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Sickness and Health: New diseases for your 5E game!
Home
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How Was Your Last Session?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8526118" data-attributes="member: 6704184"><p>Last session was my Eberron campaign, “The Gathering Storm”. </p><p> </p><p>A random roll from our Ranger during a rest on the side of the road to Greywall (by way of the town of Crossing, at the border between Breland and Drooam). His ferrets (swarmkeeper ranger) found soemthing interesting, and he went off to check it out. </p><p></p><p>Found a small hill with a standing stone and some ruins around the carved stone. The inscription was in draconic, and seemed to tell the story of how the writer discovered Druidic magic. Following the ferrets from hill to hill he found a standing stone on each, and realized the hills were making a perfect circle, and the stones told the tale of Varaak, how she created Druidic magic, how she met the primal spirits and the Great Trees, and how she taught Druidic magic to first the orcs, and then to others, including the bugbear culture the Ranger is from. </p><p> </p><p>As he read each stone, the fog between the hills rose and thickened, and the team made all kinds of checks to investigate. Eventually they saw that a mound had appeared in the center of the circle, and small stones in concentric circles from the outer circle to the central mound. They figured out the puzzle, walked each circle in alternating directions reading their inscriptions, and an open stone archway appeared on the southern side of the mound. </p><p> </p><p>The Firbolg Bard/Cleric heard a voice welcoming her, and the party entered the mound, following the eager BoV Paladin whose native language was on some fo the stones. </p><p> </p><p>Inside they found a chamber with 13 passages, same as the number of hills. At the center was a gargantuan sarcophagus with a carving wrapping around the side showing the same story as the stone outside. </p><p> </p><p>Investigation lead them to the conclusion that they had been transported to a place that didn’t exist, created by the thoughts of those who’d seen the Circle of hills and wondered. </p><p> </p><p>the phrase “place that doesn’t exist” perked up the ears of the Paladin, due to a riddle she had found that referenced “A place that does not exist, through a door that cannot be opened, which can only found by those who have forgotten to look for it.” </p><p> </p><p>One of the 13 passageways had a sign over it reading, “Forgotten”, and the Paladin raced down it, and soon yelled for her friends as she found a door with no handle, that she couldn’t neither budge nor break. </p><p> </p><p> </p><p>Some talk, some of the Monk singing an old song with similar language from his home (which is related to the Paladins whole thing), and the people in the group with no relation to this riddle realize that the stone circles outside map to passageways between the outer rooms of this place, which curve in semi-circular paths with alternating directions, and basically they have to come to the door from the other side to go through it. And then they realize that the people whose cultures had no stories of the Lost Island of ancient myth were the ones that figured it out. “Those who have forgotten to look for it”. </p><p> </p><p>That realization basically ended the session, other than a little poking around some of the other rooms, like the library (special both for being large and well stocked, but also for being well organized), the auditorium (massive, carved out of continuous marble, even the stage and seats), and armory (13 alcoves with different kinds of arms, surrounding a forge heated from underneath). </p><p> </p><p>Next time, we shall see if they can find thier way to that lost world, and what awaits them there if they do.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8526118, member: 6704184"] Last session was my Eberron campaign, “The Gathering Storm”. A random roll from our Ranger during a rest on the side of the road to Greywall (by way of the town of Crossing, at the border between Breland and Drooam). His ferrets (swarmkeeper ranger) found soemthing interesting, and he went off to check it out. Found a small hill with a standing stone and some ruins around the carved stone. The inscription was in draconic, and seemed to tell the story of how the writer discovered Druidic magic. Following the ferrets from hill to hill he found a standing stone on each, and realized the hills were making a perfect circle, and the stones told the tale of Varaak, how she created Druidic magic, how she met the primal spirits and the Great Trees, and how she taught Druidic magic to first the orcs, and then to others, including the bugbear culture the Ranger is from. As he read each stone, the fog between the hills rose and thickened, and the team made all kinds of checks to investigate. Eventually they saw that a mound had appeared in the center of the circle, and small stones in concentric circles from the outer circle to the central mound. They figured out the puzzle, walked each circle in alternating directions reading their inscriptions, and an open stone archway appeared on the southern side of the mound. The Firbolg Bard/Cleric heard a voice welcoming her, and the party entered the mound, following the eager BoV Paladin whose native language was on some fo the stones. Inside they found a chamber with 13 passages, same as the number of hills. At the center was a gargantuan sarcophagus with a carving wrapping around the side showing the same story as the stone outside. Investigation lead them to the conclusion that they had been transported to a place that didn’t exist, created by the thoughts of those who’d seen the Circle of hills and wondered. the phrase “place that doesn’t exist” perked up the ears of the Paladin, due to a riddle she had found that referenced “A place that does not exist, through a door that cannot be opened, which can only found by those who have forgotten to look for it.” One of the 13 passageways had a sign over it reading, “Forgotten”, and the Paladin raced down it, and soon yelled for her friends as she found a door with no handle, that she couldn’t neither budge nor break. Some talk, some of the Monk singing an old song with similar language from his home (which is related to the Paladins whole thing), and the people in the group with no relation to this riddle realize that the stone circles outside map to passageways between the outer rooms of this place, which curve in semi-circular paths with alternating directions, and basically they have to come to the door from the other side to go through it. And then they realize that the people whose cultures had no stories of the Lost Island of ancient myth were the ones that figured it out. “Those who have forgotten to look for it”. That realization basically ended the session, other than a little poking around some of the other rooms, like the library (special both for being large and well stocked, but also for being well organized), the auditorium (massive, carved out of continuous marble, even the stage and seats), and armory (13 alcoves with different kinds of arms, surrounding a forge heated from underneath). Next time, we shall see if they can find thier way to that lost world, and what awaits them there if they do. [/QUOTE]
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