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Aphonion Tales: Ravenskrag and the Shadowline, a preteen D&D game (lightly edited notes, COMPLETED on 1/20/23)
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<blockquote data-quote="CPaladin" data-source="post: 8299504" data-attributes="member: 7030144"><p>Session 10 (August 8, 2020)</p><p>[I think Finn left the group at this point]</p><p></p><p>13 Tar-Skard</p><p>They discuss whether to hug the Shadowline, or stay farther in from it and go near the fortress. They decide to scout around the fortress.</p><p></p><p>The first part of the march back to the fortress is completely peaceful. The next part is a little more exciting. A small train of people are marching along, a cleric with a sun disk and a group of companions scattering dust on the ground. They’re blessing the barren desert to make it grow better.</p><p></p><p>Runor greets the priest.</p><p></p><p>“We bear the light to all who would have it. It is our duty. What are you and your companions about?”</p><p></p><p>“Mainly getting creatures that have crossed from the Shadowlands.”</p><p></p><p>“Ah, you’re a patrol. Very important. Just last week Father Patrick was set upon by a group of Eum that had somehow crossed the border. He was badly hurt, though he lived, and lost two companions.”</p><p></p><p>They are blessed by Glordiadel for another 24 hours.</p><p></p><p>“We must move on. We have a certain amount of territory to cover each day.”</p><p></p><p>They camp for the night. Aleep suggests that if we could find the tunnel and close it, it would be really valuable.</p><p></p><p>The group agrees that the next morning, they’ll close in towards the border, and then patrol along the border, looking for tunnel mouths and signs in the sand or dirt of disturbances or footprints.</p><p></p><p>The night passes uneventfully, though they see a fire burning on the far side of the Shadowline.</p><p></p><p>14 Tar-Skard</p><p>The next morning they travel along the Shadowline, looking for signs of the tunnel.</p><p></p><p>The next morning, they see dust rising up, from further west, moving north (away from the Shadowline). It’s moving fast, at an angle that would take it to the Hastur circle.</p><p></p><p>The group heads towards it, to find out what it is. At an incredible distance, Runor feels overwhelmed by a sense of evil.</p><p></p><p>They are riding hard, not galloping but riding fast at a steady pace. There is a heavily armored humanoid, in baroque armor, with a banner with a curled worm or snake. There are a half-dozen yellow humanoids running literally in the dust of the horse, carrying light weapons and a few scattered pieces of armor. But it is the individual on the horse that is emanating evil. The sharp-eyed rangers can tell that the horse isn’t alive. It has skin stretched over its bones, but it is a skeletal horse.</p><p></p><p>Bartix fires an arrow at him, but misses so completely that the figure doesn’t notice at all.</p><p></p><p>The group decides to warn the Circle, so they gallop north riding hard trying to beat him to the Circle. They gallop up to the Circle, the horses exhausted.</p><p></p><p>They report to the first officer they see.</p><p></p><p>“A knight of Chaos? It has been a while since one of those made it through the line without setting off the alarm. I will inform the Tower.”</p><p></p><p>A group of magi float out to meet him.</p><p></p><p>They then float back. Bartix asks if they stopped him. “We have eradicated him. He was a knight of Urlodo. He was a great threat.” The Hastur reward all the PCs with 50 silver each.</p><p></p><p>“How did he get through the border, do you think? The wards should have lit up.”</p><p></p><p>“What if he passed through a different region’s Shadowwall, and then travelled.”</p><p></p><p>“What if the Shadowwall is broken?” the PCs ask.</p><p></p><p>“That would be very serious, very serious indeed. It strikes us as very unlikely, though.”</p><p></p><p>The group decides to follow the knight’s path backwards to reach the Shadowline, to see if there’s any breach they can find. Midway down the path, they find what’s left of the horseman, his horse, and the footmen. They are very very dead. The path where the dust was churned up by the horse is easy to find, at least for the rangers. They follow it directly back towards the Shadowline.</p><p></p><p>No more than 40 yards in from the Shadowline, they see an area where the ground has been churned up. There’s also a small group of eums—between 3 and 6 yellow eums—posing as rocks around the dunes. They are just there, quietly waiting.</p><p></p><p>Mreep scouts forward. The disturbance is definitely the mouth of a tunnel. And the Eums are definitely guarding the mouth of the tunnel. There are definitely at least 4 eums, and there are another two rocks that Mreep thinks are eums.</p><p></p><p>The PCs sneak close, then charge the eums from surprise. Two are dead before they even react. The eums roll low on initiative, so the PCs pound them for a second round. Two more die, and a fifth gets knocked out by a Sleep spell. The leader, off to the side, still uninjured, makes the hideous error of running directly through the Shadowline. There is a flair of runes across the surface of it, and he’s incinerated.</p><p></p><p>They now have possession of the mouth of the tunnel.</p><p>[End Session 10]</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8299504, member: 7030144"] Session 10 (August 8, 2020) [I think Finn left the group at this point] 13 Tar-Skard They discuss whether to hug the Shadowline, or stay farther in from it and go near the fortress. They decide to scout around the fortress. The first part of the march back to the fortress is completely peaceful. The next part is a little more exciting. A small train of people are marching along, a cleric with a sun disk and a group of companions scattering dust on the ground. They’re blessing the barren desert to make it grow better. Runor greets the priest. “We bear the light to all who would have it. It is our duty. What are you and your companions about?” “Mainly getting creatures that have crossed from the Shadowlands.” “Ah, you’re a patrol. Very important. Just last week Father Patrick was set upon by a group of Eum that had somehow crossed the border. He was badly hurt, though he lived, and lost two companions.” They are blessed by Glordiadel for another 24 hours. “We must move on. We have a certain amount of territory to cover each day.” They camp for the night. Aleep suggests that if we could find the tunnel and close it, it would be really valuable. The group agrees that the next morning, they’ll close in towards the border, and then patrol along the border, looking for tunnel mouths and signs in the sand or dirt of disturbances or footprints. The night passes uneventfully, though they see a fire burning on the far side of the Shadowline. 14 Tar-Skard The next morning they travel along the Shadowline, looking for signs of the tunnel. The next morning, they see dust rising up, from further west, moving north (away from the Shadowline). It’s moving fast, at an angle that would take it to the Hastur circle. The group heads towards it, to find out what it is. At an incredible distance, Runor feels overwhelmed by a sense of evil. They are riding hard, not galloping but riding fast at a steady pace. There is a heavily armored humanoid, in baroque armor, with a banner with a curled worm or snake. There are a half-dozen yellow humanoids running literally in the dust of the horse, carrying light weapons and a few scattered pieces of armor. But it is the individual on the horse that is emanating evil. The sharp-eyed rangers can tell that the horse isn’t alive. It has skin stretched over its bones, but it is a skeletal horse. Bartix fires an arrow at him, but misses so completely that the figure doesn’t notice at all. The group decides to warn the Circle, so they gallop north riding hard trying to beat him to the Circle. They gallop up to the Circle, the horses exhausted. They report to the first officer they see. “A knight of Chaos? It has been a while since one of those made it through the line without setting off the alarm. I will inform the Tower.” A group of magi float out to meet him. They then float back. Bartix asks if they stopped him. “We have eradicated him. He was a knight of Urlodo. He was a great threat.” The Hastur reward all the PCs with 50 silver each. “How did he get through the border, do you think? The wards should have lit up.” “What if he passed through a different region’s Shadowwall, and then travelled.” “What if the Shadowwall is broken?” the PCs ask. “That would be very serious, very serious indeed. It strikes us as very unlikely, though.” The group decides to follow the knight’s path backwards to reach the Shadowline, to see if there’s any breach they can find. Midway down the path, they find what’s left of the horseman, his horse, and the footmen. They are very very dead. The path where the dust was churned up by the horse is easy to find, at least for the rangers. They follow it directly back towards the Shadowline. No more than 40 yards in from the Shadowline, they see an area where the ground has been churned up. There’s also a small group of eums—between 3 and 6 yellow eums—posing as rocks around the dunes. They are just there, quietly waiting. Mreep scouts forward. The disturbance is definitely the mouth of a tunnel. And the Eums are definitely guarding the mouth of the tunnel. There are definitely at least 4 eums, and there are another two rocks that Mreep thinks are eums. The PCs sneak close, then charge the eums from surprise. Two are dead before they even react. The eums roll low on initiative, so the PCs pound them for a second round. Two more die, and a fifth gets knocked out by a Sleep spell. The leader, off to the side, still uninjured, makes the hideous error of running directly through the Shadowline. There is a flair of runes across the surface of it, and he’s incinerated. They now have possession of the mouth of the tunnel. [End Session 10] [/QUOTE]
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Aphonion Tales: Ravenskrag and the Shadowline, a preteen D&D game (lightly edited notes, COMPLETED on 1/20/23)
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