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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 9040524" data-attributes="member: 2012"><p>Phar discovers that the books on the shelf seem to be primarily about nature and magic, although there are a few books about geography. Books on wild animals and exotic plants, dangerous creatures, magical theory, and the geography of both the Strandlands and the Chara Coast. The magic books are quite intriguing to him, but he doesn't think any of them are true spellbooks. It would take a lot of time to go through each one.</p><p></p><p>Looking at the journal, he can't read the writing in it. It is a complete mystery to him. It might require druidic knowledge that he lacks. The journal is in good shape and the druid's penmanship was quite good.</p><p></p><p>Phar doesn't detect any magical auras on any of the books. However, its tough to see anything besides the lingering effects of the powerful aura that one sealed and protected this room. The paragon elf also doesn't find any hidden compartments in the two shelves or in the table.</p><p></p><p>[OOC]The overwhelming aura will linger for 1d6 days. Did you want Phar to check for other auras in the room?[/OOC]</p><p></p><p></p><p><span style="color: rgb(243, 121, 52)">"I swear, I didn't touch anything yet!"</span> Aureus exclaims with her hands raised. She looks back at Maur and then realizes, a bit embarrased, his words weren't just meant for her. <span style="color: rgb(243, 121, 52)">"I mean, yes, your right."</span> She looks to Caerth. <span style="color: rgb(243, 121, 52)">"I think it really should be up to him."</span></p><p></p><p></p><p>Litrix doesn't find any clues that might explain why the magic might be failing now. The walls of the courtyard are unadorned while the doors leading to other parts of the old ruins show nature motifs carved or engraved on them. The stone dais also has a few carvings on it as well. They are likely dedicated to the old nature demigod, Bogphin, that Phar mentioned. The designs are quite old.</p><p></p><p>Litrix has heard of Bogphin, but he also knows that demigod died centuries ago and that his cult didn't last very long after his death. Knowledge about Bogphin is quite a rare thing in the Strandlands. Litrix was taught a lot in his youth, however, and he's always had a strong connection to religious teachings. Bogphin wasn't one of the North Gods. He was an outsider, or more specifically an Interloper. Such were those that didn't choose a side between the North Gods and the Sword Gods. Litrix doesn't know anything about Bogphin's heritage.</p><p></p><p>The most intriguing thing in the courtyard remains the two iron doors. The doors have embedded themselves into the stone walls surrounding the entrance to The Hermit's resting place. It is almost as if parts of the stone walls ceased to exist and the two iron doors replaced the stonework. The inside of the doors are designed in a similar fashion to the outside. However, the sigils and symbols of the Boots are only on the left door. The right door is covered in archaic proto-Anorian writing. Litrix can't interpret it on his own. It is too different to Harqualian common.</p><p></p><p>The old well, anvil & firepit, and other old furniture and items scattered around the courtyard seem quite mundane to him. It feels to him that courtyard might have been unfinished. It's hard to tell with all damage to the walls, especially near the scorpion's lair. The stone doors closest to the rubble scattered by The Hermit's old vermin companion is intriguing to him. The designs have less to do with nature and more with defense, possibly weaponry. Litrix isn't sure. The stone doors are still locked.</p><p></p><p>[Spoiler="For MetaVoid"]<a href="http://roll.coyotecode.net/lookup.php?rollid=279956" target="_blank">Litrix - Search check (exploring the courtyard): 1D20+1 = [14]+1 = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=279957" target="_blank">Litrix - Knowledge (religion) check: 1D20+6 = [17]+6 = 23</a>[/Spoiler]</p><p></p><p></p><p>Aureus moves to stand by Quinn and looks up at the mural. She is amazing to see Quinn's homeland drawn out in such a way. She digs into her pack and pulls out her own maps. She compares the more modern map she has with that of the mural on the ceiling.</p><p></p><p><span style="color: rgb(243, 121, 52)">"This is amazing!"</span> She says. <span style="color: rgb(243, 121, 52)">"There are places on this map that aren't on mine. Is this still accurate?"</span></p><p></p><p><strong>"Yes, most of it,"</strong> Quinn replies. He notes to his friend the locations on the map that he is certain about. <strong>"That is Sulinon, my home."</strong> He points to the southernmost coastal city. <strong>"North of it is Sange, which is also known as the City of Bangles. This is Favir, which is called The Littorial City. And, that is Hellekan, City of the Sun."</strong></p><p></p><p>Aureus points the northernmost city. <span style="color: rgb(243, 121, 52)">"And this one?"</span></p><p></p><p><strong>"That is Tovonnen, The Shining City. It is not one the Chara Cities."</strong> He muses. <strong>"Well, that is what I was taught. It might have been different ages ago."</strong> He notes the other, smaller towns. <strong>"All of these towns still exist, but there are many more now. The Chara Coast used to be a very wild place. Untamed. Well, much of it still is wild, especially closer to the Patron Mountains."</strong> He points to the town on the coast south of Sulinon. <strong>"That is Berlisit. It is much larger now. It's an important port."</strong></p><p></p><p>Aureus and Quinn continue to talk about the mural and the hutakaan sits on the floor and updates her own map with the gladiator-knight's help. Maur is happy to see she is distracted from the treasures in the tomb.</p><p></p><p>[Spoiler="DM Only"]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=279958" target="_blank">Aureus - Knowledge (Lands of Harqual) check (geography subskill): 1D20+5 = [14]+5 = 19</a> (success)[/Spoiler]</p><p></p><p></p><p><strong>"We must protect this place,"</strong> Quinn insists. He nods to Phar. He looks back at Maur. <strong>"We <u>will</u> be respectful of Caerth's wishes, but this is just as important to me, as well."</strong></p><p></p><p><span style="color: rgb(243, 121, 52)">"And there might be something here that will help us against Eike,"</span> Aureus adds. She looks at Phar. <span style="color: rgb(243, 121, 52)">"Is there any of those old books that talk about this desert? What is it called again?"</span></p><p></p><p><span style="color: rgb(65, 168, 95)">"The Grave Shores,"</span> Caerth mumbles. Those words make even more sense, now, to the half-orc druid. Aeron warned him not to enter the desert unless it was absolutely necessary. <em>'Does he know about this place? How could he not?'</em></p><p></p><p>Phar looks through the titles of the books and finds several specific to the southern half of the Strandlands and one, in particular, about the Wasting Shores. That book has an entire section detailing the Grave Shores. It isn't extensive, but there is a lot of information. It is written in a script that is closer to true Anorian.</p><p></p><p><strong>OOC:</strong> [USER=15882]@TaranTheWanderer[/USER], I will post more details later on the OOC thread.</p><p></p><p></p><p>Quinn looks at Caerth. His friend is conflicted like he is conflicted.</p><p></p><p><em><span style="color: rgb(235, 107, 86)">"Perhaps his allies died before they could give this Stratesus the burial he would have wanted."</span></em> Cruel Justice finally speaks aloud and being silent to all but Quinn since the argument with Aries. <span style="color: rgb(235, 107, 86)"><em>"There could be some reason. They could have died in the war or been killed while adventuring. Those were very dangerous times."</em></span></p><p></p><p><span style="color: rgb(243, 121, 52)">"Finally, he speaks,"</span> Aureus notes happily. <span style="color: rgb(243, 121, 52)">"Glad to have you back, CJ."</span></p><p></p><p><em><span style="color: rgb(235, 107, 86)">"This was too important for me to stay silent, Lady Aureus,"</span></em> the intelligent adamantine scimitar replies. He speaks directly to Maur next. <em><span style="color: rgb(235, 107, 86)">"Champion, you are right to be wary. There could be traps here or other hidden dangers. And, yes, you must all be respectful of the dead. It is important. But if The Hermit should have been buried, then you must find out why he wasn't."</span></em></p><p></p><p><strong><span style="color: rgb(243, 121, 52)">"Oh, I forgot to look for traps! No one move!"</span></strong> Aureus puts away her maps and begins a very intensive search of the room. She is still too excited to be able to focus properly. She stops and sighs. <span style="color: rgb(243, 121, 52)">"It's no use. I can't find anything this way."</span> She moves, carefully, back towards the open doorway and stands next to Maur. <span style="color: rgb(243, 121, 52)">"Phar, did you find anything suspicious?</span></p><p></p><p>Quinn remains in the centre of the room. He just won't leave without studying the mural in more detail.</p><p></p><p>[OOC]<a href="http://roll.coyotecode.net/lookup.php?rollid=279959" target="_blank">Aureus - Searching for traps in The Hermits quarters: 1D20+10 = [2]+10 = 12</a>[/OOC]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9040524, member: 2012"] Phar discovers that the books on the shelf seem to be primarily about nature and magic, although there are a few books about geography. Books on wild animals and exotic plants, dangerous creatures, magical theory, and the geography of both the Strandlands and the Chara Coast. The magic books are quite intriguing to him, but he doesn't think any of them are true spellbooks. It would take a lot of time to go through each one. Looking at the journal, he can't read the writing in it. It is a complete mystery to him. It might require druidic knowledge that he lacks. The journal is in good shape and the druid's penmanship was quite good. Phar doesn't detect any magical auras on any of the books. However, its tough to see anything besides the lingering effects of the powerful aura that one sealed and protected this room. The paragon elf also doesn't find any hidden compartments in the two shelves or in the table. [OOC]The overwhelming aura will linger for 1d6 days. Did you want Phar to check for other auras in the room?[/OOC] [COLOR=rgb(243, 121, 52)]"I swear, I didn't touch anything yet!"[/COLOR] Aureus exclaims with her hands raised. She looks back at Maur and then realizes, a bit embarrased, his words weren't just meant for her. [COLOR=rgb(243, 121, 52)]"I mean, yes, your right."[/COLOR] She looks to Caerth. [COLOR=rgb(243, 121, 52)]"I think it really should be up to him."[/COLOR] Litrix doesn't find any clues that might explain why the magic might be failing now. The walls of the courtyard are unadorned while the doors leading to other parts of the old ruins show nature motifs carved or engraved on them. The stone dais also has a few carvings on it as well. They are likely dedicated to the old nature demigod, Bogphin, that Phar mentioned. The designs are quite old. Litrix has heard of Bogphin, but he also knows that demigod died centuries ago and that his cult didn't last very long after his death. Knowledge about Bogphin is quite a rare thing in the Strandlands. Litrix was taught a lot in his youth, however, and he's always had a strong connection to religious teachings. Bogphin wasn't one of the North Gods. He was an outsider, or more specifically an Interloper. Such were those that didn't choose a side between the North Gods and the Sword Gods. Litrix doesn't know anything about Bogphin's heritage. The most intriguing thing in the courtyard remains the two iron doors. The doors have embedded themselves into the stone walls surrounding the entrance to The Hermit's resting place. It is almost as if parts of the stone walls ceased to exist and the two iron doors replaced the stonework. The inside of the doors are designed in a similar fashion to the outside. However, the sigils and symbols of the Boots are only on the left door. The right door is covered in archaic proto-Anorian writing. Litrix can't interpret it on his own. It is too different to Harqualian common. The old well, anvil & firepit, and other old furniture and items scattered around the courtyard seem quite mundane to him. It feels to him that courtyard might have been unfinished. It's hard to tell with all damage to the walls, especially near the scorpion's lair. The stone doors closest to the rubble scattered by The Hermit's old vermin companion is intriguing to him. The designs have less to do with nature and more with defense, possibly weaponry. Litrix isn't sure. The stone doors are still locked. [Spoiler="For MetaVoid"][url=http://roll.coyotecode.net/lookup.php?rollid=279956]Litrix - Search check (exploring the courtyard): 1D20+1 = [14]+1 = 15[/url] [url=http://roll.coyotecode.net/lookup.php?rollid=279957]Litrix - Knowledge (religion) check: 1D20+6 = [17]+6 = 23[/url][/Spoiler] Aureus moves to stand by Quinn and looks up at the mural. She is amazing to see Quinn's homeland drawn out in such a way. She digs into her pack and pulls out her own maps. She compares the more modern map she has with that of the mural on the ceiling. [COLOR=rgb(243, 121, 52)]"This is amazing!"[/COLOR] She says. [COLOR=rgb(243, 121, 52)]"There are places on this map that aren't on mine. Is this still accurate?"[/COLOR] [B]"Yes, most of it,"[/B] Quinn replies. He notes to his friend the locations on the map that he is certain about. [B]"That is Sulinon, my home."[/B] He points to the southernmost coastal city. [B]"North of it is Sange, which is also known as the City of Bangles. This is Favir, which is called The Littorial City. And, that is Hellekan, City of the Sun."[/B] Aureus points the northernmost city. [COLOR=rgb(243, 121, 52)]"And this one?"[/COLOR] [B]"That is Tovonnen, The Shining City. It is not one the Chara Cities."[/B] He muses. [B]"Well, that is what I was taught. It might have been different ages ago."[/B] He notes the other, smaller towns. [B]"All of these towns still exist, but there are many more now. The Chara Coast used to be a very wild place. Untamed. Well, much of it still is wild, especially closer to the Patron Mountains."[/B] He points to the town on the coast south of Sulinon. [B]"That is Berlisit. It is much larger now. It's an important port."[/B] Aureus and Quinn continue to talk about the mural and the hutakaan sits on the floor and updates her own map with the gladiator-knight's help. Maur is happy to see she is distracted from the treasures in the tomb. [Spoiler="DM Only"] [url=http://roll.coyotecode.net/lookup.php?rollid=279958]Aureus - Knowledge (Lands of Harqual) check (geography subskill): 1D20+5 = [14]+5 = 19[/url] (success)[/Spoiler] [B]"We must protect this place,"[/B] Quinn insists. He nods to Phar. He looks back at Maur. [B]"We [U]will[/U] be respectful of Caerth's wishes, but this is just as important to me, as well."[/B] [COLOR=rgb(243, 121, 52)]"And there might be something here that will help us against Eike,"[/COLOR] Aureus adds. She looks at Phar. [COLOR=rgb(243, 121, 52)]"Is there any of those old books that talk about this desert? What is it called again?"[/COLOR] [COLOR=rgb(65, 168, 95)]"The Grave Shores,"[/COLOR] Caerth mumbles. Those words make even more sense, now, to the half-orc druid. Aeron warned him not to enter the desert unless it was absolutely necessary. [I]'Does he know about this place? How could he not?'[/I] Phar looks through the titles of the books and finds several specific to the southern half of the Strandlands and one, in particular, about the Wasting Shores. That book has an entire section detailing the Grave Shores. It isn't extensive, but there is a lot of information. It is written in a script that is closer to true Anorian. [B]OOC:[/B] [USER=15882]@TaranTheWanderer[/USER], I will post more details later on the OOC thread. Quinn looks at Caerth. His friend is conflicted like he is conflicted. [I][COLOR=rgb(235, 107, 86)]"Perhaps his allies died before they could give this Stratesus the burial he would have wanted."[/COLOR][/I] Cruel Justice finally speaks aloud and being silent to all but Quinn since the argument with Aries. [COLOR=rgb(235, 107, 86)][I]"There could be some reason. They could have died in the war or been killed while adventuring. Those were very dangerous times."[/I][/COLOR] [COLOR=rgb(243, 121, 52)]"Finally, he speaks,"[/COLOR] Aureus notes happily. [COLOR=rgb(243, 121, 52)]"Glad to have you back, CJ."[/COLOR] [I][COLOR=rgb(235, 107, 86)]"This was too important for me to stay silent, Lady Aureus,"[/COLOR][/I] the intelligent adamantine scimitar replies. He speaks directly to Maur next. [I][COLOR=rgb(235, 107, 86)]"Champion, you are right to be wary. There could be traps here or other hidden dangers. And, yes, you must all be respectful of the dead. It is important. But if The Hermit should have been buried, then you must find out why he wasn't."[/COLOR][/I] [B][COLOR=rgb(243, 121, 52)]"Oh, I forgot to look for traps! No one move!"[/COLOR][/B] Aureus puts away her maps and begins a very intensive search of the room. She is still too excited to be able to focus properly. She stops and sighs. [COLOR=rgb(243, 121, 52)]"It's no use. I can't find anything this way."[/COLOR] She moves, carefully, back towards the open doorway and stands next to Maur. [COLOR=rgb(243, 121, 52)]"Phar, did you find anything suspicious?[/COLOR] Quinn remains in the centre of the room. He just won't leave without studying the mural in more detail. [OOC][url=http://roll.coyotecode.net/lookup.php?rollid=279959]Aureus - Searching for traps in The Hermits quarters: 1D20+10 = [2]+10 = 12[/url][/OOC] [/QUOTE]
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