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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 8586716" data-attributes="member: 2012"><p><strong>OOC:</strong> I'm breaking my reply into two part. The first part is for before the PCs rest and the second will be for afterwards.</p><p></p><p></p><p></p><p>Phar listens to his companions conversation with mild interest. Then he hands over a single gold piece to Ivoron for a bottle of water, fruit & nuts, and a solitary room with clean linen and bowl for washing. The elven wizard heads up to his room to clean and enter the reverie.</p><p></p><p>Quinn finds a place to rest in the inn and is soon asleep.</p><p></p><p></p><p>Maur finds that almost all of the villagers are sound asleep when he comes back down to the common room. The younger humans are completely exhausted, it seems, and they don't don't stir as the dwarf champion tromps through the room. Nicholaus is a still a bit on edge and he wakes suddenly. Once he realizes it is just Maur, he sighs in relief and nods to the dwarf once before falling back to sleep.</p><p></p><p>Ivoron has lit a fire for the villagers thanks to Aureus's generosity with her own coins. The room is pleasantly warm, but there isn't a large supply of firewood. Likely there will only be embers in a few hours. But, by then, the sum will have come up.</p><p></p><p>Maur finds Qi still will not talk to him. He does feel something as he touches the adamantine baton. It is a strong sense of dislike towards the dwarf. Maur can sense Qi will not be happy if the dwarf champion tries to wield her. If she is willing to accept Maur's help, the intelligent rod says nothing and give no indication that she cares.</p><p></p><p>While it is frustrating, it is the first indication that the intelligent item is still alive inside the adamantine.</p><p></p><p></p><p>The flames show him many things both near and far away, although what he sees far away is sometimes obscured by tendrils of smoke. The stories of those places near to the inn are more clear. Close to the inn he sees that their a few intelligent people in the region. The half-orc druid can see high into the mountains to the northwest where Fort Symas sits but the fort sits at the edge of Caerth's commune spell. He does see in his mind's eye the passage of the wagon that took Aeron and Lorien to the fort, so he knows they arrived safely. The fort is hardly imposing but it looks like it hold out for weeks if it came under attack. Caerth watches as flights of eagles wing over the keep and fly to the south on wind gust over a low solitary mountain. Beyond it sits an old tower that reminds Caerth of Gurnard's Head out on the Sea Isle. But this tower is more intact.</p><p></p><p>The eagles turn to fly up over the southern half of the Dry Mountains and down towards the heath. In the distance, Caerth can see what looks like an oasis in sheltered valley. The oasis is surrounded by cacti and lush scrub hills. The eagles wing close to it but not overhead. Caerth can soon see the Pillar of Songs in the distance and he soon sees the lost horses in a low gulch ten miles away that is filled with cacti, tall scrub, and pools of clean water. All of the horses seem to have found each other -- even the two remaining draft horses that had been pulling the villager's wagons.</p><p></p><p>Another gulch of cacti sits several miles beyond the first, although Caerth's <em>commune</em> spell doesn't allow him to see it as clearly, as it is sixteen miles from the inn. But, he does witness the passage of the other villagers who left the others to heads towards the north. Their passage seems less clear to Caerth than Aeron and Lorien's to Fort Symas. Caerth senses fear among them and the animals that watched their passage beyond the extent of Caerth's commune spell. Danger! He feels the heartbeats of jackrabbits that rush away from them as they move towards the second gulch of cacti. The flames tell Caerth a story that is filled with rats and glowing eyes and feeding -- blood and pain. He sees a vision of a tall rat-like creature with fangs, sharp claws, bat-like wings, and a taste for blood. It is an old story. Caerth hears the flame whisper to him in a crackling voice, "the Ash Queen's tendrils."</p><p></p><p>Beyond the radius of Caerth's commune, he sees the world expand with many more low mountains to the north and northwest beyond the inn and Fort Symas. South beyond the oasis rises taller mountains of blowing winds and deadly rockslides. These mountains extend almost to the coast but end in low hills that lead to coastal deserts to the northeast and southeast of the mountain range, which extends inland for over twenty miles. The flames tell him stories of old mines and a lost dwarven hold. He can clearly see the Elderspire sitting on a massive hill near the coastline. Aeron told him of that tower, so the half-orc druid knows its name.</p><p></p><p><em>Lay of the land</em> shows Caerth all the back to Carnell, as well as out beyond the Sea Isle of Gurnard's Head. The isle is larger than he had been able to tell while crossing the open sea in the launches to the grotto. It is over 20 miles north to south and just under 18 miles east to west. Massive reefs surround the island on almost all sides. It is only the shallow water between Carnell and the island that allows for easy access. The flames show him Lord Pendour's death, as well as the fall of the cultists who once worshipped the North Gods.</p><p></p><p>Beyond the coastal mountains, Caerth can clearly see the Wasting Shores all the way to the city of Helt. He can also see the port city of Belporte to the north and the sea beyond. He also sees the peninsula known as the Hazepoint, although it is shrouded in haze that gives the peninsula its name. He also sees far to the west. There stand the deep forests, which Aeron told him are filled with halflings and less friendly denizens. Beyond those forests sits the verdant lands surrounding the large village known as Wolf's Crossing.</p><p></p><p>As Caerth's spell expands to more distant places, his spell becomes less precise. While he can see the Thunder Moutains far to the west, they appear distant to him and shrouded in fog. The port city known as Sandbreak is a pinprick at the edge of the sea. Beyond Helt to the south are the Spraymounts and the port city of Blackwater.</p><p></p><p>When Caerth turns his attention to scrying Eike, he finds that the man is someplace that is tinged with darkness and evil. And, he seems to be magically protected.</p><p></p><p>[OOC]For <a href="https://www.dandwiki.com/wiki/SRD:Commune_with_Nature" target="_blank"><em>commune with nature</em></a>, which of the three facts do you want Caerth to gain knowledge of within 11 miles? Your description makes me think you want to know mainly details about ground or terrain; people; and the presence of creatures (natural or unnatural?). I will post more details in the OOC thread.</p><p></p><p>[USER=6776182]@JustinCase[/USER], I'm going to post more details for Caerth's <em>Lay of the Land</em> in a spoiler in the OOC thread. This will include a map I'm working on that will show a lot more detail up to 100 miles.</p><p></p><p>The PCs do indeed have some of Eike's possessions. The group has his dagger, heavy mace, and a flask of acid he was carrying. His chainmail was left back in Carnell.</p><p>[/OOC]</p><p></p><p></p><p>Angus finds that the stable is comfortable, although the hay is sparse. Instead, he finds a place out at the edge of the buildings where the scrub is replaced by soft grasses more akin to the floor of a deep forest along with a bed of heather. There are wild flowers with soft scents. as well as scuttling lizards that rush out of the grasses out into the scrub as Angus beds down.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8586716, member: 2012"] [B]OOC:[/B] I'm breaking my reply into two part. The first part is for before the PCs rest and the second will be for afterwards. Phar listens to his companions conversation with mild interest. Then he hands over a single gold piece to Ivoron for a bottle of water, fruit & nuts, and a solitary room with clean linen and bowl for washing. The elven wizard heads up to his room to clean and enter the reverie. Quinn finds a place to rest in the inn and is soon asleep. Maur finds that almost all of the villagers are sound asleep when he comes back down to the common room. The younger humans are completely exhausted, it seems, and they don't don't stir as the dwarf champion tromps through the room. Nicholaus is a still a bit on edge and he wakes suddenly. Once he realizes it is just Maur, he sighs in relief and nods to the dwarf once before falling back to sleep. Ivoron has lit a fire for the villagers thanks to Aureus's generosity with her own coins. The room is pleasantly warm, but there isn't a large supply of firewood. Likely there will only be embers in a few hours. But, by then, the sum will have come up. Maur finds Qi still will not talk to him. He does feel something as he touches the adamantine baton. It is a strong sense of dislike towards the dwarf. Maur can sense Qi will not be happy if the dwarf champion tries to wield her. If she is willing to accept Maur's help, the intelligent rod says nothing and give no indication that she cares. While it is frustrating, it is the first indication that the intelligent item is still alive inside the adamantine. The flames show him many things both near and far away, although what he sees far away is sometimes obscured by tendrils of smoke. The stories of those places near to the inn are more clear. Close to the inn he sees that their a few intelligent people in the region. The half-orc druid can see high into the mountains to the northwest where Fort Symas sits but the fort sits at the edge of Caerth's commune spell. He does see in his mind's eye the passage of the wagon that took Aeron and Lorien to the fort, so he knows they arrived safely. The fort is hardly imposing but it looks like it hold out for weeks if it came under attack. Caerth watches as flights of eagles wing over the keep and fly to the south on wind gust over a low solitary mountain. Beyond it sits an old tower that reminds Caerth of Gurnard's Head out on the Sea Isle. But this tower is more intact. The eagles turn to fly up over the southern half of the Dry Mountains and down towards the heath. In the distance, Caerth can see what looks like an oasis in sheltered valley. The oasis is surrounded by cacti and lush scrub hills. The eagles wing close to it but not overhead. Caerth can soon see the Pillar of Songs in the distance and he soon sees the lost horses in a low gulch ten miles away that is filled with cacti, tall scrub, and pools of clean water. All of the horses seem to have found each other -- even the two remaining draft horses that had been pulling the villager's wagons. Another gulch of cacti sits several miles beyond the first, although Caerth's [I]commune[/I] spell doesn't allow him to see it as clearly, as it is sixteen miles from the inn. But, he does witness the passage of the other villagers who left the others to heads towards the north. Their passage seems less clear to Caerth than Aeron and Lorien's to Fort Symas. Caerth senses fear among them and the animals that watched their passage beyond the extent of Caerth's commune spell. Danger! He feels the heartbeats of jackrabbits that rush away from them as they move towards the second gulch of cacti. The flames tell Caerth a story that is filled with rats and glowing eyes and feeding -- blood and pain. He sees a vision of a tall rat-like creature with fangs, sharp claws, bat-like wings, and a taste for blood. It is an old story. Caerth hears the flame whisper to him in a crackling voice, "the Ash Queen's tendrils." Beyond the radius of Caerth's commune, he sees the world expand with many more low mountains to the north and northwest beyond the inn and Fort Symas. South beyond the oasis rises taller mountains of blowing winds and deadly rockslides. These mountains extend almost to the coast but end in low hills that lead to coastal deserts to the northeast and southeast of the mountain range, which extends inland for over twenty miles. The flames tell him stories of old mines and a lost dwarven hold. He can clearly see the Elderspire sitting on a massive hill near the coastline. Aeron told him of that tower, so the half-orc druid knows its name. [I]Lay of the land[/I] shows Caerth all the back to Carnell, as well as out beyond the Sea Isle of Gurnard's Head. The isle is larger than he had been able to tell while crossing the open sea in the launches to the grotto. It is over 20 miles north to south and just under 18 miles east to west. Massive reefs surround the island on almost all sides. It is only the shallow water between Carnell and the island that allows for easy access. The flames show him Lord Pendour's death, as well as the fall of the cultists who once worshipped the North Gods. Beyond the coastal mountains, Caerth can clearly see the Wasting Shores all the way to the city of Helt. He can also see the port city of Belporte to the north and the sea beyond. He also sees the peninsula known as the Hazepoint, although it is shrouded in haze that gives the peninsula its name. He also sees far to the west. There stand the deep forests, which Aeron told him are filled with halflings and less friendly denizens. Beyond those forests sits the verdant lands surrounding the large village known as Wolf's Crossing. As Caerth's spell expands to more distant places, his spell becomes less precise. While he can see the Thunder Moutains far to the west, they appear distant to him and shrouded in fog. The port city known as Sandbreak is a pinprick at the edge of the sea. Beyond Helt to the south are the Spraymounts and the port city of Blackwater. When Caerth turns his attention to scrying Eike, he finds that the man is someplace that is tinged with darkness and evil. And, he seems to be magically protected. [OOC]For [URL='https://www.dandwiki.com/wiki/SRD:Commune_with_Nature'][I]commune with nature[/I][/URL], which of the three facts do you want Caerth to gain knowledge of within 11 miles? Your description makes me think you want to know mainly details about ground or terrain; people; and the presence of creatures (natural or unnatural?). I will post more details in the OOC thread. [USER=6776182]@JustinCase[/USER], I'm going to post more details for Caerth's [I]Lay of the Land[/I] in a spoiler in the OOC thread. This will include a map I'm working on that will show a lot more detail up to 100 miles. The PCs do indeed have some of Eike's possessions. The group has his dagger, heavy mace, and a flask of acid he was carrying. His chainmail was left back in Carnell. [/OOC] Angus finds that the stable is comfortable, although the hay is sparse. Instead, he finds a place out at the edge of the buildings where the scrub is replaced by soft grasses more akin to the floor of a deep forest along with a bed of heather. There are wild flowers with soft scents. as well as scuttling lizards that rush out of the grasses out into the scrub as Angus beds down. [/QUOTE]
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