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Corvis, City of Ghosts (A WitchFire Trilogy Story Hour)
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<blockquote data-quote="A2Z" data-source="post: 187509" data-attributes="member: 244"><p><strong>The Longest Night - Act Three</strong></p><p></p><p><span style="color: orange"><strong>I thought this place was deserted…</strong></span></p><p></p><p>Leaving the entrance the group continues into the keep. Following the only passage, which goes on for more than one hundred feet, they finale reach a branch in the hallway. To the left the hall ends at a wooden door. Straight ahead the hall continues and there are four doors, two on each side. There are grates set into the four doors and Lincon pears into one of them. Inside is a skeleton; when it notices Lincon it begins clawing at the door. Backing away he checks the others and sees the same thing.</p><p></p><p>The group begins to ask themselves why they would be locked up. Going to the fifth door at the end of the branch the group notices that there is no grate to look through in this door. Lincon starts to listen at the door, the elf however proceeds to open the door and walk in to the room. Sitting there in the middle of the room is a large skeleton dressed in hides and wielding a large battleaxe. Around his neck is a brass torc. Seeing the door open and the elf walk in he gets up and rushes towards the door!</p><p></p><p>Ethradan is able to hold off the skeleton while Vallan and Iskrom enter the room. While the skeleton is able to land one or two shots on the attackers it proves too be no match for the five men. With Ethradan, Vallan and Ishkrom attacking it and Mulhulan and Lincon covering them from behind it’s not long before it is lying in pieces on the floor. Vallan’s eye catches the battleaxe. He can tell that it’s well crafted and decides he can make use of it. Ishkrom, who seems to have a fondness for odd items, takes the torc from around the skeleton’s neck.</p><p></p><p>Finding nothing else of value in the room the group heads back into the hall. Before moving on Vallan opens two of the doors <em>(I’m not sure why)</em> and the party makes short work of the two skeletons that emerge. Deciding that it’s really a waste of time to let the other two out the group moves on. At the end of the hallway they come to another door. Entering the room they are greeted to the site of a half-dozen skeletons chained up to the walls. On a table in the center of the room is a brazier and a pile of notes. The skeletons stare at the heroes but are unable to do anything else. The group notices that the skeletons all have glyphs and sigils marked on their foreheads. These makings are the same as the ones they have seen in the notes they took from the catacombs. Mulhulan looks at the papers on the table. On top of them is an animated skull. Knocking it off the table he looks at the notes.</p><p></p><p>The pages also contain the sigils and glyph the group has noticed on the undead that they’ve been fighting. He decides to cast a ‘detect magic’ spell. The symbols on the paper as well as those on the skeletons begin radiating necromantic magic. Vallan’s new battleaxe, as well as Iskrom’s torc and Lincon’s dagger also prove to be magical. Finding nothing else useful in this room the group dispatches the bound undead and moves on down the hallway.</p><p></p><p>It’s not long before they come to an intersection. On one side is a door and on the other is an opening in the wall. While Lincon checks out the door, the rest of the party heads through the opening. Inside they find a large room with an earthen floor. A small pit lies in one corner and in the far wall is another large opening. Inside the pit they find the remains of Captain Helstrom’s men. The bodies are a mess. It looks like something was chewing on them.</p><p></p><p>Meanwhile Lincon is checking out the other room. Having found no traps on the door he enters the room. Inside are rows of shelves with common tools stacked on them. There doesn’t seem to be anything else there, it’s just a storeroom.</p><p></p><p>Ishkrom decides to look at the second opening. It proves to be a tunnel. Peering in he can’t see anything, however, he does manage to hear something. Calling the others he barely turns around in time to see a large and hairy shape lunging towards him! His reflexes are keen though and he manages to dodge the attack. Ethradan and Vallan run up behind him to help out. At the back of the room Mulhulan struggles to light a lamp so he can see. <span style="color: burlywood"><em>(The others have lowlight or darkvision but he can’t see anything since Lincon was holding their lamp.)</em></span> Deciding instead to cast a light spell he rushes into combat with the others.</p><p></p><p>Hearing the commotion in the other room Lincon rushes over to see his companions engaged with a hulking mass of fur and claws! It strikes viciously at the intruders wounding Ethradan enough to send him rushing for cover. As fierce as it is it soon succumbs to Vallan’s axe and Ishkrom’s fists however. Checking the tunnel for any more surprises the group gathers back in the room for a quick bit of healing.</p><p></p><p>While this is going on Lincon searches in the pit and manages to find a bit of treasure, some gems and coins. Afterwards the party decides to see were the tunnel leads. Following it to the end they find that it exits outside the keep on the far side of the ravine. Deciding this doesn’t help them right now, but marking it for future use, they head back inside.</p><p></p><p>Continuing along the hallway they had left earlier they find it ends at a staircase. The stairs wind up and exit on the battlements. Once up there the group pears over the sides into the courtyard below, and find themselves staring at an army of hundreds of undead soldiers!</p><p></p><p><em>(To be continued)</em></p></blockquote><p></p>
[QUOTE="A2Z, post: 187509, member: 244"] [b]The Longest Night - Act Three[/b] [color=orange][b]I thought this place was deserted…[/b][/color] Leaving the entrance the group continues into the keep. Following the only passage, which goes on for more than one hundred feet, they finale reach a branch in the hallway. To the left the hall ends at a wooden door. Straight ahead the hall continues and there are four doors, two on each side. There are grates set into the four doors and Lincon pears into one of them. Inside is a skeleton; when it notices Lincon it begins clawing at the door. Backing away he checks the others and sees the same thing. The group begins to ask themselves why they would be locked up. Going to the fifth door at the end of the branch the group notices that there is no grate to look through in this door. Lincon starts to listen at the door, the elf however proceeds to open the door and walk in to the room. Sitting there in the middle of the room is a large skeleton dressed in hides and wielding a large battleaxe. Around his neck is a brass torc. Seeing the door open and the elf walk in he gets up and rushes towards the door! Ethradan is able to hold off the skeleton while Vallan and Iskrom enter the room. While the skeleton is able to land one or two shots on the attackers it proves too be no match for the five men. With Ethradan, Vallan and Ishkrom attacking it and Mulhulan and Lincon covering them from behind it’s not long before it is lying in pieces on the floor. Vallan’s eye catches the battleaxe. He can tell that it’s well crafted and decides he can make use of it. Ishkrom, who seems to have a fondness for odd items, takes the torc from around the skeleton’s neck. Finding nothing else of value in the room the group heads back into the hall. Before moving on Vallan opens two of the doors [i](I’m not sure why)[/i] and the party makes short work of the two skeletons that emerge. Deciding that it’s really a waste of time to let the other two out the group moves on. At the end of the hallway they come to another door. Entering the room they are greeted to the site of a half-dozen skeletons chained up to the walls. On a table in the center of the room is a brazier and a pile of notes. The skeletons stare at the heroes but are unable to do anything else. The group notices that the skeletons all have glyphs and sigils marked on their foreheads. These makings are the same as the ones they have seen in the notes they took from the catacombs. Mulhulan looks at the papers on the table. On top of them is an animated skull. Knocking it off the table he looks at the notes. The pages also contain the sigils and glyph the group has noticed on the undead that they’ve been fighting. He decides to cast a ‘detect magic’ spell. The symbols on the paper as well as those on the skeletons begin radiating necromantic magic. Vallan’s new battleaxe, as well as Iskrom’s torc and Lincon’s dagger also prove to be magical. Finding nothing else useful in this room the group dispatches the bound undead and moves on down the hallway. It’s not long before they come to an intersection. On one side is a door and on the other is an opening in the wall. While Lincon checks out the door, the rest of the party heads through the opening. Inside they find a large room with an earthen floor. A small pit lies in one corner and in the far wall is another large opening. Inside the pit they find the remains of Captain Helstrom’s men. The bodies are a mess. It looks like something was chewing on them. Meanwhile Lincon is checking out the other room. Having found no traps on the door he enters the room. Inside are rows of shelves with common tools stacked on them. There doesn’t seem to be anything else there, it’s just a storeroom. Ishkrom decides to look at the second opening. It proves to be a tunnel. Peering in he can’t see anything, however, he does manage to hear something. Calling the others he barely turns around in time to see a large and hairy shape lunging towards him! His reflexes are keen though and he manages to dodge the attack. Ethradan and Vallan run up behind him to help out. At the back of the room Mulhulan struggles to light a lamp so he can see. [color=burlywood][i](The others have lowlight or darkvision but he can’t see anything since Lincon was holding their lamp.)[/i][/color] Deciding instead to cast a light spell he rushes into combat with the others. Hearing the commotion in the other room Lincon rushes over to see his companions engaged with a hulking mass of fur and claws! It strikes viciously at the intruders wounding Ethradan enough to send him rushing for cover. As fierce as it is it soon succumbs to Vallan’s axe and Ishkrom’s fists however. Checking the tunnel for any more surprises the group gathers back in the room for a quick bit of healing. While this is going on Lincon searches in the pit and manages to find a bit of treasure, some gems and coins. Afterwards the party decides to see were the tunnel leads. Following it to the end they find that it exits outside the keep on the far side of the ravine. Deciding this doesn’t help them right now, but marking it for future use, they head back inside. Continuing along the hallway they had left earlier they find it ends at a staircase. The stairs wind up and exit on the battlements. Once up there the group pears over the sides into the courtyard below, and find themselves staring at an army of hundreds of undead soldiers! [i](To be continued)[/i] [/QUOTE]
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