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Story Hour
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: 8279408" data-attributes="member: 7030144"><p>Session 7 (6/27/20)</p><p>Tar-Skard 10 (cont.)</p><p></p><p>They start in a good sized rectangular room with some fragments of the ceiling on the floor. There are open passages to the north and east.</p><p></p><p>Finn randomly chooses north, and they head up a short passageway to a large, completely empty room, with not even so much as dust here. Ashaltir detects evil—there is a miasma of evil through the entire chamber. It’s not like the cold that they felt with the creature, but it’s almost like there is a very old evil here that had mostly faded away. It’s coming most strongly from southeast of them. They head easterly, but through the northern most of the three passages all that lead to the east.</p><p></p><p>After another short passage, it opens into a very large—some 100 feet square—with the remains of about a dozen wooden long trestle tables, collapsed from age. There are remains of long benches. And there are a lot of scattered bones—they’re just laying around, but there are a lot of them, both within view and dimly visible beyond that. This room connects to several passages from the west, but not the southmost one. There are two doorways to the north, and a passage leading off from the east.</p><p></p><p>Runor hears a distant voice say “Non lumen,” almost like a distant echo, and the light fades to a quarter of its previous brightness. Finn lights a torch—it burns, but it’s also dampened. Standing spaced apart, they can illuminate a larger area. In the darkness, they hear a rattling.</p><p></p><p>Everyone stands around, trying to figure out what to do. Finn ties his torch to his sword, to keep his hands free.</p><p></p><p>Ulgorio goes to the very edge of the light, to check the rattling, and he can dimly see a few of the bones—not all of them, but a few of them—assembling into skeletons.</p><p></p><p>The skeletons that are forming are of larger creatures. They’re the bones of ogres, and in one particular case what they think was a minotaur—it has horns and a bovine head. There are only 4 of them, three ogres and the minotaur.</p><p></p><p>Ashaltir smites an ogre skeleton, doing 22 damage. Ulgorio stabs another for 7 damage. Bartix attacks the minotaur, hitting for 9 total. Runor casts sacred flame on the minotaur, doing 6 damage. Finn slashes the minotaur for 8 damage.</p><p></p><p>The ogre hit by Ashaltir falls apart. Another swings at Ulgorio, and misses. The third misses Runor. The minotaur attacks Bartix, Ashaltir hits an ogre for 16 with a crit. Ulgorio damages it further but without dropping it. Bartix hits the minotaur twice for 15 damage. Runor hits one with a sacred flame for 10 damage. Finn misses the minotaur.</p><p></p><p>The one on Runor and Mreep misses, and Finn gets raked by the minotaur, but it misses with its horns again. Mreep drops the last ogre. Ulgorio does 9 to the minotaur. Bartix finishes off the minotaur. As his skeleton falls apart, the lights brighten back up.</p><p></p><p>A swirling white mist rises from his body and forms an image of a minotaur in a tabard with a sunburst on its chest. We have been bound for decades upon decades, thank you, thank you. “Holy priest, please sanctify our bones so we cannot be raised again.” Runor prays over the bones, and the ghost points with a misty hand at what was once a dais. “Beneath the dais, under the compartment, the master always kept a few things. Neither he nor we will need them again. Victory to the Light!”</p><p></p><p>Finn pulls the trestle table off the dais. There’s an inset stone with a locking mechanism, clearly the location that he was referring to. There’s a lock, but Finn breaks the lock with a bolt. He pulls out a thin box. There are 60 sp, a Glordiadelian prayer book, a solid silver dagger, four potions, and a tightly wound scroll. The scroll is clearly magical, but most people can’t read it. Ulgorio realizes that it’s a Glitterdust scroll.</p><p></p><p>In the room to the northeast, there are a whole bunch of racks, now empty, with rust on the floor, and a trickle of water coming in. Finn searches around in the old weapons racks, possibly where they racked their weapons while they ate dinner. Most of the skeletons had no weapons, so maybe they left them here while they ate.</p><p></p><p>They travel northwest, and they see a set of stairs leading down. They go down those stairs and enter a very long corridor heading eastwards before reaching a door with a few passages leading off to the south. There is a single torch stuck in the right hand wall. It doesn’t seem to be made of wood, but it is on fire and producing light. Finn examines it carefully. He realizes that there is some sort of flexible copper tube running from that into the wall. It looks like it’s an oil lamp. Runor is positive that there were dwarves involved when this castle was built. The torch is a dwarven oil lamp, with an oil reservoir. But this is not a fortification anyone mentioned. It’s obviously been unused for hundreds of years, but the border has shifted. Perhaps it was once a border fort.</p><p></p><p>They take the first passage to the south, but about 20’ later it ends at a stone-covered well. There’s water in it. The water is clean and pure, and they drink and refill their water skins. They then move on to the next southerly passageway. It snakes its way south before it ends at a door.</p><p></p><p>They go to the end of the east passageway. The door here is locked. Finn immediately tries to bash it open. A voice from the other side of the door says, “Yes! Hit it harder! Hit it harder!” They hack at it and bash on it and it finally collapses. A person about 4’ tall with a very frog like appearance is jumping up and down and clapping. “You opened it! Aleep has been trapped here since Aleep got here. Aleep closed the door and it locked behind Aleep. Aleep is Aleep’s name.”</p><p></p><p>They talk, and Aleep says that he came to defeat the necromancer, too. He can avoid most things. But he got trapped, and he was almost out of mushrooms. The knight he was with didn’t make it—or at least he assumes he didn’t make it, because he abandoned Aleep. He hopes he didn’t make it—wait, that’s a terrible thing to say. Aleep is sorry. Aleep is a froglock. He offers to join them. He’s a minor mage.</p><p>[Aleep joined the party as a sorta party NPC. Starting with the next session, I play Aleep, but taking a less active approach than I would if I were playing a full PC. The goal is to be helpful to the actual players and add some amusing roleplay, while keeping the game focused on them.]</p><p>[End Session 7]</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8279408, member: 7030144"] Session 7 (6/27/20) Tar-Skard 10 (cont.) They start in a good sized rectangular room with some fragments of the ceiling on the floor. There are open passages to the north and east. Finn randomly chooses north, and they head up a short passageway to a large, completely empty room, with not even so much as dust here. Ashaltir detects evil—there is a miasma of evil through the entire chamber. It’s not like the cold that they felt with the creature, but it’s almost like there is a very old evil here that had mostly faded away. It’s coming most strongly from southeast of them. They head easterly, but through the northern most of the three passages all that lead to the east. After another short passage, it opens into a very large—some 100 feet square—with the remains of about a dozen wooden long trestle tables, collapsed from age. There are remains of long benches. And there are a lot of scattered bones—they’re just laying around, but there are a lot of them, both within view and dimly visible beyond that. This room connects to several passages from the west, but not the southmost one. There are two doorways to the north, and a passage leading off from the east. Runor hears a distant voice say “Non lumen,” almost like a distant echo, and the light fades to a quarter of its previous brightness. Finn lights a torch—it burns, but it’s also dampened. Standing spaced apart, they can illuminate a larger area. In the darkness, they hear a rattling. Everyone stands around, trying to figure out what to do. Finn ties his torch to his sword, to keep his hands free. Ulgorio goes to the very edge of the light, to check the rattling, and he can dimly see a few of the bones—not all of them, but a few of them—assembling into skeletons. The skeletons that are forming are of larger creatures. They’re the bones of ogres, and in one particular case what they think was a minotaur—it has horns and a bovine head. There are only 4 of them, three ogres and the minotaur. Ashaltir smites an ogre skeleton, doing 22 damage. Ulgorio stabs another for 7 damage. Bartix attacks the minotaur, hitting for 9 total. Runor casts sacred flame on the minotaur, doing 6 damage. Finn slashes the minotaur for 8 damage. The ogre hit by Ashaltir falls apart. Another swings at Ulgorio, and misses. The third misses Runor. The minotaur attacks Bartix, Ashaltir hits an ogre for 16 with a crit. Ulgorio damages it further but without dropping it. Bartix hits the minotaur twice for 15 damage. Runor hits one with a sacred flame for 10 damage. Finn misses the minotaur. The one on Runor and Mreep misses, and Finn gets raked by the minotaur, but it misses with its horns again. Mreep drops the last ogre. Ulgorio does 9 to the minotaur. Bartix finishes off the minotaur. As his skeleton falls apart, the lights brighten back up. A swirling white mist rises from his body and forms an image of a minotaur in a tabard with a sunburst on its chest. We have been bound for decades upon decades, thank you, thank you. “Holy priest, please sanctify our bones so we cannot be raised again.” Runor prays over the bones, and the ghost points with a misty hand at what was once a dais. “Beneath the dais, under the compartment, the master always kept a few things. Neither he nor we will need them again. Victory to the Light!” Finn pulls the trestle table off the dais. There’s an inset stone with a locking mechanism, clearly the location that he was referring to. There’s a lock, but Finn breaks the lock with a bolt. He pulls out a thin box. There are 60 sp, a Glordiadelian prayer book, a solid silver dagger, four potions, and a tightly wound scroll. The scroll is clearly magical, but most people can’t read it. Ulgorio realizes that it’s a Glitterdust scroll. In the room to the northeast, there are a whole bunch of racks, now empty, with rust on the floor, and a trickle of water coming in. Finn searches around in the old weapons racks, possibly where they racked their weapons while they ate dinner. Most of the skeletons had no weapons, so maybe they left them here while they ate. They travel northwest, and they see a set of stairs leading down. They go down those stairs and enter a very long corridor heading eastwards before reaching a door with a few passages leading off to the south. There is a single torch stuck in the right hand wall. It doesn’t seem to be made of wood, but it is on fire and producing light. Finn examines it carefully. He realizes that there is some sort of flexible copper tube running from that into the wall. It looks like it’s an oil lamp. Runor is positive that there were dwarves involved when this castle was built. The torch is a dwarven oil lamp, with an oil reservoir. But this is not a fortification anyone mentioned. It’s obviously been unused for hundreds of years, but the border has shifted. Perhaps it was once a border fort. They take the first passage to the south, but about 20’ later it ends at a stone-covered well. There’s water in it. The water is clean and pure, and they drink and refill their water skins. They then move on to the next southerly passageway. It snakes its way south before it ends at a door. They go to the end of the east passageway. The door here is locked. Finn immediately tries to bash it open. A voice from the other side of the door says, “Yes! Hit it harder! Hit it harder!” They hack at it and bash on it and it finally collapses. A person about 4’ tall with a very frog like appearance is jumping up and down and clapping. “You opened it! Aleep has been trapped here since Aleep got here. Aleep closed the door and it locked behind Aleep. Aleep is Aleep’s name.” They talk, and Aleep says that he came to defeat the necromancer, too. He can avoid most things. But he got trapped, and he was almost out of mushrooms. The knight he was with didn’t make it—or at least he assumes he didn’t make it, because he abandoned Aleep. He hopes he didn’t make it—wait, that’s a terrible thing to say. Aleep is sorry. Aleep is a froglock. He offers to join them. He’s a minor mage. [Aleep joined the party as a sorta party NPC. Starting with the next session, I play Aleep, but taking a less active approach than I would if I were playing a full PC. The goal is to be helpful to the actual players and add some amusing roleplay, while keeping the game focused on them.] [End Session 7] [/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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