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
General Tabletop Discussion
EN Publishing
Campaign writeup (2 updates September 7th)
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="Eccles" data-source="post: 5550104" data-attributes="member: 5675"><p>30th April</p><p></p><p>* Celebrations for the forests freedom from the flames are called short as the reality of the situation starts to show itself for the Seela. The remains of the forest is quickly blanketed in thick drifts of ash, but as the heat dissipates this is replaced with snow and ice as winters touch finally returns from its forty years absence forcing the fey folk to start thinking towards winter clothing and food collection. We prepare to depart as we still have quite far to go to reach Seaqueen and the Lyceum.</p><p></p><p>* Tiljan asks to join us, keen to know more of the outside well and to improve her grasp of magic. She had studied from a series of books written by a mage called Etin’eefi but has reached the end of her lessons; she hopes to track him down at the lyceum or news of his whereabouts. With no good reason to deny her, she joins the party</p><p></p><p>* Leaving the forest behind us we have a tough journey through a snow covered mountain path ahead of us, to aid him Brick attempts to build some snow shoes (which turn out rather well) and Kane copies his design managing to fashion something remarkably similar. o <a href="http://www.virtualmuseum.ca/Exhibitions/Ground/english/images/ms/mfn/snowshoes.jpg" target="_blank">http://www.virtualmuseum.ca/Exhibitions/Ground/english/images/ms/mfn/snowshoes.jpg</a></p><p></p><p>* The rest of us trudge on the old fashioned way as we shoulder and dig our way through waist high and deeper snowdrifts, finding small clearings or hollows to rest in until one eve a miraculous sight graces us, a cave… the lure of solid shelter too tempting we dig our way to it.</p><p></p><p>* Inside we find a body half trapped within a wall of opaque ice, as we step close the corpses arm twitches, reaching and grabbing as the ice around him suddenly splinters and collapses revealing more zombies behind him, an aura of intense cold rippling from the largest of the moving cadavers.</p><p></p><p>o And so we battle them for the cave, RAWR! Claiming it for our own we dispose of the bodies and get the paladins and cleric to bless and sanctify the place and spend a shivery night near the small fire.</p><p></p><p>* In the morning we press on through the pass into shallower snow, in the distance we could see a small village alongside a frozen river, a small group of men seemed to be fishing on the ice. Cricket spies a valley that promises a much easier route down to the village, however in this case the “easy route” led to an ambush.</p><p></p><p>o As we pass through the ambush a bunch of hobgoblins attack us, hiding behind trees and snow dunes they get the drop on us but the tables are rapidly turned, only two of their party manage to escape with their lives, a shaman and his little henchmen flee out of range before we can chase themdown.</p><p></p><p>* It is while picking over the meagre possessions of the killed hobgoblins that a contingent of guardsmen from the village arrive ripe and ready for battle, they sit in quiet awe (or something) that we are still alive, and immediately their leader questions where we had come from and is shocked to hear of our stories of the forest as he announces we are the first travellers to arrive by this “road” for forty years. We are welcomed to “Lord Reego’s lands” and realise that we have crossed over into the Kingdom of Dassen, of which Seaqueen is “officially” a part of, but still futher south, still we’re on the right track. We are taken back to their village, promises of room at their best tavern in the village are made and so we are taken to the Palatial Inn (which has evidently seen better days, but then the same can be said for the town).</p><p></p><p>* We are given as much “watery” ale as we can drink and a hearty meal of mutton, beets and tubers, many apologies are made for the poor fair but they’ve had a hard year, lack of trade, the thick snow and hobgoblins has cut them off from the entire northern range, losing them good grazing ground and much of their livestock.</p><p></p><p>* Brick takes it upon himself to entertain the village, telling them his tales and songs and stories of our (but mostly his) adventures and how we put out the fires in the fire forest,</p><p></p><p>battled abominable yeti’s and used their thick icy hides to breach the fires… and battle an evil dragon and other such nonsense that they lap up with a ladle.</p><p></p><p>* The rest of us talk with some of the hunters of the village and start making plans for our journey further south, first we must travel to Cornerwood village and from there we have two options, the east route would take us through the Thornwood and pass through the capital of this fiefdom, the west route follows along the mountains with promises of monsters moving down from the mountains for better weather (but nothing we can’t handle, we’ve fought dragons and yetis!) but also passes near the hot springs which proves too tempting an offer and we spurn civility for some primal wonder.</p><p></p><p>* In the morning we buy some horses to make the journey a little easier and set off towards Seaqueen.</p><p></p><p>Day 1</p><p></p><p>* The journey to Cornerwood is remarkably uneventful and scenic spoiled only by two minor things, the first would be Kane getting saddle sores and spending a large portion of his evening consulting the village herbalists for some cream for his arse.</p><p></p><p>* The second is a brief visit by the taxman wishing to charge us for using the kings road, but some quick words from Brick invents some imaginary hazards on the roads that we had to “handle” and should really get compensation for, in the ends they decide to call it quits.</p><p></p><p>* Brick then spends a small fortune (ten whole gold pieces!) on what he described as a “massage” but the rest of us really don’t wish to know.</p><p></p><p>Day 2</p><p></p><p>* Having made our choice to go to the hotsprings we set off around the forest, Brightstaff Commons our destination and make it in good enough time for a leisurely evening relaxing in the hot springs.</p><p></p><p>* Here we hear the tale of the Brightstaff, a legendary holy relic the place was named for. Once protected by a cadre of Dwarven Clerics, the brightstaff was stolen decades ago by a red dragon called Sindar (who has a taste for dwarf flesh it would seem). We pencil this away for something to investigate properly when we are actually capable of dealing with a dragon rather than the feverish delusions of Brick’s stories.</p><p></p><p>Day 3</p><p></p><p>* Our first evening without a town to stop in, but our fortune continues as we bump into a group heading in the other direction, hailing them we discover that it is a questing knight and his entourage (servants, armourer, page and squire etc). Sir Quincy Felthoof (fel-thoo-f), a knight of the King, he patrols the roads keeping them clear for good honest travelling folk like ourselves.</p><p></p><p>* Brick is quick to embellish our story, toning down the more outrageous aspects (battling yetis) but conjures a complete fantasy about his own lineage (a landed noble) with an evil brother than has stolen his land, inheritance and honour.</p><p></p><p>* The two spend the evening discussing their devices (coats of arms) and the like. Brick is of course unable to show his having refused to wear his armour until his honour is restored!</p><p></p><p>o Quincy offers Brick one of his lances are a gift.</p><p></p><p>o The rest of us “commoners” spend a much more humble evening drinking ale with his servants.</p><p></p><p>* When the Lyceum is mentioned Quincy tells us of his dislike of them, Dassen requested aid from them (which the mages ignored) to help deal with a sorcerer that was trying to tamper with air spirits and ended up causing a huge storm that destroyed quite a large area.</p><p></p><p>Day 4</p><p></p><p>* In the morning we leave Sir Felthoof’s camp, continuing on south along the base of the mountain range that follows Dassen’s Coast and around mid-afternoon our slightly dull ride is disturbed by a terrific roar, looking to the sky we see “a large cat with wings” which Lembit eventually recognises as a Sphinx.</p><p></p><p>* The Sphinx eventually lands near a dwarf who holds up a box and performs some ritual or ceremony.</p><p></p><p>o We notice the box has a strong resemblance to the box that Erdan Menash asked Brick to take to his sister at the Lyceum.</p><p></p><p>o We try to find our way up to where the Dwarf and its Sphinx was but by the time we arrive they are long gone.</p><p></p><p>Day 5</p><p></p><p>* On the fifth day we reach the end of the mountain range, the coast slowly hoves into view (quite a sight for some who have never seen the ocean!) and we quickly notice that we’re being follows by a small group of knight errant.</p><p></p><p>* Eventually we slow a little and the catch up and we learn that we have entered the fiefdom of Namen (nay-men), these are knights of Lady Namen and they have orders to hasten refugees and stragglers onwards towards Seaqueen they have no interest in giving charity and taking in any waifs and strays.</p><p></p><p>Day 6</p><p></p><p>* Our journey continues through the fief of Namen as we are politely chased out of the region by her road guarding knights.</p><p></p><p>Day 7</p><p></p><p>* And so we find ourselves in the Duchy of Megadon (who sadly is not a dinobot) and discover several barricades have been set up along the “Prince’s Road” making sure the tax has been paid, and a fine road it is indeed. After paying the rather bloated travelling fee we spy no less than three groups of peasants repairing, sweeping and generally tending the road as we pass by.</p><p></p><p>* We find ourselves generally ignored at the town we stayed at, happy to take our money and always making sure we’re passing through rather than staying.</p><p></p><p>* Brick manages to strike up a few conversations with locals in the tavern and discovers that pretty much everyone praises the duke (or prince as he calls himself) and believes that he would be a much better ruler of Dassen than the current king, they also foolishly believe that the Ragesians are no threat at all.</p><p></p><p>Day 8</p><p></p><p>* We pass through the bulk of Megadon *chortle*</p><p></p><p>Day 9</p><p></p><p>* Leaving Megadon behind us we reach the duchy of Dean, another loved ruler simply because his taxes seem aimed at lodging and hostelries, more than a few towns have little ghettos outside where refuges have stopped unable to pay the bloated prices for necessities of inside the town.</p><p></p><p>o We learn the duchies army is quite small but large companies of mercenaries are hired if a show of force is required (unlikely this far south).</p><p></p><p>* Our kingdom crossing journey ends here in Dean at the town of Veedor, a few miles from the swampy marsh that sits between Dean and Seaqueen.</p><p></p><p>* Like other towns in Dean this one also has a large refugee camp of people making preparations to cross the swamp (and be fleeced by the towns’ people). The road into the</p><p></p><p>town is marked with lots of shallow graves, people who fell to frostbite, trench foot, sickness and of course starvation.</p><p></p><p>* We meet with one of the towns many merchants offering his “last minute bargains for the swamp” and Kane purchases a necklace made from Alligator teeth that will ward off the beats of the swamp.</p><p></p><p>o We’re also offered some flimsy looking rowboats for the bargain price of 100 gold pieces each, oars not included… each or costs 5gp and of course a further 5gp delivery charge to take it the few miles to the swamp.</p><p></p><p>o When we ask about travelling the swamp by foot we’re immediately bombarded wit tales of “alligators, owl bears, goblins, evil mages, desperate refugees, swamp spirits and a shrieking dragon” that and more than a few “Maps of the swamp” that are unlikely to be any help at all.</p><p></p><p>o We do hear one story of a fiery redheaded sorceress who set off into the forest on foot with her bodyguards, and was probably powerful enough and stubborn enough to make it through.</p><p></p><p>* So with very little choice we allow ourselves to be ripped off and purchase several boats, pay the 5gold (per boat) for the delivery charge and are then both amused and annoyed to see our carpenter hire the services of some scrawny looking refuges to carry the boats for a few coppers.</p><p></p><p>o We are then bombared with beggars on the trip to the swamp “oh please sir I only need a few more gold to buy my alligator necklace so I can make it through the swamp!” “Please sir just a few coins so I can feed my family more than mud for dinner!” and the like, all are ignored or rebuffed and into the swamp we go in our little boats.</p><p></p><p>* And so we spend many hours punting and rowing our little boats through the dank and musky swamp, both Brick and Kane suffer from leeches attaching themselves and so we make camp on a little island so they can be treated (or rather poked with fire heated sticks).</p><p></p><p>* Its while we’re enjoying an unpleasant evening in the swamp when we hear hymn singing coming from the darkness, a few moments later we can barely pick out the light of a lantern drifting across the dank water.</p><p></p><p>o Torrent recognises the song as some religious hymn she knows and sings back, loud and clear, the light changes direction slightly getting closer and closer until finally a little boat emerges … and that’s when we see its being punted by two female tieflings and the boat itself is laden with broken skulls… (proving that singing brings nothing but trouble!) Torrent stops her song but the damage is already done… to arms behind us we hear rustling in the bushes and two huge crocodiles attack (avoiding Kane, giving falsehope that his necklace worked… this was to be proven wrong very soon).</p><p></p><p>o The tiefling wizard (name Handria) opens the fight with a large fireball, while the Tiefling cleric (also named Handria) punts their boat to a little island ready to rain death from afar but are slightly surprised when Cricket manages to leap from island to island and plows straight into both of them with his mighty full blade, causing Handria to destroy their own little boat with one of her misdirected spells.</p><p></p><p>o Eteranth the paladin spends the majority of the fight trapped within the jaws of one of the huge crocodiles into a losing war of attrition.</p><p></p><p>o The master of the crocodiles as a tiefling druid (also called Handria…) comes walking across the swampy water guiding them to attack.</p><p></p><p>o And so the three Handria’s are defeated and their crocodiles reduced to so many meaty chunks we find a Large Brass Key on a necklace around the clerics neck.</p><p></p><p>* Searching around a little we think we manage to spy the route they came from and paddling quietly in our little boats discover a large island compound, a rickety looking wooden fence encircles five or so tumble down shacks… what’s inside… find out next week!</p></blockquote><p></p>
[QUOTE="Eccles, post: 5550104, member: 5675"] 30th April * Celebrations for the forests freedom from the flames are called short as the reality of the situation starts to show itself for the Seela. The remains of the forest is quickly blanketed in thick drifts of ash, but as the heat dissipates this is replaced with snow and ice as winters touch finally returns from its forty years absence forcing the fey folk to start thinking towards winter clothing and food collection. We prepare to depart as we still have quite far to go to reach Seaqueen and the Lyceum. * Tiljan asks to join us, keen to know more of the outside well and to improve her grasp of magic. She had studied from a series of books written by a mage called Etin’eefi but has reached the end of her lessons; she hopes to track him down at the lyceum or news of his whereabouts. With no good reason to deny her, she joins the party * Leaving the forest behind us we have a tough journey through a snow covered mountain path ahead of us, to aid him Brick attempts to build some snow shoes (which turn out rather well) and Kane copies his design managing to fashion something remarkably similar. o [url]http://www.virtualmuseum.ca/Exhibitions/Ground/english/images/ms/mfn/snowshoes.jpg[/url] * The rest of us trudge on the old fashioned way as we shoulder and dig our way through waist high and deeper snowdrifts, finding small clearings or hollows to rest in until one eve a miraculous sight graces us, a cave… the lure of solid shelter too tempting we dig our way to it. * Inside we find a body half trapped within a wall of opaque ice, as we step close the corpses arm twitches, reaching and grabbing as the ice around him suddenly splinters and collapses revealing more zombies behind him, an aura of intense cold rippling from the largest of the moving cadavers. o And so we battle them for the cave, RAWR! Claiming it for our own we dispose of the bodies and get the paladins and cleric to bless and sanctify the place and spend a shivery night near the small fire. * In the morning we press on through the pass into shallower snow, in the distance we could see a small village alongside a frozen river, a small group of men seemed to be fishing on the ice. Cricket spies a valley that promises a much easier route down to the village, however in this case the “easy route” led to an ambush. o As we pass through the ambush a bunch of hobgoblins attack us, hiding behind trees and snow dunes they get the drop on us but the tables are rapidly turned, only two of their party manage to escape with their lives, a shaman and his little henchmen flee out of range before we can chase themdown. * It is while picking over the meagre possessions of the killed hobgoblins that a contingent of guardsmen from the village arrive ripe and ready for battle, they sit in quiet awe (or something) that we are still alive, and immediately their leader questions where we had come from and is shocked to hear of our stories of the forest as he announces we are the first travellers to arrive by this “road” for forty years. We are welcomed to “Lord Reego’s lands” and realise that we have crossed over into the Kingdom of Dassen, of which Seaqueen is “officially” a part of, but still futher south, still we’re on the right track. We are taken back to their village, promises of room at their best tavern in the village are made and so we are taken to the Palatial Inn (which has evidently seen better days, but then the same can be said for the town). * We are given as much “watery” ale as we can drink and a hearty meal of mutton, beets and tubers, many apologies are made for the poor fair but they’ve had a hard year, lack of trade, the thick snow and hobgoblins has cut them off from the entire northern range, losing them good grazing ground and much of their livestock. * Brick takes it upon himself to entertain the village, telling them his tales and songs and stories of our (but mostly his) adventures and how we put out the fires in the fire forest, battled abominable yeti’s and used their thick icy hides to breach the fires… and battle an evil dragon and other such nonsense that they lap up with a ladle. * The rest of us talk with some of the hunters of the village and start making plans for our journey further south, first we must travel to Cornerwood village and from there we have two options, the east route would take us through the Thornwood and pass through the capital of this fiefdom, the west route follows along the mountains with promises of monsters moving down from the mountains for better weather (but nothing we can’t handle, we’ve fought dragons and yetis!) but also passes near the hot springs which proves too tempting an offer and we spurn civility for some primal wonder. * In the morning we buy some horses to make the journey a little easier and set off towards Seaqueen. Day 1 * The journey to Cornerwood is remarkably uneventful and scenic spoiled only by two minor things, the first would be Kane getting saddle sores and spending a large portion of his evening consulting the village herbalists for some cream for his arse. * The second is a brief visit by the taxman wishing to charge us for using the kings road, but some quick words from Brick invents some imaginary hazards on the roads that we had to “handle” and should really get compensation for, in the ends they decide to call it quits. * Brick then spends a small fortune (ten whole gold pieces!) on what he described as a “massage” but the rest of us really don’t wish to know. Day 2 * Having made our choice to go to the hotsprings we set off around the forest, Brightstaff Commons our destination and make it in good enough time for a leisurely evening relaxing in the hot springs. * Here we hear the tale of the Brightstaff, a legendary holy relic the place was named for. Once protected by a cadre of Dwarven Clerics, the brightstaff was stolen decades ago by a red dragon called Sindar (who has a taste for dwarf flesh it would seem). We pencil this away for something to investigate properly when we are actually capable of dealing with a dragon rather than the feverish delusions of Brick’s stories. Day 3 * Our first evening without a town to stop in, but our fortune continues as we bump into a group heading in the other direction, hailing them we discover that it is a questing knight and his entourage (servants, armourer, page and squire etc). Sir Quincy Felthoof (fel-thoo-f), a knight of the King, he patrols the roads keeping them clear for good honest travelling folk like ourselves. * Brick is quick to embellish our story, toning down the more outrageous aspects (battling yetis) but conjures a complete fantasy about his own lineage (a landed noble) with an evil brother than has stolen his land, inheritance and honour. * The two spend the evening discussing their devices (coats of arms) and the like. Brick is of course unable to show his having refused to wear his armour until his honour is restored! o Quincy offers Brick one of his lances are a gift. o The rest of us “commoners” spend a much more humble evening drinking ale with his servants. * When the Lyceum is mentioned Quincy tells us of his dislike of them, Dassen requested aid from them (which the mages ignored) to help deal with a sorcerer that was trying to tamper with air spirits and ended up causing a huge storm that destroyed quite a large area. Day 4 * In the morning we leave Sir Felthoof’s camp, continuing on south along the base of the mountain range that follows Dassen’s Coast and around mid-afternoon our slightly dull ride is disturbed by a terrific roar, looking to the sky we see “a large cat with wings” which Lembit eventually recognises as a Sphinx. * The Sphinx eventually lands near a dwarf who holds up a box and performs some ritual or ceremony. o We notice the box has a strong resemblance to the box that Erdan Menash asked Brick to take to his sister at the Lyceum. o We try to find our way up to where the Dwarf and its Sphinx was but by the time we arrive they are long gone. Day 5 * On the fifth day we reach the end of the mountain range, the coast slowly hoves into view (quite a sight for some who have never seen the ocean!) and we quickly notice that we’re being follows by a small group of knight errant. * Eventually we slow a little and the catch up and we learn that we have entered the fiefdom of Namen (nay-men), these are knights of Lady Namen and they have orders to hasten refugees and stragglers onwards towards Seaqueen they have no interest in giving charity and taking in any waifs and strays. Day 6 * Our journey continues through the fief of Namen as we are politely chased out of the region by her road guarding knights. Day 7 * And so we find ourselves in the Duchy of Megadon (who sadly is not a dinobot) and discover several barricades have been set up along the “Prince’s Road” making sure the tax has been paid, and a fine road it is indeed. After paying the rather bloated travelling fee we spy no less than three groups of peasants repairing, sweeping and generally tending the road as we pass by. * We find ourselves generally ignored at the town we stayed at, happy to take our money and always making sure we’re passing through rather than staying. * Brick manages to strike up a few conversations with locals in the tavern and discovers that pretty much everyone praises the duke (or prince as he calls himself) and believes that he would be a much better ruler of Dassen than the current king, they also foolishly believe that the Ragesians are no threat at all. Day 8 * We pass through the bulk of Megadon *chortle* Day 9 * Leaving Megadon behind us we reach the duchy of Dean, another loved ruler simply because his taxes seem aimed at lodging and hostelries, more than a few towns have little ghettos outside where refuges have stopped unable to pay the bloated prices for necessities of inside the town. o We learn the duchies army is quite small but large companies of mercenaries are hired if a show of force is required (unlikely this far south). * Our kingdom crossing journey ends here in Dean at the town of Veedor, a few miles from the swampy marsh that sits between Dean and Seaqueen. * Like other towns in Dean this one also has a large refugee camp of people making preparations to cross the swamp (and be fleeced by the towns’ people). The road into the town is marked with lots of shallow graves, people who fell to frostbite, trench foot, sickness and of course starvation. * We meet with one of the towns many merchants offering his “last minute bargains for the swamp” and Kane purchases a necklace made from Alligator teeth that will ward off the beats of the swamp. o We’re also offered some flimsy looking rowboats for the bargain price of 100 gold pieces each, oars not included… each or costs 5gp and of course a further 5gp delivery charge to take it the few miles to the swamp. o When we ask about travelling the swamp by foot we’re immediately bombarded wit tales of “alligators, owl bears, goblins, evil mages, desperate refugees, swamp spirits and a shrieking dragon” that and more than a few “Maps of the swamp” that are unlikely to be any help at all. o We do hear one story of a fiery redheaded sorceress who set off into the forest on foot with her bodyguards, and was probably powerful enough and stubborn enough to make it through. * So with very little choice we allow ourselves to be ripped off and purchase several boats, pay the 5gold (per boat) for the delivery charge and are then both amused and annoyed to see our carpenter hire the services of some scrawny looking refuges to carry the boats for a few coppers. o We are then bombared with beggars on the trip to the swamp “oh please sir I only need a few more gold to buy my alligator necklace so I can make it through the swamp!” “Please sir just a few coins so I can feed my family more than mud for dinner!” and the like, all are ignored or rebuffed and into the swamp we go in our little boats. * And so we spend many hours punting and rowing our little boats through the dank and musky swamp, both Brick and Kane suffer from leeches attaching themselves and so we make camp on a little island so they can be treated (or rather poked with fire heated sticks). * Its while we’re enjoying an unpleasant evening in the swamp when we hear hymn singing coming from the darkness, a few moments later we can barely pick out the light of a lantern drifting across the dank water. o Torrent recognises the song as some religious hymn she knows and sings back, loud and clear, the light changes direction slightly getting closer and closer until finally a little boat emerges … and that’s when we see its being punted by two female tieflings and the boat itself is laden with broken skulls… (proving that singing brings nothing but trouble!) Torrent stops her song but the damage is already done… to arms behind us we hear rustling in the bushes and two huge crocodiles attack (avoiding Kane, giving falsehope that his necklace worked… this was to be proven wrong very soon). o The tiefling wizard (name Handria) opens the fight with a large fireball, while the Tiefling cleric (also named Handria) punts their boat to a little island ready to rain death from afar but are slightly surprised when Cricket manages to leap from island to island and plows straight into both of them with his mighty full blade, causing Handria to destroy their own little boat with one of her misdirected spells. o Eteranth the paladin spends the majority of the fight trapped within the jaws of one of the huge crocodiles into a losing war of attrition. o The master of the crocodiles as a tiefling druid (also called Handria…) comes walking across the swampy water guiding them to attack. o And so the three Handria’s are defeated and their crocodiles reduced to so many meaty chunks we find a Large Brass Key on a necklace around the clerics neck. * Searching around a little we think we manage to spy the route they came from and paddling quietly in our little boats discover a large island compound, a rickety looking wooden fence encircles five or so tumble down shacks… what’s inside… find out next week! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Campaign writeup (2 updates September 7th)
Top