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<blockquote data-quote="Imaculata" data-source="post: 6786495" data-attributes="member: 6801286"><p><u><strong>[ATTACH]72613[/ATTACH]</strong></u></p><p><u><strong></strong></u></p><p><u><strong>Into the Eternal Depths</strong></u></p><p></p><p>The players finish up their big barbecue in <strong>Shanty Town</strong>. The captain gathers about a hundred people to join him in his new venture on the Isle of Bones. <strong>Ché the cleric</strong> tries to reason with <strong>Father Julien</strong>, and tries to persuade the stubborn head of the church to not burn the <strong>holy book of St Germain</strong>. He hits a sensitive nerve, and Father Julien leaves the table. Julien also orders extra guards at the book, and wants it burned that very same night. Ché realizes that he may have made things worse.</p><p></p><p><strong>Scurvy Scarlet</strong> sits down with the captain, and informs him that a <strong>big battle</strong> is going on near <strong>Port Freedom</strong>. She saw smoke coming from the island, and heard the cannons of a Kooghan ship. She also saw a Speaker of the Dead ship nearby. The players reason that perhaps an attack on the island has begun. Later that evening, a scrying reveals that the ships are actually fighting the<strong> living Hydra ship</strong> that the players had left on the island early on in the campaign. A friendly giant had picked up the living ship, and tossed it onto the island for them. This happened many many sessions ago.</p><p></p><p>But Scarlet has more disturbing news, which earns her some credit with the party. She noticed a <strong>Hydra harbor</strong> being build in the south east, with six heavily armed guard towers that form a ring around a part of the sea. The players realize that the maelstrom that they saw in a vision a few sessions ago, would have to be created there. But because the players intervened at the shipyard, <strong>Grumwick</strong> was unable to deliver the final component to create a portal between their world, and the Eternal Depths. The plans of the bad guys have been delayed. So for now, Hydra cannot use this base to send living ships to the surface again.</p><p></p><p>Meanwhile, unbeknownst to the rest of the party, <strong>Shifter the druid</strong> makes a devious gamble. Several sessions ago he had earned one favor from the <strong>god of Trickery</strong>, in the form of a strange coin. He also knows that the god of Trickery secretly has several guards stationed at the church, who all look identical and are called <strong>Hector</strong>, who are his pawns (a prank on the part of the Trickster god). Shifter decides to show one of these Hector's his coin, and asks the Trickster god to save the book by switching it out with a fake duplicate. The guard replies that it wouldn't be fun, unless they switched the book with a really funny book. So instead, Shifter agrees to having the book be swapped with a copy of a book written by a terrible pirate called <strong>Rotbeard</strong>. Rotbeard has written several hilarious but terrible books, such as his book of children's bedtime stories, titled "go the f*ck to sleep!". So the book is swapped just fine, and apparently Father Julien burns the fake book that very same night, without noticing that it is a different book. Could some divine Trickster magic be at play here? You betcha!</p><p></p><p><strong>The Winter Closet</strong></p><p></p><p>After safely retrieving the book of <strong>St Germain</strong> (which details his last fatal voyage), the party decides to tie up another loose plot point; The Winter Closet. This <strong>magical closet</strong> emits cold air, and is wrapped in magical chains. Heavy clawing and pounding sounds come from within, as the closet and the chains shake violently. Despite all the warnings not to open the closet, their curiosity gets the best of them. They open the closet inside their own ship. The closet actually leads to a tiny winter wonderland in a pocket dimension, in which <strong>several angry yetis</strong> are trapped. The first huge yeti immediately tries to make its way out of the closet. But with a protective magical sphere they are able to repel the angry creature, and close the closet again. They now have a fun surprise for their enemies, which may come in handy in the future.</p><p></p><p><strong>Voyage into the Eternal Depths</strong></p><p></p><p>The Eternal Depths are a realm where the spirits of the drowned go. Normally this realm is ruled by the <strong>Lady of the Waves</strong>, who brings the dead to the <strong>God of Death</strong>. But the evil entity known as <strong>Hydra</strong>, has taken over this realm, and now the Lady of the Waves no longer has power here. The Eternal Depths are a subterranean realm with unearthly cold, no natural light, and a massive cavern ceiling that covers the whole world. It is basically the biggest cave you will ever see, if you can see anything at all that is. Because it is really dark.</p><p></p><p>The players use a scrying spell to spy into the realm of the dead, where they get a good look at the Forgotten Harbor, which is the dark equivalent of Vertesaux in the Eternal Depths. Their Kooghan friend <strong>Urunthu Khan</strong>, and his ancient female Kooghan protector <strong>Ryp</strong>, have to cross the dark city to reach a portal that the players have discovered. Massive Beholder-like towers look in all directions, and all the gates across the canals are heavily guarded by strange creatures. </p><p></p><p>The players realize that their only chance to save Urunthu Khan, is if they go in themselves, and use the spell <strong>Ward against Hydra</strong>. This home brew spells kind of works like the spell seen in Harry Potter. It basically displaces a small group of creatures in a different plane, so that Hydra followers cannot see them, hear them, or interact with them. Any attempt to interact with these creatures, breaks the spell. </p><p></p><p>The players carefully sneak through the pitch black city, while wearing heavy winter clothing and using protection from cold against the unearthly cold weather. Hypothermia is a serious danger, so they need all the protection from cold they can get. The Ward against Hydra keeps them safe as they sneak around. They encounter a large floating jellyfish like creature which glows green from the inside, with eyes on the ends of its tendrils. These creatures are <strong>Ocularons</strong>... very dangerous large aberations. But because of the Ward that Ché cast, one such Ocularon passes them without noticing them. It even casts a True Seeing, but it cannot find them.</p><p></p><p>They cross a canal that is filled with the <strong>souls of the dead</strong>. They are careful to avoid the bridges of the city, which are heavily guarded by Ocularons. They warp the stone around them, to make a bridge of their own, thus avoiding the guards. Down below the hands of the dead reach out from the water, begging to be saved. Ever since the Lady of the Waves was driven from this realm, the souls of the drowned have been piling up. If they grab a hold of you, then you'll join them.</p><p></p><p>After crossing the canal, they reach a district of the town known as <strong>Ghostlight Quarter</strong>. It is a tight maze of ruined buildings, where the green lights of Ocularons move in the distance. They reach the central square of the district, where a <strong>mystical obelisk</strong> stands in the middle. It is clearly made by the <strong>Stone Oar</strong> (dwarven pirates), and they wonder if this structure has an equivalent in the real world. They also see streams of blue light pouring upwards through cracks in the ground. Their Abjurant Champion <strong>Bioran </strong>warns them that this is <strong>Coldfire</strong>, and very dangerous to the touch. They also see countless <strong>Bleakborn</strong>, a type of frozen zombies that have an aura that consumes heat. They keep their distance from these creatures, who are also unable to see them, because they are servants of Hydra too. </p><p></p><p>At the end of town is a massive wall of ice that leads to higher ground. They climb it, and as they reach Urunthu Khan one of the players makes a terrible error. Ché kisses his holy symbol of the Lady of the Waves, and the earth suddenly shakes. They see flashes of light in the bay, and they hear the screams of thousands of souls. A massive black trunk comes down from the pitch black ceiling of the Depths, and begins to suck up all the souls of the dead. This is their first glimpse of the entity known as Hydra. It feeds on the souls of the dead!</p><p></p><p>We'll see what happens next, when the campaign continues next year!</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6786495, member: 6801286"] [U][B][ATTACH=CONFIG]72613._xfImport[/ATTACH] Into the Eternal Depths[/B][/U] The players finish up their big barbecue in [B]Shanty Town[/B]. The captain gathers about a hundred people to join him in his new venture on the Isle of Bones. [B]Ché the cleric[/B] tries to reason with [B]Father Julien[/B], and tries to persuade the stubborn head of the church to not burn the [B]holy book of St Germain[/B]. He hits a sensitive nerve, and Father Julien leaves the table. Julien also orders extra guards at the book, and wants it burned that very same night. Ché realizes that he may have made things worse. [B]Scurvy Scarlet[/B] sits down with the captain, and informs him that a [B]big battle[/B] is going on near [B]Port Freedom[/B]. She saw smoke coming from the island, and heard the cannons of a Kooghan ship. She also saw a Speaker of the Dead ship nearby. The players reason that perhaps an attack on the island has begun. Later that evening, a scrying reveals that the ships are actually fighting the[B] living Hydra ship[/B] that the players had left on the island early on in the campaign. A friendly giant had picked up the living ship, and tossed it onto the island for them. This happened many many sessions ago. But Scarlet has more disturbing news, which earns her some credit with the party. She noticed a [B]Hydra harbor[/B] being build in the south east, with six heavily armed guard towers that form a ring around a part of the sea. The players realize that the maelstrom that they saw in a vision a few sessions ago, would have to be created there. But because the players intervened at the shipyard, [B]Grumwick[/B] was unable to deliver the final component to create a portal between their world, and the Eternal Depths. The plans of the bad guys have been delayed. So for now, Hydra cannot use this base to send living ships to the surface again. Meanwhile, unbeknownst to the rest of the party, [B]Shifter the druid[/B] makes a devious gamble. Several sessions ago he had earned one favor from the [B]god of Trickery[/B], in the form of a strange coin. He also knows that the god of Trickery secretly has several guards stationed at the church, who all look identical and are called [B]Hector[/B], who are his pawns (a prank on the part of the Trickster god). Shifter decides to show one of these Hector's his coin, and asks the Trickster god to save the book by switching it out with a fake duplicate. The guard replies that it wouldn't be fun, unless they switched the book with a really funny book. So instead, Shifter agrees to having the book be swapped with a copy of a book written by a terrible pirate called [B]Rotbeard[/B]. Rotbeard has written several hilarious but terrible books, such as his book of children's bedtime stories, titled "go the f*ck to sleep!". So the book is swapped just fine, and apparently Father Julien burns the fake book that very same night, without noticing that it is a different book. Could some divine Trickster magic be at play here? You betcha! [B]The Winter Closet[/B] After safely retrieving the book of [B]St Germain[/B] (which details his last fatal voyage), the party decides to tie up another loose plot point; The Winter Closet. This [B]magical closet[/B] emits cold air, and is wrapped in magical chains. Heavy clawing and pounding sounds come from within, as the closet and the chains shake violently. Despite all the warnings not to open the closet, their curiosity gets the best of them. They open the closet inside their own ship. The closet actually leads to a tiny winter wonderland in a pocket dimension, in which [B]several angry yetis[/B] are trapped. The first huge yeti immediately tries to make its way out of the closet. But with a protective magical sphere they are able to repel the angry creature, and close the closet again. They now have a fun surprise for their enemies, which may come in handy in the future. [B]Voyage into the Eternal Depths[/B] The Eternal Depths are a realm where the spirits of the drowned go. Normally this realm is ruled by the [B]Lady of the Waves[/B], who brings the dead to the [B]God of Death[/B]. But the evil entity known as [B]Hydra[/B], has taken over this realm, and now the Lady of the Waves no longer has power here. The Eternal Depths are a subterranean realm with unearthly cold, no natural light, and a massive cavern ceiling that covers the whole world. It is basically the biggest cave you will ever see, if you can see anything at all that is. Because it is really dark. The players use a scrying spell to spy into the realm of the dead, where they get a good look at the Forgotten Harbor, which is the dark equivalent of Vertesaux in the Eternal Depths. Their Kooghan friend [B]Urunthu Khan[/B], and his ancient female Kooghan protector [B]Ryp[/B], have to cross the dark city to reach a portal that the players have discovered. Massive Beholder-like towers look in all directions, and all the gates across the canals are heavily guarded by strange creatures. The players realize that their only chance to save Urunthu Khan, is if they go in themselves, and use the spell [B]Ward against Hydra[/B]. This home brew spells kind of works like the spell seen in Harry Potter. It basically displaces a small group of creatures in a different plane, so that Hydra followers cannot see them, hear them, or interact with them. Any attempt to interact with these creatures, breaks the spell. The players carefully sneak through the pitch black city, while wearing heavy winter clothing and using protection from cold against the unearthly cold weather. Hypothermia is a serious danger, so they need all the protection from cold they can get. The Ward against Hydra keeps them safe as they sneak around. They encounter a large floating jellyfish like creature which glows green from the inside, with eyes on the ends of its tendrils. These creatures are [B]Ocularons[/B]... very dangerous large aberations. But because of the Ward that Ché cast, one such Ocularon passes them without noticing them. It even casts a True Seeing, but it cannot find them. They cross a canal that is filled with the [B]souls of the dead[/B]. They are careful to avoid the bridges of the city, which are heavily guarded by Ocularons. They warp the stone around them, to make a bridge of their own, thus avoiding the guards. Down below the hands of the dead reach out from the water, begging to be saved. Ever since the Lady of the Waves was driven from this realm, the souls of the drowned have been piling up. If they grab a hold of you, then you'll join them. After crossing the canal, they reach a district of the town known as [B]Ghostlight Quarter[/B]. It is a tight maze of ruined buildings, where the green lights of Ocularons move in the distance. They reach the central square of the district, where a [B]mystical obelisk[/B] stands in the middle. It is clearly made by the [B]Stone Oar[/B] (dwarven pirates), and they wonder if this structure has an equivalent in the real world. They also see streams of blue light pouring upwards through cracks in the ground. Their Abjurant Champion [B]Bioran [/B]warns them that this is [B]Coldfire[/B], and very dangerous to the touch. They also see countless [B]Bleakborn[/B], a type of frozen zombies that have an aura that consumes heat. They keep their distance from these creatures, who are also unable to see them, because they are servants of Hydra too. At the end of town is a massive wall of ice that leads to higher ground. They climb it, and as they reach Urunthu Khan one of the players makes a terrible error. Ché kisses his holy symbol of the Lady of the Waves, and the earth suddenly shakes. They see flashes of light in the bay, and they hear the screams of thousands of souls. A massive black trunk comes down from the pitch black ceiling of the Depths, and begins to suck up all the souls of the dead. This is their first glimpse of the entity known as Hydra. It feeds on the souls of the dead! We'll see what happens next, when the campaign continues next year! [/QUOTE]
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