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Chronicles of Essenon: Blood on Snow-updated 4/12
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<blockquote data-quote="Tsillanabor" data-source="post: 2855338" data-attributes="member: 40432"><p>I posted this before the crash, but it was lost. I've done some editing so that (hopefully) it will be a bit more interesting to read. More will come as I edit it.</p><p></p><p>From Versi’s Guide to Unusual Places in the Prime Material Plane</p><p></p><p>The world of Essenon is to the best of my knowledge unique. The vast majority of worlds in the Prime are spherical in shape. They tend to orbit around a sun, and often possess moons. Essenon’s sun is entirely encapsulated by a gigantic sphere, and the inhabitants live upon the inside of said sphere.</p><p></p><p>The inside surface is divided into roughly hexagonal areas approximately 400 miles across, bordered by high mountains. Adjacent hexes may have wildly different terrain, climate, and inhabitants. A vast river known as the Essena River winds slowly through many of these hexes, occasionally travelling underground through vast caverns. The world is easily billions of square miles in area, and its population must be incalculable. </p><p></p><p>The sun does not set of course. Instead, it dims to the approximate level of moonlight to produce nightfall. </p><p></p><p>The entire world seems artificial, and I wonder as to the purpose of its creation, as well as marvel at said being’s power!</p><p></p><p></p><p></p><p></p><p>Group:</p><p>Shinta the Worst (2 level elf swashbuckler) </p><p>Mard (2 level dwarf barbarian)</p><p>Draconis (1/1 level orc Ranger/Sorcerer)</p><p>Cliona (2 level elf wizard)</p><p></p><p>Part of the group had a past with one of the royal families. The evil</p><p>usurpers had been sending assassins after the group, so they decided</p><p>to leave the area of the world they were in. In the lower reaches of</p><p>the mountains they realized that they could not possibly get through</p><p>before winter set in. Coming across a river trading town called</p><p>Frostmoot they decided to winter there. They met the rest of the group</p><p>in a cheap tavern/lodging house near the docks. There were also</p><p>several NPC characters/replacements in case of PC death. They consist</p><p>of:</p><p></p><p>Girzim (gnome cleric 2 of the Tah'list, twin gods of healing and</p><p>guardians of the dead)</p><p>Zathas (warlock/monk 1/1-note that I allow monks to multiclass and</p><p>Warlocks have no alignment restrictions-I only hold to alignment</p><p>restriction in a few cases)</p><p>Eoghan (elf rogue 2)</p><p>Bokin (half black dragon Kobold fighter 2) The LA makes him ECL 5 but</p><p>this is somewhat offset by kobold weakness and the fact that I love</p><p>half dragon kobolds</p><p></p><p>Extract from From Angelheim to Scar Peak-the Travelling Journals of Tokin the Purple Wanderer</p><p></p><p>Frostmoot</p><p>The Westernmost city of the Silver Alliance is known as Frostmoot. It is located in the lower reaches of the Realm’s Barrier Mountains on the Great River, a few miles downstream from where it emerges from the mountains. It is the primary human trading point with the dwarves of Kar Gunnveld. It is also the home of the Silver Alliance’s largest Mage Guild.</p><p></p><p>The city is situated on the north bank of the river on a small alluvial plain. The city wall restricts access from the plain, which consists mostly of farmland. Within the city are three other walled areas. </p><p></p><p>The Inner City is the site of the original castle, which has become the Duke’s palace. Many of the city’s wealthiest citizens also make their homes within this wall. </p><p></p><p>The Wizards’ Quarter is in the northwest corner of the city. It consists of the nine Colleges of Magic, towers of the mages, laboratories, and other buildings unique to the needs of spellcasters.</p><p></p><p>The Garrison is the base of operations for the city garrison, city watch, and the training area for the Duke’s Royal Guard. It consists of barracks, training areas, smithies, armories, and other necessities. </p><p></p><p>Zombie Apocalypse Day 1, evening</p><p></p><p>Mard looked deeply into his mug. It had been a long road to this town, but he felt reasonably secure that they had evaded detection by the Kingdom of Varis’ agents. It would be a boring winter holed up here, but it would be a lot easier than facing assassins every other week.</p><p></p><p>Shinta shivered and moved closer to the fire. Where she was from it did not get so bloody cold! Mard had mentioned that it would get even colder in the coming weeks. She wished that they could have made it through to somewhere warmer-not for the first time, and almost certainly not for the last.</p><p></p><p>Draconis slapped the barmaid on her ample rump, throwing her a coin for more ale. After all, he knew how to warm himself up…</p><p></p><p>Cliona studied her books, trying to grasp the intricate words and symbols that would bring magic to life. She was still had a few reservations about her uncouth travelling companions, but at least one was an elf.</p><p></p><p>The night seemed to be passing as any other. Conversation in the common room made for a constant background. The center of attention was a newly arrived group of adventurers. They consisted of a lightly armed, charismatic elf named Eoghan, a shy gnome (obviously a cleric of the Tah’list) named Girzim, an unarmed yet somehow dangerous-seeming fellow named Zathas, and a small, winged, reptilian humanoid named Bokin, who was, to Mard’s point of view, far too…perky.</p><p></p><p>The night is broken by a shrill scream. The tavern’s patrons shift nervously, looking out the grimy windows. When a second scream is heard the adventurers bolt for the door.</p><p></p><p>Outside the tavern to the south and west is a large open area used as</p><p>a fish market during the day. The carts and stalls are taken to their</p><p>places now, leaving a barren expanse of naked earth. A mist has rolled</p><p>in from the waterfront, obscuring the opposite buildings. </p><p></p><p>To the south of the building two humans are wrestling with a young</p><p>woman. They appear to be biting at her. She struggles weakly, then goes</p><p>limp. Draconis shouts at the two and they drop the woman. They turn</p><p>towards the heroes with a snarl, blood dribbling down their chins.</p><p></p><p>“Get ready!” Draconis yells as the creatures charge.</p><p></p><p>The heroes pepper the things with arrows and crossbow bolts, but they keep coming until they are cut down in close combat. The warriors marvel at how easily they are cut down by sword and axe, yet suffer little harm from arrows.</p><p></p><p>Cliona and Shinta cover Draconis and Mard as they go to check on the</p><p>woman. Before they reach her more of the creatures emerge from the</p><p>mist in every direction. Everyone fires at the creatures, but piercing</p><p>weapons do little. Cliona and Shinta are barely holding out, trying to keep a path back to the tavern open, but Draconis and Mard are being overwhelmed.</p><p></p><p>“We’ve gotta get out of here!” Mard shouts over the din of combat.</p><p>“I agree,” Draconis replies, “let’s break off and get back to the tavern.”</p><p></p><p> To their horror the woman that they had originally been trying to rescue</p><p>rises and joins the attack. They are in danger of being cut off from the inn, so they turn to flee. As they do so Draconis falls under the fists of the creatures. Mard scoops him up and runs as fast as he can, taking several blows in the process but not falling. The other adventurers come out to help as everyone retreats inside the inn. In his hazy state Draconis sees a creature similar to the others but much faster pursuing them.</p><p></p><p>Inside the inn the civilians are starting to panic. While Girzim offers healing to the injured, Mard realizes that they need to fortify their position.</p><p></p><p>“We need nails and hammers,” he yells. </p><p></p><p>One of the serving wenches gets some nails from the innkeeper and anyone strong enough begins to hold tables against the windows and doors while others nail them in place. </p><p></p><p>“Uh-oh,” Bokin says as a thought occurs to him, “what about the stable entrance?”</p><p></p><p>With dawning horror they realize he’s right. Draconis is first through the kitchen door, but skids to a halt as three zombies enter through the door to the stables. He leaps back through the doorway.</p><p> </p><p>“Too late!” he declares.</p><p></p><p>Everyone starts trying to block the doorway and open counter, nailing boards into place as the zombies pound on the other sides, trying to break free.</p><p></p><p>“We need to get out of here before they break through,” Mard says, “let’s get upstairs and check out our options.”</p><p></p><p>The heroes pull down the stairway and go upstairs to look out the windows. They see that the inn is surrounded. Zombies pound on the walls and doors, and they worry that the wooden building will not hold. As they ponder their options a scream below warns them that the zombies are coming through. A stampede for the stairs ensues. The frail wooden structure groans under the weight and as the last people head up the hinges give. Three civilians fall to the floor. Thinking quickly, Draconis lowers his orcish double axe to the fallen and (with help) pulls them up one at a time. On the third his arms give out and the man falls. As they try again the zombies break through. The heroes try to pull him up but several zombies drag him down. The man is ripped apart before their horrified eyes quicker than they can even react.</p><p></p><p>They remember their location well. They know that the building to their west is a large stone warehouse and on the other side is a shop catering to adventurers. They decide to get to the roof of the warehouse. They chop a hole into the roof so that Bokin will have the height to glide to the warehouse roof. He glides across with one end of a rope and ties it off. Using bedding the civilians zipline across. Finally the heroes go across. As Draconis goes across he sees the fast creature emerge from the hole and glare at him. When he is across he cuts the rope to keep this seemingly intelligent zombie from following.</p><p></p><p>Much debate ensues on the nature of the zombies. The heroes have come to the conclusion that the zombie-ism is contagious. They theorize that there is some sort of hive mind, and that what one zombie sees, all of them might. They wonder if the zombies might regenerate. Heh heh heh.</p><p></p><p>They take a head count and realize there are 4 PCs, 4 NPCs, and 22 civilians to take care of. As the injured and spellcasters need rest, everyone huddles together to pass a cold night.</p><p></p><p>During the night the inn crashes to the ground.</p></blockquote><p></p>
[QUOTE="Tsillanabor, post: 2855338, member: 40432"] I posted this before the crash, but it was lost. I've done some editing so that (hopefully) it will be a bit more interesting to read. More will come as I edit it. From Versi’s Guide to Unusual Places in the Prime Material Plane The world of Essenon is to the best of my knowledge unique. The vast majority of worlds in the Prime are spherical in shape. They tend to orbit around a sun, and often possess moons. Essenon’s sun is entirely encapsulated by a gigantic sphere, and the inhabitants live upon the inside of said sphere. The inside surface is divided into roughly hexagonal areas approximately 400 miles across, bordered by high mountains. Adjacent hexes may have wildly different terrain, climate, and inhabitants. A vast river known as the Essena River winds slowly through many of these hexes, occasionally travelling underground through vast caverns. The world is easily billions of square miles in area, and its population must be incalculable. The sun does not set of course. Instead, it dims to the approximate level of moonlight to produce nightfall. The entire world seems artificial, and I wonder as to the purpose of its creation, as well as marvel at said being’s power! Group: Shinta the Worst (2 level elf swashbuckler) Mard (2 level dwarf barbarian) Draconis (1/1 level orc Ranger/Sorcerer) Cliona (2 level elf wizard) Part of the group had a past with one of the royal families. The evil usurpers had been sending assassins after the group, so they decided to leave the area of the world they were in. In the lower reaches of the mountains they realized that they could not possibly get through before winter set in. Coming across a river trading town called Frostmoot they decided to winter there. They met the rest of the group in a cheap tavern/lodging house near the docks. There were also several NPC characters/replacements in case of PC death. They consist of: Girzim (gnome cleric 2 of the Tah'list, twin gods of healing and guardians of the dead) Zathas (warlock/monk 1/1-note that I allow monks to multiclass and Warlocks have no alignment restrictions-I only hold to alignment restriction in a few cases) Eoghan (elf rogue 2) Bokin (half black dragon Kobold fighter 2) The LA makes him ECL 5 but this is somewhat offset by kobold weakness and the fact that I love half dragon kobolds Extract from From Angelheim to Scar Peak-the Travelling Journals of Tokin the Purple Wanderer Frostmoot The Westernmost city of the Silver Alliance is known as Frostmoot. It is located in the lower reaches of the Realm’s Barrier Mountains on the Great River, a few miles downstream from where it emerges from the mountains. It is the primary human trading point with the dwarves of Kar Gunnveld. It is also the home of the Silver Alliance’s largest Mage Guild. The city is situated on the north bank of the river on a small alluvial plain. The city wall restricts access from the plain, which consists mostly of farmland. Within the city are three other walled areas. The Inner City is the site of the original castle, which has become the Duke’s palace. Many of the city’s wealthiest citizens also make their homes within this wall. The Wizards’ Quarter is in the northwest corner of the city. It consists of the nine Colleges of Magic, towers of the mages, laboratories, and other buildings unique to the needs of spellcasters. The Garrison is the base of operations for the city garrison, city watch, and the training area for the Duke’s Royal Guard. It consists of barracks, training areas, smithies, armories, and other necessities. Zombie Apocalypse Day 1, evening Mard looked deeply into his mug. It had been a long road to this town, but he felt reasonably secure that they had evaded detection by the Kingdom of Varis’ agents. It would be a boring winter holed up here, but it would be a lot easier than facing assassins every other week. Shinta shivered and moved closer to the fire. Where she was from it did not get so bloody cold! Mard had mentioned that it would get even colder in the coming weeks. She wished that they could have made it through to somewhere warmer-not for the first time, and almost certainly not for the last. Draconis slapped the barmaid on her ample rump, throwing her a coin for more ale. After all, he knew how to warm himself up… Cliona studied her books, trying to grasp the intricate words and symbols that would bring magic to life. She was still had a few reservations about her uncouth travelling companions, but at least one was an elf. The night seemed to be passing as any other. Conversation in the common room made for a constant background. The center of attention was a newly arrived group of adventurers. They consisted of a lightly armed, charismatic elf named Eoghan, a shy gnome (obviously a cleric of the Tah’list) named Girzim, an unarmed yet somehow dangerous-seeming fellow named Zathas, and a small, winged, reptilian humanoid named Bokin, who was, to Mard’s point of view, far too…perky. The night is broken by a shrill scream. The tavern’s patrons shift nervously, looking out the grimy windows. When a second scream is heard the adventurers bolt for the door. Outside the tavern to the south and west is a large open area used as a fish market during the day. The carts and stalls are taken to their places now, leaving a barren expanse of naked earth. A mist has rolled in from the waterfront, obscuring the opposite buildings. To the south of the building two humans are wrestling with a young woman. They appear to be biting at her. She struggles weakly, then goes limp. Draconis shouts at the two and they drop the woman. They turn towards the heroes with a snarl, blood dribbling down their chins. “Get ready!” Draconis yells as the creatures charge. The heroes pepper the things with arrows and crossbow bolts, but they keep coming until they are cut down in close combat. The warriors marvel at how easily they are cut down by sword and axe, yet suffer little harm from arrows. Cliona and Shinta cover Draconis and Mard as they go to check on the woman. Before they reach her more of the creatures emerge from the mist in every direction. Everyone fires at the creatures, but piercing weapons do little. Cliona and Shinta are barely holding out, trying to keep a path back to the tavern open, but Draconis and Mard are being overwhelmed. “We’ve gotta get out of here!” Mard shouts over the din of combat. “I agree,” Draconis replies, “let’s break off and get back to the tavern.” To their horror the woman that they had originally been trying to rescue rises and joins the attack. They are in danger of being cut off from the inn, so they turn to flee. As they do so Draconis falls under the fists of the creatures. Mard scoops him up and runs as fast as he can, taking several blows in the process but not falling. The other adventurers come out to help as everyone retreats inside the inn. In his hazy state Draconis sees a creature similar to the others but much faster pursuing them. Inside the inn the civilians are starting to panic. While Girzim offers healing to the injured, Mard realizes that they need to fortify their position. “We need nails and hammers,” he yells. One of the serving wenches gets some nails from the innkeeper and anyone strong enough begins to hold tables against the windows and doors while others nail them in place. “Uh-oh,” Bokin says as a thought occurs to him, “what about the stable entrance?” With dawning horror they realize he’s right. Draconis is first through the kitchen door, but skids to a halt as three zombies enter through the door to the stables. He leaps back through the doorway. “Too late!” he declares. Everyone starts trying to block the doorway and open counter, nailing boards into place as the zombies pound on the other sides, trying to break free. “We need to get out of here before they break through,” Mard says, “let’s get upstairs and check out our options.” The heroes pull down the stairway and go upstairs to look out the windows. They see that the inn is surrounded. Zombies pound on the walls and doors, and they worry that the wooden building will not hold. As they ponder their options a scream below warns them that the zombies are coming through. A stampede for the stairs ensues. The frail wooden structure groans under the weight and as the last people head up the hinges give. Three civilians fall to the floor. Thinking quickly, Draconis lowers his orcish double axe to the fallen and (with help) pulls them up one at a time. On the third his arms give out and the man falls. As they try again the zombies break through. The heroes try to pull him up but several zombies drag him down. The man is ripped apart before their horrified eyes quicker than they can even react. They remember their location well. They know that the building to their west is a large stone warehouse and on the other side is a shop catering to adventurers. They decide to get to the roof of the warehouse. They chop a hole into the roof so that Bokin will have the height to glide to the warehouse roof. He glides across with one end of a rope and ties it off. Using bedding the civilians zipline across. Finally the heroes go across. As Draconis goes across he sees the fast creature emerge from the hole and glare at him. When he is across he cuts the rope to keep this seemingly intelligent zombie from following. Much debate ensues on the nature of the zombies. The heroes have come to the conclusion that the zombie-ism is contagious. They theorize that there is some sort of hive mind, and that what one zombie sees, all of them might. They wonder if the zombies might regenerate. Heh heh heh. They take a head count and realize there are 4 PCs, 4 NPCs, and 22 civilians to take care of. As the injured and spellcasters need rest, everyone huddles together to pass a cold night. During the night the inn crashes to the ground. [/QUOTE]
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