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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: 8419113" data-attributes="member: 7030144"><p>Session 24 (March 6, 2021)</p><p></p><p>2 O-Zar</p><p>The group decides to head back into the sewers. To find a way in other than through the great houses of the city, they seek out the city engineers in the city government building.</p><p></p><p>They tell the engineers that they’re trying to find an entrance to the sewers, claiming that they’ve been hired to deal with an outbreak of oozes. They’re told that the easiest entrance is by the Seagate, but there’s also one on the market square, one near Sir Clarence’s tower, and one by the Farmgate.</p><p></p><p>Runor suggests breaking the entrance near Sir Clarence’s tower. Aleep suggests that we have it watched instead, to see who goes through.</p><p></p><p>The group discusses impersonating a different group of adventurers, and bringing a delivery of fake werebear claws to Sir Clarence’s tower. They discuss infusing the necromantic magic from the death lance into the fake werebear claws. They go to the Archbishop to see if he can help them move a curse onto the werebear claws.</p><p></p><p>The Archbishop asks, “Are you certain that you are ready to take on a mage of that sort of power?”</p><p></p><p>Merreep says, “That’s why we want to weaken him first. And we’ll be disguised so he won’t recognize us.”</p><p></p><p>“I urge you to be extremely careful. But yes… I recognize that he is a danger to the city, though that was difficult for me to acknowledge. And I hope…”</p><p></p><p>“You hope that we mostly know what we’re doing.”</p><p></p><p>“Yes. Yes. But it seems terribly dangerous to me, and you have been so successful, that I would hate to see you get yourselves killed.”</p><p></p><p>The group decides to try a practice run—perhaps selling a fake werebear claw without any curse on it. The group disguises themselves, using Ulgorio’s skills, and Aleep using an Alter Self spell.</p><p></p><p>There is a large building on the map next to Sir Clarence’s estate. The archbishop says that Sir Clarence had it built after he moved into the tower. It appears to be a warehouse of some sort.</p><p></p><p>The group heads over to the edge of his territory, where there’s an energy wall. There are guards near the inside of the barrier, which pulses with energy. The majority of the people avoid this area completely.</p><p></p><p>Merreep calls out to the guards, “Hello?”</p><p></p><p>“What do you seek here?”</p><p></p><p>“We have something for Sir Clarence. A werebear claw.”</p><p></p><p>“Ah. You’re here to sell parts.” The guard nods. He makes a gesture and an area of the wall becomes translucent. They go through, and he tells them to wait in the pavilion.</p><p></p><p>Aleep tests the lower the wall gesture and the raise the wall gestures, and they work for him as well. They are apparently just key worded gestures.</p><p></p><p>Ulgorio notices that there are a ton of guards in here, many more than we would expect.</p><p></p><p>Eventually, an officer or clerk in robes, but with a knife at his side, comes in.</p><p></p><p>“We have a claw for Sir Clarence.”</p><p></p><p>“On the table.” He puts on a loup. “Probably regular bear claws, passed off as werebear. But we can still make use of those. Here’s 5 silver. We’ll pay 3 silver for each bear claw, 4 silver for wolf paws, and 2 gold for any actual lycanthrope parts.”</p><p></p><p>“And then we could proceed?”</p><p></p><p>“We do our purchasing here except for Sir Clarence’s special agents. And his special agents tend to get greedy and overreach. You’ll do better in the long run if you don’t get greedy.”</p><p></p><p>He leaves.</p><p></p><p>We ask a guard about the large, well-built building. “That’s where we all stay. Poshest barracks I’ve ever been in. Of course, part of it’s for his special shipments.”</p><p></p><p>“How many of you are there? Is he looking to hire more?”</p><p></p><p>“There’s 160 of us, and I think he’s hiring more, but he isn’t hiring local. We were hired on Khamista, after the wars in the White Mountains ended and we needed more work.”</p><p></p><p>“So are you mostly Paranswarmian then?”</p><p></p><p>“Most of us, aye. Don’t know why he doesn’t hire from his own faith—it’s a Glordiadelian city. But we don’t ask questions, because he pays well.”</p><p></p><p>After they depart, the group discusses plans to break back in, defenestrate Sir Clarence, and then escape in the chaos. The plans are at best half-baked. They also discuss testing the gestures that raise and lower the barrier in the sewers and decide to head in through the Farmgate entrance, so that they’re as far from Sir Clarence’s tower as possible.</p><p></p><p>After removing their disguises, they make their way through the sewers from the Farmgate entrance. They then make their way through the sewers, though a different part from where they were before.</p><p></p><p>As they head through the sewers, Runor notices a patch on the walkway that is a different color than the rest and has many holes in it. Runor grabs Merreep and stops her. It’s bright green and full of holes, but it’s ten feet in width.</p><p></p><p>Runor casts mending on the area with the holes, but nothing happens. He then tosses a rock over it, to see if there’s any response. There is none. He then tosses a rock onto the walkway, and it plunges through into the sewer below.</p><p></p><p>Aleep jumps past. They throw a rope to him, but the back end hits the green area and immediately dissolves. He secures it to a rung on the wall. He then throws it back to Merreep, who ties it off on her end, and then run a rope harness around Ulgorio, who then makes his way across. They then get the rest of the group across, with Aleep jumping back to help secure it.</p><p></p><p>Having successfully bypassed the green slime, they then proceed forward until they reach the edge of the energy field. The gesture to make the barrier lower doesn’t work from outside. Merreep touches the field—it tingles, but it is weaker. Aleep checks whether the barrier continues under water. It does not. He swims under, then lowers the barrier. It works, and in fact basically disappears entirely down here. He crosses out and brings it back up.</p><p>[End session 24]</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8419113, member: 7030144"] Session 24 (March 6, 2021) 2 O-Zar The group decides to head back into the sewers. To find a way in other than through the great houses of the city, they seek out the city engineers in the city government building. They tell the engineers that they’re trying to find an entrance to the sewers, claiming that they’ve been hired to deal with an outbreak of oozes. They’re told that the easiest entrance is by the Seagate, but there’s also one on the market square, one near Sir Clarence’s tower, and one by the Farmgate. Runor suggests breaking the entrance near Sir Clarence’s tower. Aleep suggests that we have it watched instead, to see who goes through. The group discusses impersonating a different group of adventurers, and bringing a delivery of fake werebear claws to Sir Clarence’s tower. They discuss infusing the necromantic magic from the death lance into the fake werebear claws. They go to the Archbishop to see if he can help them move a curse onto the werebear claws. The Archbishop asks, “Are you certain that you are ready to take on a mage of that sort of power?” Merreep says, “That’s why we want to weaken him first. And we’ll be disguised so he won’t recognize us.” “I urge you to be extremely careful. But yes… I recognize that he is a danger to the city, though that was difficult for me to acknowledge. And I hope…” “You hope that we mostly know what we’re doing.” “Yes. Yes. But it seems terribly dangerous to me, and you have been so successful, that I would hate to see you get yourselves killed.” The group decides to try a practice run—perhaps selling a fake werebear claw without any curse on it. The group disguises themselves, using Ulgorio’s skills, and Aleep using an Alter Self spell. There is a large building on the map next to Sir Clarence’s estate. The archbishop says that Sir Clarence had it built after he moved into the tower. It appears to be a warehouse of some sort. The group heads over to the edge of his territory, where there’s an energy wall. There are guards near the inside of the barrier, which pulses with energy. The majority of the people avoid this area completely. Merreep calls out to the guards, “Hello?” “What do you seek here?” “We have something for Sir Clarence. A werebear claw.” “Ah. You’re here to sell parts.” The guard nods. He makes a gesture and an area of the wall becomes translucent. They go through, and he tells them to wait in the pavilion. Aleep tests the lower the wall gesture and the raise the wall gestures, and they work for him as well. They are apparently just key worded gestures. Ulgorio notices that there are a ton of guards in here, many more than we would expect. Eventually, an officer or clerk in robes, but with a knife at his side, comes in. “We have a claw for Sir Clarence.” “On the table.” He puts on a loup. “Probably regular bear claws, passed off as werebear. But we can still make use of those. Here’s 5 silver. We’ll pay 3 silver for each bear claw, 4 silver for wolf paws, and 2 gold for any actual lycanthrope parts.” “And then we could proceed?” “We do our purchasing here except for Sir Clarence’s special agents. And his special agents tend to get greedy and overreach. You’ll do better in the long run if you don’t get greedy.” He leaves. We ask a guard about the large, well-built building. “That’s where we all stay. Poshest barracks I’ve ever been in. Of course, part of it’s for his special shipments.” “How many of you are there? Is he looking to hire more?” “There’s 160 of us, and I think he’s hiring more, but he isn’t hiring local. We were hired on Khamista, after the wars in the White Mountains ended and we needed more work.” “So are you mostly Paranswarmian then?” “Most of us, aye. Don’t know why he doesn’t hire from his own faith—it’s a Glordiadelian city. But we don’t ask questions, because he pays well.” After they depart, the group discusses plans to break back in, defenestrate Sir Clarence, and then escape in the chaos. The plans are at best half-baked. They also discuss testing the gestures that raise and lower the barrier in the sewers and decide to head in through the Farmgate entrance, so that they’re as far from Sir Clarence’s tower as possible. After removing their disguises, they make their way through the sewers from the Farmgate entrance. They then make their way through the sewers, though a different part from where they were before. As they head through the sewers, Runor notices a patch on the walkway that is a different color than the rest and has many holes in it. Runor grabs Merreep and stops her. It’s bright green and full of holes, but it’s ten feet in width. Runor casts mending on the area with the holes, but nothing happens. He then tosses a rock over it, to see if there’s any response. There is none. He then tosses a rock onto the walkway, and it plunges through into the sewer below. Aleep jumps past. They throw a rope to him, but the back end hits the green area and immediately dissolves. He secures it to a rung on the wall. He then throws it back to Merreep, who ties it off on her end, and then run a rope harness around Ulgorio, who then makes his way across. They then get the rest of the group across, with Aleep jumping back to help secure it. Having successfully bypassed the green slime, they then proceed forward until they reach the edge of the energy field. The gesture to make the barrier lower doesn’t work from outside. Merreep touches the field—it tingles, but it is weaker. Aleep checks whether the barrier continues under water. It does not. He swims under, then lowers the barrier. It works, and in fact basically disappears entirely down here. He crosses out and brings it back up. [End session 24] [/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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