathedral.</p><p></p><p>“I share the light of Glordiadel in a different place, but I figured I would visit the cathedral.”</p><p></p><p>“Would you care for a tour or to meet his eminence at the Anointing of the Sun?”</p><p></p><p>“I wish to ask a question of a certain man you may know about.”</p><p></p><p>“I will do my best to answer.”</p><p></p><p>“Do you know anything about Sir Clarence?”</p><p></p><p>“The Chief Magus? He came from overseas, he brought great wealth with him which allowed him to buy the tower in which he dwells; he became the head of the brothers and sisters of the magi in a very short time. He is a cruel and hard man, not a member of the faith. He has curried favor with many of the merchant houses. He is rumored to have gain much of his wealth by hiring people to hunt forbidden magic components—such as those taken from sentient creatures.”</p><p></p><p>“Hunting harpies would be forbidden?”</p><p></p><p>“Not by the city, but by the faith, unless they were a threat. He is also suspected of hiring groups to hunt for werebear claws, which is strictly forbidden by both the city’s laws as well. His Eminence might feel more free to speak about what the temple believes but cannot prove.”</p><p></p><p>Father Runor is introduced to the bishop after the service.</p><p></p><p>“Come, come into the vesting chamber with me.” While he is stripping off his finery, he says, “what do you need to know that I might know?”</p><p></p><p>“There are rumors that Sir Clarence has done unfavorable things for magical components.”</p><p></p><p>“You are certainly correct that there are such rumors. Most egregiously, he sought werebear parts, and hunting them for parts is the same as murder. What appears to happen is that he hires underpowered groups so there are no survivors, but they locate the prey, and then he and a highly trained group of his own men target the prey.”</p><p></p><p>Runor describes our experience.</p><p></p><p>“So he was using a tracking spell, not a tracking item. It will be long since dissipated.”</p><p></p><p>The gold from him has an enchantment on it—likely a tracking spell. The bishop suggests taking it to a moneychanger.</p><p></p><p>Aleep asks if the bishop could mock up fake werebear claws. He says that he could arrange that with his contacts, and that we should return in 3 days. The idea is to try to sell it through the black market to try to get evidence on Sir Clarence.</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8341966, member: 7030144"] Session 14 (October 3, 2020) 25 Tar-Skard They look for a caravan going back in the direction that Sir Clarence came from, mostly hearing about caravans going to Ravenskrag, offering 4-5 silver per day (guarding empty caravans). They decide to hire on with Misty Starfire. Misty Starfire is a tiny winged figure, with a caravan that includes both normal horses and wagons, and a handful of small, winged horses. She’s heading to Ravenskrag, and then on to the coast. On the return trip, they don’t expect problems with bandits, but occasionally problems with Shadowcreatures. Aleep and Ashaltir recognize Misty as a fairy. She’s scattering fairy dust as well as her wings and appearance—they’re rarely seen outside the faerie forests. 26 Tar-Skard Depart in the morning, uneventful travel. 27 Tar-Skard Uneventful travel. 28 Tar-Skard Peaceful travel. 29 Tar-Skard Peaceful travel. 30 Tar-Skard They pass a caravan going the other direction. The other caravan says that they hit a problem with bandits about a day on, but cleared them out. They’re traveling faster than normal—there must be magic in Misty’s pixie dust. 31 Tar-Skard Uneventful 1 Zar Uneventful 2 Zar They rise into the foothills of the mountains. There is a shout and a group of humans wearing a pure white come charging out of the foothills at them, pointing their lances and charging. Mreep shoots one with her long bow, and Ashaltir shoots the same target. He’s still up, despite two hits. Ulgorio casts a cloud of daggers. It kills the horse on the right, wounds the rider, and he rolls to the ground and then regains his feet and starts drawing his long sword. Bartix shoots and kills that one. Aleep misses with two scorching rays, but hits with his third. His target continues to sway in his saddle. Two of the guards miss badly, and the third manages to fumble and break his bow. Runor hits the center rider with a sacred flame, and he droops over in his saddle but the horse keeps charging. Mreep shoots the next rider for 13. Ashaltir charges the last rider, deflects his lance with her shield, and smites him, doing about 25 damage. Ulgorio finishes him off with a cloud of daggers. There is a pure white, almost albino horse standing there—the last survivor of the attackers. It drops its head and starts chewing some grass. “How did three Pureblood get this far from the border? Charging hapless travellers 6 days from the border.” Misty has no use for the horse, so lets the party take it. By the end of the day, they reach the city of Ravenskrag. She pays them each 40 silver for their wages. She offers for them to sign on again to get to the Trade Cities by the coast. There will be no Shadow creatures on that side of the mountains, but bandits, I guarantee you. The PCs sign on, while she’ll take two to three days to get new cargo for the trip to the Trade Cities. The PCs decide to stay at the same inn as Misty, which is a slightly expensive traders’ inn, but they can afford the 2 sp a day each. 3 and 4 Zar The PCs just relax and practice for two days. 5 Zar They travel on. It’s 12 days to the Trade Federation Cities. The 4th and 5th days are patrolled by the elven forest and have no chance of encounters. 7 Zar The land they’re passing through has a fair number of fortified farms with fields and fields of corn and wheat. As they pass one, they hear cursing and crossbows being cranked and fired. They just press on, leaving the farmers to kill the plague of rats on their own. 8-9 Zar Pass the elven forest. 10-16 Zar Uneventful travel, before they reach a walled city, with a sign above the city gates: Mintalentelonde, All Welcome. Its name is bastardized elven, but it’s certainly not an elven city. Misty pays each of the PCs another 60 sp. “I’ll be here some time before I head back—I’ll need a cargo that will pay me to Ravenskrag, and then either a cargo that will pay back or on to the Borderlands. Be careful in the city. It has a large cathedral of your god, Runor; and if the same count who was in power here last time is still in power, it’s the head of whichever merchant house is wealthiest, he’s in the 4th house in Merchants’ Row, should you need him for some ungodly reason.” It’s a large city, some 70-80 thousand, mostly human, with a smattering of half-elves and a few elves. Ashaltir, Ulgorio, and Bartix go to investigate Sir Clarence, and ask some questions about him. They head to an expensive inn to ask about him. They come to the Eagle’s Feather, which has a liveried servant to open the door. The common room is well appointed, with stuffed hunting trophies—including an eagle—decorating it. The common room is full, with mostly wealthy people. The doorman opened the door for them, but was a little hesitant. A serving maid immediately approaches them. They ask after Sir Clarence. “He’s not a member of this establishment, but we know of him, of course. He’s the city’s magus.” She leads them over to a window. “That tower, on the hill? That is his residence. He belongs to the wizards’ guild, of course, and some other honorable societies, but his knighthood is of some other continent.” She waives her hand as if other continents don’t really matter. Bartix and Ulgorio decide they don’t want to actually talk with him, because he might attack them, but that they want to spy on him. So they decide to spy on his tower. As they approach the hill, the structures become less elegant. The inn was in a more affluent area, but the tower looks much richer. Various people ask Ulgorio for a song, and he plays the Godzilla theme again. By the time they get near the foot of the tower, it’s clear that the buildings on the hill are slums. The buildings are ill-kept, the people look poor, but the tower glitters above it all. The group blends in as well as they can, which is reasonably well. There are a few small temples of Glordiadel that are well kept, but everything else in this area is ragged and ratty. The tower grounds are completely clear of people, and there is a shimmering barrier around the grounds. The grounds are immaculate—cleanly cut grass, carefully tended hedge gardens, and totally empty of people. No one in the neighborhood looks at the tower at all. None of them, ever. It’s kind of offputting once they notice it. An older women, wearing silvery clothing and a silver veil, with a prominent sun symbol at her chest, is the one exception. She looks wherever she wishes, and she’s carrying a basket of foodstuffs. She goes up to the door of a house near them, and hands the basket to the person in the house, who bows and makes the sun symbol sign. “From the Temple. We heard there was need.” She notices the group, particularly Ashaltir. She is clearly a sister of the Silver Veil. “Good day, travelers. Are you lost? You do not seem to be in a place I would have expected to see members of the gentry.” Meanwhile, Runor, Mreep, and Aleep head to the Cathedral of Glordiadel, at Runor’s suggestion. The temple as a whole respects wealth, but it is not oriented towards wealth. This cathedral is a strange mix of styles, with some displays being garish displays of wealth. The merchant houses obviously compete by giving chapels, artwork, etc. A young tonsured priest approaches and welcomes Runor to the cathedral. “I share the light of Glordiadel in a different place, but I figured I would visit the cathedral.” “Would you care for a tour or to meet his eminence at the Anointing of the Sun?” “I wish to ask a question of a certain man you may know about.” “I will do my best to answer.” “Do you know anything about Sir Clarence?” “The Chief Magus? He came from overseas, he brought great wealth with him which allowed him to buy the tower in which he dwells; he became the head of the brothers and sisters of the magi in a very short time. He is a cruel and hard man, not a member of the faith. He has curried favor with many of the merchant houses. He is rumored to have gain much of his wealth by hiring people to hunt forbidden magic components—such as those taken from sentient creatures.” “Hunting harpies would be forbidden?” “Not by the city, but by the faith, unless they were a threat. He is also suspected of hiring groups to hunt for werebear claws, which is strictly forbidden by both the city’s laws as well. His Eminence might feel more free to speak about what the temple believes but cannot prove.” Father Runor is introduced to the bishop after the service. “Come, come into the vesting chamber with me.” While he is stripping off his finery, he says, “what do you need to know that I might know?” “There are rumors that Sir Clarence has done unfavorable things for magical components.” “You are certainly correct that there are such rumors. Most egregiously, he sought werebear parts, and hunting them for parts is the same as murder. What appears to happen is that he hires underpowered groups so there are no survivors, but they locate the prey, and then he and a highly trained group of his own men target the prey.” Runor describes our experience. “So he was using a tracking spell, not a tracking item. It will be long since dissipated.” The gold from him has an enchantment on it—likely a tracking spell. The bishop suggests taking it to a moneychanger. Aleep asks if the bishop could mock up fake werebear claws. He says that he could arrange that with his contacts, and that we should return in 3 days. The idea is to try to sell it through the black market to try to get evidence on Sir Clarence. [/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