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<blockquote data-quote="Imaculata" data-source="post: 6853571" data-attributes="member: 6801286"><p><strong>Escape from the Temple of the Three Serpents</strong></p><p><strong></strong></p><p>This session was the point where we finished up all the downtime activities, and got back to the action. It was time for some more battles and skill checks. So as a DM I used the downtime stuff as an opportunity to foreshadow some stuff that would become important later.</p><p></p><p><strong>Finishing up at Witchclaw</strong></p><p></p><p>After their expedition into the<strong> Garden of the Dead</strong>, Bioran (Elf/Abjurant Champion) and Shifter (Human/Druid) returned to the main capital of <strong>Ravenheart</strong>. Shifter paid a visit to the<strong> grand library</strong> called the <strong>Tower of the Unblinking Eye</strong>. This tall structure is a spooky library, full of magical eyes that prevent stuff from being stolen, and magical candles held by animated metal hands to provide the bare minimum of spooky illumination. Among this maze of bookcases, Shifter could see all manner of spooky characters gliding by, looking for books, and the enchanted bookcases automatically return any misplaced books to their correct location. </p><p></p><p><em>One of the cool things about the Witchclaw setting, is that as a DM you really can come up with a lot of cool spooky and magical stuff to bring this world to life. </em></p><p></p><p>Shifter went looking for more information regarding the dragons, but quickly got himself completely lost in the maze of bookcases. He was far too weirded out by the creepy library and its creepy visitors, to dare ask anyone for directions. But while wandering through the library, he did run into a <strong>witch in white</strong>, who was clearly not a Speaker of the Dead (who all dress in black). Some of the other players realized that this witch was probably part of a coven that was not all that different from a group of Druids. Shifter did not pick up on this hint however, and decided not to approach the creepy woman.</p><p></p><p>Later that evening, Shifter and Bioran returned to a strange <strong>magical altar</strong> that they had discovered in the woods during our last session. Here they were witness to a group of two of these white witches, resurrecting one of their own at the very altar that they intended to use. They watched as the witches successfully returned their fellow witch back to life. After the witches had departed, they started using the altar to craft their magical items.</p><p></p><p>As a DM I always reward very few magical items in my campaign. I like to keep the magical loot a bit rare, because this makes crafting feel more valuable. This session, just like the previous one, would skip over a few days so that they could finally get some of their crafting done. This also involved melting the pieces of meteor that they had found into ingots, and then crafting weapons out of this<strong> meteorite steel</strong>. However, this doesn't mean the downtime stuff suspends the story. I always make sure that stuff is still happening, even while they are crafting. In the case of the altar, there were of course the witches. But later on it also turned out that a bunch of ghostly knights protected the altar at night. Thus allowing anyone using the altar to do their work undisturbed.</p><p></p><p><strong>Return to Abyscus</strong></p><p></p><p>The party rejoined at the island of <strong>Abyscus</strong>, home to the <strong>Kooghan </strong>pirates. Here the players were introduced to a new Kooghan pirate who had just arrived in the harbor. A captain by the name of <strong>Hamadi of the Golden Horn</strong>. Hamadi had just returned from a very long voyage, and had brought a lot of treasure. He seemed eager to show off the large quantity of his spoils, and intended to share some of it with his people (by handing out coins and gems) and some of it with the local temple (for good fortune). But oddly it seemed that Hamadi had returned with a different crew than the one he set out with. When the Kooghan elder, <strong>Mwinji the Splendid</strong>, asked why this was the case, he simply answered: <em>"There was trouble"</em>, and left it at that. There was reason for suspicion here, but my players didn't catch on yet.</p><p></p><p>The players later learned that there was a majestic temple on the island called the <strong>Temple of the Three Serpents</strong>. This temple was dedicated to three giant legendary serpents, a <strong>crystal serpent</strong> (who sees into the future), a <strong>golden serpent</strong> (who represents wealth and prosperity) and a<strong> fire serpent</strong> (who judges those who would call themselves captain). It is unclear if these great serpents are still alive, but it is presumed they lived long ago. The Kooghans worship many animals deities, but the three serpents are considered the wisest of all. Serpents are symbolic for protecting things, and for great wisdom and cunning.</p><p></p><p>Many Kooghan captains have to first survive a deadly trial when they reach the age of 18, called the <strong>Trial of the Fire Serpent</strong>. If they survive the trial of the fire serpent, and take a dive off the cliff of Abyscus and survive, then they are considered chosen by <strong>Mor, the God of Storms</strong>, and may call themselves captain.</p><p></p><p>The island has a collective <strong>treasury</strong>, hidden inside a huge vault inside the temple, and supposedly guarded by the <strong>Golden Serpent</strong>. This is also where the Kooghans channel the heat of the mountain up to heat their forges. Yes, the Kooghans live on top of an active volcano, and they use the heat of the lava to power their factories.</p><p></p><p>Lastly, there are the priestesses who use the intoxicating vapors of the volcano to bring themselves into a trance, and see into the future. They claim to follow the example of the great <strong>Crystal Serpent</strong>, who could also see the future. Many Kooghan captains visit the temple to either <strong>bring tribute</strong> (by sacrificing treasure to the volcano) or receive a reading from the priestesses. This is about to become very important! Mwinji, the elder, explains that if Captain William Roberts wishes to get the support of his people, he should first get the blessing of the clergy.</p><p></p><p><strong>Curse your inevitable betrayal!</strong></p><p></p><p>Captain <strong>Hamadi </strong>is there when the players visit the temple. Via a fireproof cage they descend down into the <strong>heart of the mountain</strong>. Captain William Roberts says that he'll gladly take the trial to prove himself a captain, but Mwinji tells him that there is <u>NO REASON</u> for someone who is not a Kooghan of 18 to take the test. He is after all already a captain of age, and has proven himself many times over. And he is of course not a Kooghan.</p><p></p><p><em>But little does he know that he may still get his wish. In fact, everyone may need to survive the trial, if they wish to escape the temple.</em></p><p></p><p>Hamadi delivers his chest of plunder to the temple. He leaves some chests at the vault, and takes one with him into the heart of the mountain. Captain William Roberts first receives a reading from the priestess, who warns him that <strong>he will be betrayed</strong>, and that a great voyage awaits him. </p><p></p><p>Afterwards, <strong>Hamadi </strong>sacrifices the chest of plunder to the mountain, but lo and behold, it is filled with <strong>gunpowder </strong>instead! Hamadi reveals himself to be <strong>Aram Seen the Unseen</strong>, in disguise. He is an exiled Kooghan wizard, and a member of the <strong>Circle of Azarah</strong>. He vanishes before the players can lay a finger on him, but not before stabbing the head priestess. The explosion triggers an eruption from the volcano. The cage that the players used to descend into the mountain comes crashing down, and parts of the spiral staircase are destroyed also. Thankfully, the players manage to prevent themselves or their crew from falling into the lava. They quickly heal the head priestess, thus saving her life. Four other priests already flee ahead of the players, but part of the staircase collapses under their weight, and one of them falls into the lava. </p><p></p><p><strong>Escape!</strong></p><p></p><p>[ATTACH]75647[/ATTACH]</p><p></p><p>The players climb up of what little remains of the spiral staircase. The cage lift is clearly out of commission, so they'll need to make haste, and work their way upwards through the layers of the temple, to reach the surface again before the lava kills them all. They bring the <strong>head priestess and Mwinji</strong> (the elder) with them. </p><p></p><p><em>(On the above map, the lever allows the players to lift the heavy door, although they could also attempt to open it with pure strength. The lever however causes a counterweight to lower, which in turn allows lava to flow in from the ceiling. So it is a bit of a trap. The lava that starts pouring in moves 10 feet (2 tiles) each turn, and slowly engulfs the whole room. Next to the heavy door is also a very thin crack in the wall. Players can move through this at half speed, but they cannot wield any two-handed weapons while moving through this tight space.)</em></p><p></p><p>They have a big fight with some Azarah wizards in the <strong>foundry</strong>, while a flow of lava is quickly closing in on them. Some of the spells that their enemies use have unintended side effects when combined with the lava. For example, when an Ice Storm lands on some of the cracks in the ground, it causes jets of hot steam to shoot upward.<strong> One of the Azarah wizards surrenders</strong>, and her hands are secured with rope, and her mouth is covered. The others are quickly killed. They make use of a bucket lift that is usually used to transport ore, to reach the next level of the temple.</p><p></p><p><strong>What's next</strong></p><p></p><p>Now that they've escaped the bottom level of the temple, the real action begins. The next session I have a lot of stuff in store for them. I've printed out large maps of 6 sheets of paper, taped together. The tiles on these are big enough to fit miniatures, so it allows us to really play out these action packed encounters in great detail. These initial battles were just to soften them up a bit. Up ahead are far more perilous platforming and climbing challenges, along with battles amidst a swirling river of lava, while bridges will be collapsing all around them. I'll be throwing more powerful pirates and wizards at them. And maybe also some fire elementals.</p><p></p><p>Eventually they'll reach the top floor, where the entrance is obviously blocked. They will now be forced to escape through the captain's trial, and take a leap off the cliff of Abyscus, to escape! The trial will be a devious platforming/puzzle challenge, where they must leap across flaming pillars above a lake of lava. It is going to be awesome!</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6853571, member: 6801286"] [B]Escape from the Temple of the Three Serpents [/B] This session was the point where we finished up all the downtime activities, and got back to the action. It was time for some more battles and skill checks. So as a DM I used the downtime stuff as an opportunity to foreshadow some stuff that would become important later. [B]Finishing up at Witchclaw[/B] After their expedition into the[B] Garden of the Dead[/B], Bioran (Elf/Abjurant Champion) and Shifter (Human/Druid) returned to the main capital of [B]Ravenheart[/B]. Shifter paid a visit to the[B] grand library[/B] called the [B]Tower of the Unblinking Eye[/B]. This tall structure is a spooky library, full of magical eyes that prevent stuff from being stolen, and magical candles held by animated metal hands to provide the bare minimum of spooky illumination. Among this maze of bookcases, Shifter could see all manner of spooky characters gliding by, looking for books, and the enchanted bookcases automatically return any misplaced books to their correct location. [I]One of the cool things about the Witchclaw setting, is that as a DM you really can come up with a lot of cool spooky and magical stuff to bring this world to life. [/I] Shifter went looking for more information regarding the dragons, but quickly got himself completely lost in the maze of bookcases. He was far too weirded out by the creepy library and its creepy visitors, to dare ask anyone for directions. But while wandering through the library, he did run into a [B]witch in white[/B], who was clearly not a Speaker of the Dead (who all dress in black). Some of the other players realized that this witch was probably part of a coven that was not all that different from a group of Druids. Shifter did not pick up on this hint however, and decided not to approach the creepy woman. Later that evening, Shifter and Bioran returned to a strange [B]magical altar[/B] that they had discovered in the woods during our last session. Here they were witness to a group of two of these white witches, resurrecting one of their own at the very altar that they intended to use. They watched as the witches successfully returned their fellow witch back to life. After the witches had departed, they started using the altar to craft their magical items. As a DM I always reward very few magical items in my campaign. I like to keep the magical loot a bit rare, because this makes crafting feel more valuable. This session, just like the previous one, would skip over a few days so that they could finally get some of their crafting done. This also involved melting the pieces of meteor that they had found into ingots, and then crafting weapons out of this[B] meteorite steel[/B]. However, this doesn't mean the downtime stuff suspends the story. I always make sure that stuff is still happening, even while they are crafting. In the case of the altar, there were of course the witches. But later on it also turned out that a bunch of ghostly knights protected the altar at night. Thus allowing anyone using the altar to do their work undisturbed. [B]Return to Abyscus[/B] The party rejoined at the island of [B]Abyscus[/B], home to the [B]Kooghan [/B]pirates. Here the players were introduced to a new Kooghan pirate who had just arrived in the harbor. A captain by the name of [B]Hamadi of the Golden Horn[/B]. Hamadi had just returned from a very long voyage, and had brought a lot of treasure. He seemed eager to show off the large quantity of his spoils, and intended to share some of it with his people (by handing out coins and gems) and some of it with the local temple (for good fortune). But oddly it seemed that Hamadi had returned with a different crew than the one he set out with. When the Kooghan elder, [B]Mwinji the Splendid[/B], asked why this was the case, he simply answered: [I]"There was trouble"[/I], and left it at that. There was reason for suspicion here, but my players didn't catch on yet. The players later learned that there was a majestic temple on the island called the [B]Temple of the Three Serpents[/B]. This temple was dedicated to three giant legendary serpents, a [B]crystal serpent[/B] (who sees into the future), a [B]golden serpent[/B] (who represents wealth and prosperity) and a[B] fire serpent[/B] (who judges those who would call themselves captain). It is unclear if these great serpents are still alive, but it is presumed they lived long ago. The Kooghans worship many animals deities, but the three serpents are considered the wisest of all. Serpents are symbolic for protecting things, and for great wisdom and cunning. Many Kooghan captains have to first survive a deadly trial when they reach the age of 18, called the [B]Trial of the Fire Serpent[/B]. If they survive the trial of the fire serpent, and take a dive off the cliff of Abyscus and survive, then they are considered chosen by [B]Mor, the God of Storms[/B], and may call themselves captain. The island has a collective [B]treasury[/B], hidden inside a huge vault inside the temple, and supposedly guarded by the [B]Golden Serpent[/B]. This is also where the Kooghans channel the heat of the mountain up to heat their forges. Yes, the Kooghans live on top of an active volcano, and they use the heat of the lava to power their factories. Lastly, there are the priestesses who use the intoxicating vapors of the volcano to bring themselves into a trance, and see into the future. They claim to follow the example of the great [B]Crystal Serpent[/B], who could also see the future. Many Kooghan captains visit the temple to either [B]bring tribute[/B] (by sacrificing treasure to the volcano) or receive a reading from the priestesses. This is about to become very important! Mwinji, the elder, explains that if Captain William Roberts wishes to get the support of his people, he should first get the blessing of the clergy. [B]Curse your inevitable betrayal![/B] Captain [B]Hamadi [/B]is there when the players visit the temple. Via a fireproof cage they descend down into the [B]heart of the mountain[/B]. Captain William Roberts says that he'll gladly take the trial to prove himself a captain, but Mwinji tells him that there is [U]NO REASON[/U] for someone who is not a Kooghan of 18 to take the test. He is after all already a captain of age, and has proven himself many times over. And he is of course not a Kooghan. [I]But little does he know that he may still get his wish. In fact, everyone may need to survive the trial, if they wish to escape the temple.[/I] Hamadi delivers his chest of plunder to the temple. He leaves some chests at the vault, and takes one with him into the heart of the mountain. Captain William Roberts first receives a reading from the priestess, who warns him that [B]he will be betrayed[/B], and that a great voyage awaits him. Afterwards, [B]Hamadi [/B]sacrifices the chest of plunder to the mountain, but lo and behold, it is filled with [B]gunpowder [/B]instead! Hamadi reveals himself to be [B]Aram Seen the Unseen[/B], in disguise. He is an exiled Kooghan wizard, and a member of the [B]Circle of Azarah[/B]. He vanishes before the players can lay a finger on him, but not before stabbing the head priestess. The explosion triggers an eruption from the volcano. The cage that the players used to descend into the mountain comes crashing down, and parts of the spiral staircase are destroyed also. Thankfully, the players manage to prevent themselves or their crew from falling into the lava. They quickly heal the head priestess, thus saving her life. Four other priests already flee ahead of the players, but part of the staircase collapses under their weight, and one of them falls into the lava. [B]Escape![/B] [ATTACH=CONFIG]75647._xfImport[/ATTACH] The players climb up of what little remains of the spiral staircase. The cage lift is clearly out of commission, so they'll need to make haste, and work their way upwards through the layers of the temple, to reach the surface again before the lava kills them all. They bring the [B]head priestess and Mwinji[/B] (the elder) with them. [I](On the above map, the lever allows the players to lift the heavy door, although they could also attempt to open it with pure strength. The lever however causes a counterweight to lower, which in turn allows lava to flow in from the ceiling. So it is a bit of a trap. The lava that starts pouring in moves 10 feet (2 tiles) each turn, and slowly engulfs the whole room. Next to the heavy door is also a very thin crack in the wall. Players can move through this at half speed, but they cannot wield any two-handed weapons while moving through this tight space.)[/I] They have a big fight with some Azarah wizards in the [B]foundry[/B], while a flow of lava is quickly closing in on them. Some of the spells that their enemies use have unintended side effects when combined with the lava. For example, when an Ice Storm lands on some of the cracks in the ground, it causes jets of hot steam to shoot upward.[B] One of the Azarah wizards surrenders[/B], and her hands are secured with rope, and her mouth is covered. The others are quickly killed. They make use of a bucket lift that is usually used to transport ore, to reach the next level of the temple. [B]What's next[/B] Now that they've escaped the bottom level of the temple, the real action begins. The next session I have a lot of stuff in store for them. I've printed out large maps of 6 sheets of paper, taped together. The tiles on these are big enough to fit miniatures, so it allows us to really play out these action packed encounters in great detail. These initial battles were just to soften them up a bit. Up ahead are far more perilous platforming and climbing challenges, along with battles amidst a swirling river of lava, while bridges will be collapsing all around them. I'll be throwing more powerful pirates and wizards at them. And maybe also some fire elementals. Eventually they'll reach the top floor, where the entrance is obviously blocked. They will now be forced to escape through the captain's trial, and take a leap off the cliff of Abyscus, to escape! The trial will be a devious platforming/puzzle challenge, where they must leap across flaming pillars above a lake of lava. It is going to be awesome! [/QUOTE]
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