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IRON DM 2022 The Tournament Thread
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<blockquote data-quote="J.Quondam" data-source="post: 8750652" data-attributes="member: 7030100"><p>title: The Three Omens of the Spirit Nobles</p><p></p><p>ingredients: </p><p>Wet Dragon</p><p>Gold Plated Saw</p><p>Forest Mushrooms</p><p>Icy Temper</p><p>Living Cave</p><p>Terrible Triad</p><p></p><p></p><p>[SPOILER] <strong>The Three Omens of the Spirit Nobles</strong></p><p></p><p>Three comets recently appeared over Woodmere village. Locals believe it's a curse by elves in the valley. This is true! Enraged by the newcomer's disregard for the woods, the forestfolk petitioned three Noble Spirits to destroy Woodmere when the three comets converge upon the next full moon. </p><p></p><p>The goal is to uncover the nature of the comets, and find a way to the Noble Spirits to end the threat.</p><p></p><p>Hooks</p><ul> <li data-xf-list-type="ul">heard of mysterious comets visible only from Woodmere.</li> <li data-xf-list-type="ul">attacked near Woodmere, by creatures that dissolve into mist when defeated: </li> <li data-xf-list-type="ul">--- snowstorm and ice mephits (in mountains); </li> <li data-xf-list-type="ul">--- rockslide and earth elemental (on road); </li> <li data-xf-list-type="ul">--- plesiosaurs (by boat). </li> <li data-xf-list-type="ul">summoned by Woodmere council to drive off forestfolk.</li> </ul><p></p><p><strong><u>Woodmere village</u></strong>, a new lumber settlement, is led by four councilors: </p><p></p><p><strong><u>Errik Rackham</u></strong>, no-nonsense businessman with a writ to operate a sawmill, is the real power.</p><ul> <li data-xf-list-type="ul">views the forestfolk as pests.</li> <li data-xf-list-type="ul">His employees, the Sawyers, wear gold-plated saw-shaped badges as a symbol of authority. </li> <li data-xf-list-type="ul">Armed Sawyers patrol frequently, which escalates tension. </li> </ul><p><strong><u>Mayor Brendish</u></strong>, affable, but always "busy" and indecisive, offers a reward. </p><p></p><p><strong><u>Capt. Abbad</u></strong>, gruff guardsman who resents the Sawyers' interference with security. </p><ul> <li data-xf-list-type="ul">grudgingly respects the forestfolk and their position. </li> </ul><p><strong><u>Prof. Lize Orora</u></strong>, scholar, is helpful and very knowledgeable, but worried. </p><ul> <li data-xf-list-type="ul">encourages parley with forestfolk.</li> <li data-xf-list-type="ul">knows to wait "at the standing stone" an hour away to contact the forestfolk. </li> <li data-xf-list-type="ul">knows "the blind hermit," but thinks he's crazy.</li> </ul><p>They allow the party to investigate without interference. If PCs go into the woods, Capt. Abbad or Errik Rackham offer equipment or guards, but don't insist. Sawyers are sure to provoke a forestfolk skirmish.</p><p></p><p></p><p><strong><u>Crabbins</u></strong>, the blind hermit, is grumpy but knows much. </p><ul> <li data-xf-list-type="ul">understands the comets' meaning. </li> <li data-xf-list-type="ul">doesn't align with villagers or forestfolk. </li> <li data-xf-list-type="ul">possesses a map to the Fairy Ring.</li> <li data-xf-list-type="ul">knows Noble Spirits can be beaten or bribed. </li> </ul><p><strong><u>Forestfolk</u></strong>, primarily elves, usually only scout.</p><ul> <li data-xf-list-type="ul">attack badged Sawyers on sight or if they witness trees indiscriminately felled.</li> <li data-xf-list-type="ul">do not talk of themselves or tactics.</li> </ul><p><strong><u>Wyllynwe</u></strong>, druid Speaker for the forestfolk, is outwardly aloof and inwardly angry. </p><ul> <li data-xf-list-type="ul">despises Rackham and the Sawyers, and will never negotiate with them. </li> <li data-xf-list-type="ul">acknowledges that forestfolk prayed to Noble Spirits to destroy Woodmere with floods, blizzards, and earthquakes at the next full moon. </li> <li data-xf-list-type="ul">might name the Noble Spirits or the Fairy Ring, but provides no directions or other help.</li> </ul><p></p><p>The <strong><u>Fairy Ring</u></strong> is an ancient circle of glowing mushrooms and the door to the Spirit World. Turning oneself clockwise three times is transports a character to fey lands. Turning counterclockwise exits the realm. </p><p></p><p></p><p>The <strong><u>Spirit World</u></strong> is vibrant, hazardous, and tricky to navigate. A guide is needed to move fast and avoid trouble. With some searching, PCs could find a guide who demands a weird payment. </p><ul> <li data-xf-list-type="ul">Frystyss (pixie, adores Birtok, fears Gheodda), </li> <li data-xf-list-type="ul">Gwllyth (faery dragon, aka "Dewdrop", loves Svilla, hates Birtok), </li> <li data-xf-list-type="ul">Grumb (mushroomfolk, reveres Gheodda, fears Svillla). </li> </ul><p>With a fey guide, it takes only one day to travel between Noble Spirit lairs. </p><p>Without a guide, PCs navigate slowly (1+1d4 days) by asking directions and following the comets which appear over each lair. </p><p></p><p>The <strong><u>Noble Spirits</u></strong>' omen is not necessarily imminent: each can be flattered or bribed. A noble can also be defeated in combat, in which case their comet disappears temporarily, until the spirit reforms in a year and a day.</p><p> </p><p><strong><u>Birtok of the Mountain Ice</u></strong> rules a snowy keep. </p><ul> <li data-xf-list-type="ul">frost giant, with yetis and ice mephits minions. </li> <li data-xf-list-type="ul">aggressive and quick to anger, so negotiation is difficult. </li> </ul><p>A good fight could impress him, and he might accept fresh fruit offerings left in a mountain pass. </p><p></p><p><strong><u>Svilla of the Lake</u></strong> lives around a small island. </p><ul> <li data-xf-list-type="ul">sea serpent, with water weird servants.</li> <li data-xf-list-type="ul">sly and elegant,</li> <li data-xf-list-type="ul">enjoys flattery, dismisses threats. </li> </ul><p>Her mind is not easily changed, but she might accept a fine idol in her likeness dropped in the lake.</p><p></p><p><strong><u>Gheodda the Living Cave</u></strong> lurks within a low rocky hill. </p><ul> <li data-xf-list-type="ul">has no creature manifestation, attended by earth elementals. </li> <li data-xf-list-type="ul">harmed by drowning or transmuting its heart chamber. </li> <li data-xf-list-type="ul">faceless and inscrutable, and slow to anger and understand</li> <li data-xf-list-type="ul">fights foes with shifting tunnels, pits, and rockfalls. </li> </ul><p>If placated, it may accept a bear's skull left in a cave.</p><p></p><p></p><p>Concluding developments</p><ul> <li data-xf-list-type="ul">Early negotiation between forestfolk and villagers (without Rackham): Wyllynwe asks the Noble Spirits to dismiss the comets.</li> <li data-xf-list-type="ul">Noble Spirits all defeated: PCs collect reward. Forestfolk are angry, but know the spirits will return.</li> <li data-xf-list-type="ul">Noble Spirits all persuaded to end omen: PC collect reward. Forestfolk are angry and continue skirmishing, but willing to negotiate.</li> <li data-xf-list-type="ul">If any Noble Spirit remains: Woodmere will be destroyed.</li> </ul><p></p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="J.Quondam, post: 8750652, member: 7030100"] title: The Three Omens of the Spirit Nobles ingredients: Wet Dragon Gold Plated Saw Forest Mushrooms Icy Temper Living Cave Terrible Triad [SPOILER] [B]The Three Omens of the Spirit Nobles[/B] Three comets recently appeared over Woodmere village. Locals believe it's a curse by elves in the valley. This is true! Enraged by the newcomer's disregard for the woods, the forestfolk petitioned three Noble Spirits to destroy Woodmere when the three comets converge upon the next full moon. The goal is to uncover the nature of the comets, and find a way to the Noble Spirits to end the threat. Hooks [LIST] [*]heard of mysterious comets visible only from Woodmere. [*]attacked near Woodmere, by creatures that dissolve into mist when defeated: [*]--- snowstorm and ice mephits (in mountains); [*]--- rockslide and earth elemental (on road); [*]--- plesiosaurs (by boat). [*]summoned by Woodmere council to drive off forestfolk. [/LIST] [B][U]Woodmere village[/U][/B], a new lumber settlement, is led by four councilors: [B][U]Errik Rackham[/U][/B], no-nonsense businessman with a writ to operate a sawmill, is the real power. [LIST] [*]views the forestfolk as pests. [*]His employees, the Sawyers, wear gold-plated saw-shaped badges as a symbol of authority. [*]Armed Sawyers patrol frequently, which escalates tension. [/LIST] [B][U]Mayor Brendish[/U][/B], affable, but always "busy" and indecisive, offers a reward. [B][U]Capt. Abbad[/U][/B], gruff guardsman who resents the Sawyers' interference with security. [LIST] [*]grudgingly respects the forestfolk and their position. [/LIST] [B][U]Prof. Lize Orora[/U][/B], scholar, is helpful and very knowledgeable, but worried. [LIST] [*]encourages parley with forestfolk. [*]knows to wait "at the standing stone" an hour away to contact the forestfolk. [*]knows "the blind hermit," but thinks he's crazy. [/LIST] They allow the party to investigate without interference. If PCs go into the woods, Capt. Abbad or Errik Rackham offer equipment or guards, but don't insist. Sawyers are sure to provoke a forestfolk skirmish. [B][U]Crabbins[/U][/B], the blind hermit, is grumpy but knows much. [LIST] [*]understands the comets' meaning. [*]doesn't align with villagers or forestfolk. [*]possesses a map to the Fairy Ring. [*]knows Noble Spirits can be beaten or bribed. [/LIST] [B][U]Forestfolk[/U][/B], primarily elves, usually only scout. [LIST] [*]attack badged Sawyers on sight or if they witness trees indiscriminately felled. [*]do not talk of themselves or tactics. [/LIST] [B][U]Wyllynwe[/U][/B], druid Speaker for the forestfolk, is outwardly aloof and inwardly angry. [LIST] [*]despises Rackham and the Sawyers, and will never negotiate with them. [*]acknowledges that forestfolk prayed to Noble Spirits to destroy Woodmere with floods, blizzards, and earthquakes at the next full moon. [*]might name the Noble Spirits or the Fairy Ring, but provides no directions or other help. [/LIST] The [B][U]Fairy Ring[/U][/B] is an ancient circle of glowing mushrooms and the door to the Spirit World. Turning oneself clockwise three times is transports a character to fey lands. Turning counterclockwise exits the realm. The [B][U]Spirit World[/U][/B] is vibrant, hazardous, and tricky to navigate. A guide is needed to move fast and avoid trouble. With some searching, PCs could find a guide who demands a weird payment. [LIST] [*]Frystyss (pixie, adores Birtok, fears Gheodda), [*]Gwllyth (faery dragon, aka "Dewdrop", loves Svilla, hates Birtok), [*]Grumb (mushroomfolk, reveres Gheodda, fears Svillla). [/LIST] With a fey guide, it takes only one day to travel between Noble Spirit lairs. Without a guide, PCs navigate slowly (1+1d4 days) by asking directions and following the comets which appear over each lair. The [B][U]Noble Spirits[/U][/B]' omen is not necessarily imminent: each can be flattered or bribed. A noble can also be defeated in combat, in which case their comet disappears temporarily, until the spirit reforms in a year and a day. [B][U]Birtok of the Mountain Ice[/U][/B] rules a snowy keep. [LIST] [*]frost giant, with yetis and ice mephits minions. [*]aggressive and quick to anger, so negotiation is difficult. [/LIST] A good fight could impress him, and he might accept fresh fruit offerings left in a mountain pass. [B][U]Svilla of the Lake[/U][/B] lives around a small island. [LIST] [*]sea serpent, with water weird servants. [*]sly and elegant, [*]enjoys flattery, dismisses threats. [/LIST] Her mind is not easily changed, but she might accept a fine idol in her likeness dropped in the lake. [B][U]Gheodda the Living Cave[/U][/B] lurks within a low rocky hill. [LIST] [*]has no creature manifestation, attended by earth elementals. [*]harmed by drowning or transmuting its heart chamber. [*]faceless and inscrutable, and slow to anger and understand [*]fights foes with shifting tunnels, pits, and rockfalls. [/LIST] If placated, it may accept a bear's skull left in a cave. Concluding developments [LIST] [*]Early negotiation between forestfolk and villagers (without Rackham): Wyllynwe asks the Noble Spirits to dismiss the comets. [*]Noble Spirits all defeated: PCs collect reward. Forestfolk are angry, but know the spirits will return. [*]Noble Spirits all persuaded to end omen: PC collect reward. Forestfolk are angry and continue skirmishing, but willing to negotiate. [*]If any Noble Spirit remains: Woodmere will be destroyed. [/LIST] [/SPOILER] [/QUOTE]
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