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Campaign writeup (2 updates September 7th)
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<blockquote data-quote="Eccles" data-source="post: 5554908" data-attributes="member: 5675"><p>7th May</p><p></p><p>* Having followed the “trails” left by the Handria sisters passing we manage to find our way to their home, a little island in the swamp with a few ramshackle buildings and fences , along with a bunch of old boats and a rickety looking jetty. Glancing in some of the boats as we pass we spy rotting bodies, seems a large number of travelling refugees have fallen foul of the sisters.</p><p></p><p>* On our way to the jetty a hushed conversation blossoms into a shouting argument about the difference between a “Hag” and a “Crone” and which is the correct description of the sisters, this starts a thudding sound from one of the huts… suddenly aware we may have been heard everyone goes on alert.</p><p></p><p>* Ever Brave and keen to do brave things… Brick leads the way onto the island and feels a ripple of dark energy rush over his body (followed by the rest of us) and the clikity clackity sounds of bones snapping together and a horde of skeletons pull themselves together from the bushes and stumble towards us.</p><p></p><p>o Lembit quickly uses his academic skills and previous lifetimes of knowledge to determine we’re up against three types of undead, bog standard skeletons that shouldn’t pose much of a problem and then two special types, one filled with necrotic energy that oozes from the blow their killed them (necromancers would harvest this energy and left untapped would cause them to explode). The third type was large things made from the bones of many and sits like a twisting cyclone of jagged bones that engulfs people.</p><p></p><p>* With much swinging of swords and slinging of spells we emerge victorious and notice the banging is still continuing, so tracking down the correct hut we spy its chained shut with a large brass padlock, utilising the key from the dead witches we unlock and look inside. There on a rotten straw pallet sits a rather curvaceous redheaded female thrashing and crying for help, though at the sight of us she stops her thrashing and does her best to look demure, Brick is instantly smitten and introduces himself, telling tales of our (but mostly hit) daring do as he un-gags the poor wench.</p><p></p><p>o She introduces herself as Katrina and tells us that she was waiting to be rescued and hopes none of us died on her account.</p><p></p><p>o Recognising the name and face (and some prompting from the rest of us) Brick recalls he accepted a missive from Rantle (the hero of gatepass!) for his sister, who this of course is. She takes the note gladly, reads it and a flush of disappointment creases her face, “he will not be joining me, he plans to stay in the city… oh well” and bounces back quite quickly. Brick then invites her to join us on our journey to the lyceum, she accepts instantly and parks herself in his boat leaving a clear indication she won’t be rowing.</p><p></p><p>o A quick search of the other hut reveals a stash of coin and a magical gewgaw that goes to Elisha. Along with some magical orbs (that make your hands drip blood, and allow you to pass through strong winds and oceans as if it were calm… altogether confusing).</p><p></p><p>o And so we go off into the swamp searching for a safer place to camp, we find a large crocodile nest that only Kane seems keen to camp near (with his “magical” necklace to protect him) and eventually we do find somewhere.</p><p></p><p>* The following day we come across a large section of the swamp that seems to have rather stable footing or severly low water and find ourselves walking (while carrying our tiny yet expensive boats) when something large swoops overhead, Lembit swears that it was a Ragesian wyvern but why would they be this far south (some 400 miles away from gatepass!). Still we continue on with an air of caution, and soon we find a large shallow lake, in the centre is an island with a rather droopy looking gum tree on, a bunch of Half-Orcs in</p><p></p><p>ragesian military attire are picking over something on the island, off to one side is a large wyvern (though not large enough to carry all of them!) is lapping at the fetid swamp water.</p><p></p><p>* We attempt to get closer, something a few of us manage better than others (ok… one of us managed better than others) and its no surprise that we are noticed almost immediately.</p><p></p><p>o The wyvern takes to the air and spends the whole fight flying back and forth screeching at people and slapping them with its poisonous tail.</p><p></p><p>o Kane and Cricket manage to get into the thick of things very early… to their own detriment, and Kane spends a chunk of the fight unconscious while waiting for one of the healers to catch up and heal him.</p><p></p><p>o We kill all but one of the infiltrators and the Wyvern who manage to escape (however tracking the fleeing infiltrator we find him killed and partial eaten by some large spiders who he blundered into).</p><p></p><p>* Brick takes the +2 Lightning battle axe that the captain of the group were using, hoping to transfer its enchantment over to a more suitable sword upon reaching the lyceum.</p><p></p><p>o We find a note on the captain addressed to a “Farthal” and mention something about a Druid Orb & Control Rod being in the right hands, and he must use a locator to find something. The note is signed “Gufwulfl” a senior Inquisitor and the person who summoned Kazzik and sent him after us.</p><p></p><p>* On the next day it finally looks like we are nearing the edge and the swamp and its while walking along the main trail that we are hailed “CEASE” comes a shout from up ahead and a band of Shalhalesti soldiers lead by a Solei Palancis (templar) stand in our way, weapons at the ready (we spy a couple of scouts in the near by undergrowth with bows pointed at us).</p><p></p><p>o Tiljan shrieks and begins flinging curses in whatever butterfly language fairies speak at the Shalhalesti (a result of them probably being somewhat involved in the burning of the forest) and has to be calmed down.</p><p></p><p>o With this little episode over the Templar lays down a proclamation, essentially demanding our surrender and turning over contraband, generally calling upon his authority and that of his king… however as he isn’t on his own soil, we don’t really think he can make such demands and come to terms of they won’t try to kill us, if we don’t try to kill them. Things become a lot less tense when we present Ettaranth (a templar himself) and they have a little catch up and we are free to continue on to seaquen after telling them of the Ragesian infiltrators we found earlier.</p><p></p><p>* Finally we leave the swamp and enter the peninsula of Seaquen, passing through a large swath of forest (ah pleasant forest) and when we come out of is we see where all the refugees (that made it through the swamps) of Gatepass ended up, a huge city sized camp of tents, shanties and even a few “pre fab” style houses stretches out for miles. With no good reason to stop in the camp we push on through, beset by beggars and filchers at every corner.</p><p></p><p>* Once we get passed the camp there is still a good stretch of land before we reach the city of Seaquen and of course the Lyceum. Its on this path that we spy for all intents and purposes an abandoned cart (well still with horse but no driver) covered by a tarp.</p><p></p><p>o Being the inquisitive fellows we are we approach the cart and from the woods nearby emerges a blustery looking half-orc in half plate (try saying that three times fast!) “get away from my cart!” and other such protests, we tell him we were just curious and wish him on his way when he reaches into the cart and pulls out a short bow… it would appear that once again we have walked into an ambush!</p><p></p><p>o Lots of arrows come flying from the bushes, it would appear that a lot more than a Ragesian Scouting party have made it this far south as we soon find ourselves toe to toe with an inquisitor (complete with huge bear mask and claws!) however he</p><p></p><p>evades us right at the end, with his entourage dead he grips the emblem around his neck and growls “next time I shall bring better troops!” and vanishes in a pillar of fire.</p><p></p><p>* Checking the cart we find a bunch of empty crate (certain they had been transporting something but no idea what). Kane has a good search for any secret of hidden compartments but finds nothing…</p><p></p><p>* The Lyceum awaits… welcome to level 8!</p></blockquote><p></p>
[QUOTE="Eccles, post: 5554908, member: 5675"] 7th May * Having followed the “trails” left by the Handria sisters passing we manage to find our way to their home, a little island in the swamp with a few ramshackle buildings and fences , along with a bunch of old boats and a rickety looking jetty. Glancing in some of the boats as we pass we spy rotting bodies, seems a large number of travelling refugees have fallen foul of the sisters. * On our way to the jetty a hushed conversation blossoms into a shouting argument about the difference between a “Hag” and a “Crone” and which is the correct description of the sisters, this starts a thudding sound from one of the huts… suddenly aware we may have been heard everyone goes on alert. * Ever Brave and keen to do brave things… Brick leads the way onto the island and feels a ripple of dark energy rush over his body (followed by the rest of us) and the clikity clackity sounds of bones snapping together and a horde of skeletons pull themselves together from the bushes and stumble towards us. o Lembit quickly uses his academic skills and previous lifetimes of knowledge to determine we’re up against three types of undead, bog standard skeletons that shouldn’t pose much of a problem and then two special types, one filled with necrotic energy that oozes from the blow their killed them (necromancers would harvest this energy and left untapped would cause them to explode). The third type was large things made from the bones of many and sits like a twisting cyclone of jagged bones that engulfs people. * With much swinging of swords and slinging of spells we emerge victorious and notice the banging is still continuing, so tracking down the correct hut we spy its chained shut with a large brass padlock, utilising the key from the dead witches we unlock and look inside. There on a rotten straw pallet sits a rather curvaceous redheaded female thrashing and crying for help, though at the sight of us she stops her thrashing and does her best to look demure, Brick is instantly smitten and introduces himself, telling tales of our (but mostly hit) daring do as he un-gags the poor wench. o She introduces herself as Katrina and tells us that she was waiting to be rescued and hopes none of us died on her account. o Recognising the name and face (and some prompting from the rest of us) Brick recalls he accepted a missive from Rantle (the hero of gatepass!) for his sister, who this of course is. She takes the note gladly, reads it and a flush of disappointment creases her face, “he will not be joining me, he plans to stay in the city… oh well” and bounces back quite quickly. Brick then invites her to join us on our journey to the lyceum, she accepts instantly and parks herself in his boat leaving a clear indication she won’t be rowing. o A quick search of the other hut reveals a stash of coin and a magical gewgaw that goes to Elisha. Along with some magical orbs (that make your hands drip blood, and allow you to pass through strong winds and oceans as if it were calm… altogether confusing). o And so we go off into the swamp searching for a safer place to camp, we find a large crocodile nest that only Kane seems keen to camp near (with his “magical” necklace to protect him) and eventually we do find somewhere. * The following day we come across a large section of the swamp that seems to have rather stable footing or severly low water and find ourselves walking (while carrying our tiny yet expensive boats) when something large swoops overhead, Lembit swears that it was a Ragesian wyvern but why would they be this far south (some 400 miles away from gatepass!). Still we continue on with an air of caution, and soon we find a large shallow lake, in the centre is an island with a rather droopy looking gum tree on, a bunch of Half-Orcs in ragesian military attire are picking over something on the island, off to one side is a large wyvern (though not large enough to carry all of them!) is lapping at the fetid swamp water. * We attempt to get closer, something a few of us manage better than others (ok… one of us managed better than others) and its no surprise that we are noticed almost immediately. o The wyvern takes to the air and spends the whole fight flying back and forth screeching at people and slapping them with its poisonous tail. o Kane and Cricket manage to get into the thick of things very early… to their own detriment, and Kane spends a chunk of the fight unconscious while waiting for one of the healers to catch up and heal him. o We kill all but one of the infiltrators and the Wyvern who manage to escape (however tracking the fleeing infiltrator we find him killed and partial eaten by some large spiders who he blundered into). * Brick takes the +2 Lightning battle axe that the captain of the group were using, hoping to transfer its enchantment over to a more suitable sword upon reaching the lyceum. o We find a note on the captain addressed to a “Farthal” and mention something about a Druid Orb & Control Rod being in the right hands, and he must use a locator to find something. The note is signed “Gufwulfl” a senior Inquisitor and the person who summoned Kazzik and sent him after us. * On the next day it finally looks like we are nearing the edge and the swamp and its while walking along the main trail that we are hailed “CEASE” comes a shout from up ahead and a band of Shalhalesti soldiers lead by a Solei Palancis (templar) stand in our way, weapons at the ready (we spy a couple of scouts in the near by undergrowth with bows pointed at us). o Tiljan shrieks and begins flinging curses in whatever butterfly language fairies speak at the Shalhalesti (a result of them probably being somewhat involved in the burning of the forest) and has to be calmed down. o With this little episode over the Templar lays down a proclamation, essentially demanding our surrender and turning over contraband, generally calling upon his authority and that of his king… however as he isn’t on his own soil, we don’t really think he can make such demands and come to terms of they won’t try to kill us, if we don’t try to kill them. Things become a lot less tense when we present Ettaranth (a templar himself) and they have a little catch up and we are free to continue on to seaquen after telling them of the Ragesian infiltrators we found earlier. * Finally we leave the swamp and enter the peninsula of Seaquen, passing through a large swath of forest (ah pleasant forest) and when we come out of is we see where all the refugees (that made it through the swamps) of Gatepass ended up, a huge city sized camp of tents, shanties and even a few “pre fab” style houses stretches out for miles. With no good reason to stop in the camp we push on through, beset by beggars and filchers at every corner. * Once we get passed the camp there is still a good stretch of land before we reach the city of Seaquen and of course the Lyceum. Its on this path that we spy for all intents and purposes an abandoned cart (well still with horse but no driver) covered by a tarp. o Being the inquisitive fellows we are we approach the cart and from the woods nearby emerges a blustery looking half-orc in half plate (try saying that three times fast!) “get away from my cart!” and other such protests, we tell him we were just curious and wish him on his way when he reaches into the cart and pulls out a short bow… it would appear that once again we have walked into an ambush! o Lots of arrows come flying from the bushes, it would appear that a lot more than a Ragesian Scouting party have made it this far south as we soon find ourselves toe to toe with an inquisitor (complete with huge bear mask and claws!) however he evades us right at the end, with his entourage dead he grips the emblem around his neck and growls “next time I shall bring better troops!” and vanishes in a pillar of fire. * Checking the cart we find a bunch of empty crate (certain they had been transporting something but no idea what). Kane has a good search for any secret of hidden compartments but finds nothing… * The Lyceum awaits… welcome to level 8! [/QUOTE]
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