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Shilsen's Eberron SH (Finished - The Last Word : 9/20/15)
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<blockquote data-quote="shilsen" data-source="post: 2821040" data-attributes="member: 198"><p>Writen by shilsen 5/9/05</p><p></p><p><strong>Session 6 - Unholy flaming puke, Batman!</strong></p><p></p><p>While the others remain at the inn, Nameless goes to the Guild to learn the location of Trillia Lelleir, an alienist and one of the more powerful members of the Guild in Sharn. He also learns of a possible job for the group, since a Tharashk inquisitive has inquired at the Guild about hiring a member (and possibly any associates) for a job involving apprehending an ex-Karrnathi fallen holy warrior. Nameless goes to Trillia's home and meets her, finds her quite interested in sharing knowledge with him, and is invited to return again whenever he wishes. </p><p></p><p>The others, meanwhile, are joined by Bodo, who has apparently spent the day down in Grayflood. He says that he heard that a couple of people were inquiring about adventurers willing to help investigate the increasing attacks by sahuagin on shipping in the area.</p><p></p><p>***</p><p>The next morning, the group is at breakfast when Six notices a stranger (human male) in the room fidgeting with a ring looking just like Flan's. Joining him, they find that it is Flan and he delivers a message from Killian, letting them know that Daask has opened a dreamlily den in the tenement district of Tumbledown, to the northwest of the Underlook district where the group's inn is. He says that there is no further information and that they make act on it as they deem fit. </p><p></p><p>Conferring after he is gone, the group is unanimous in not wanting to get involved with Daask any more right now. Gareth decides to take the information to the Deneith enclave. Not finding Lalia or Tasra there, he leaves them a note detailing the information and suggesting that they contact the city watch or other law enforcement in this regard.</p><p></p><p>Nameless, Corven and Luna, meanwhile, visit the Tharashk inquisitive Karr'Aashta, head of Karr'Aashta's Investigations. He reveals that his associate Raog is planning to go after a target who was supposedly formerly a paladin and originally a member of the Karrnathi military and, late in the Last War, betrayed his soldiers and led them into an ambush. He has since been a criminal and has a bounty on his head, and Karr'Aashta has narrowed down his location to an area a week's travel away. Hearing that the group has five members and checking on their various abilities, he says that he is willing to give them the job. The three members of the group say that they will need to confer with the others and decide.</p><p></p><p>Lastly, Six goes down to the docks of Grayflood with Bodo and locates Quinn, the person seeking adventurers to deal with the sahuagin. Quinn reveals that there have been escalating attacks, such as the one the group fought off on the way to Sharn. The Royal Navy has planned to have a merchant ship traveling with prepared adventurers on board, hoping to tempt sahuagin into attacking and capture at least one, so that they can interrogate it and discover what is going on. When he learns that the group has fought and defeated sahuagin before, Quinn wishes to hire them, and Six says that he will have to check with his companions.</p><p></p><p>When the entire group reconvenes at the inn, Nameless suggests that leaving the city for a while might be a good idea, just in case Daask is actually looking for them, and everyone agrees. They decide to try to find a way to combine both jobs and revisit first Karr'Aashta and then Quinn. At the former's, they meet the half-orc inquisitive named Raog who will accompany them to apprehend their target, and (once they have agreed to accept the job) learn that the target is named Desro and was a former captain in the Karrnathi army. He is expected to be found near Shadowlock Keep in southwestern Breland. The group plans to meet Raog at the Keep, traveling there on the decoy ship for the sahuagin job. The details of the assignment and the payment (the group chooses an equal share of whatever is recovered, rather than a fixed pay) are agreed upon, and the group heads to Grayflood.</p><p></p><p>There, they meet with Quinn and explain their particular needs. Quinn agrees that it would work and the agreement is made that the ship will travel west and drop them near Shadowlock Keep and wait for them for a couple of days. The adventurers are supposed to be paid fifty galifars each, with an extra fifty each if they do encounter and defeat sahuagin, and fifty more if they successfully capture some. The group is given a day to prepare and told that the ship will leave on the 10th.</p><p></p><p>***</p><p>The next day, the 9th, the group-members keep themselves busy in various ways. Corven, Six and Luna travel to the Morgrave University library together and spend a number of hours checking documents and books regarding the group's interests and their personal ones. Six suggests that the group also get hold of old newspapers and they check copies of the Korranberg Chronicle and the less reputable Sharn Inquisitive. Though they do not find anything on Desro in the papers (there is some historical information at the library about the battle he betrayed his troops in, and snippets about his earlier career), they find some information about the Cogs and the history of Sharn.</p><p></p><p>Nameless spends much of the day at the Guild, working on a couple of scrolls to add to his magical arsenal. Gareth, having received a note in the morning from Lalia inviting him to a show and dinner, spends the evening with her. They visit the Khavish Theater in Upper Menthis to see a popular new comedy and then make it to an excellent restaurant called Galdin's Garden to have some spicy Brelish cuisine. During the meal and on the way back, Lalia hits on Gareth but has no success.</p><p></p><p>***</p><p>The next day, as planned, the group returns to Grayflood. Before doing so, Gareth sends Bodo to the Cathedral with a note asking for him to be given a place there. At Grayflood, they meet Quinn and board the ship, which is a sturdy-looking cog captained by an old sailor named Gorin. The group is accompanied by five other warriors, including a pair of half-elven archers, a dwarven axeman, and two human swordsmen.</p><p></p><p>The ship leaves Sharn soon after the group boards and heads south into the Straits of Shargon, before turning west. The voyage is uneventful for the first few days, as the ship continues west before eventually turning north. Eventually, on the night of the 14th, the ship is attacked by sahuagin. Six and one of the archers are on watch and they sound the alarm, quickly bringing the waiting Luna and the two swordsmen to the deck.</p><p></p><p>While sahuagin attempt to board the ship from both sides with grappling hook, the defenders keep them at bay, buying enough time for the sleeping adventurers and other guards to join them, Nameless staying behind the door to their cabins and casting spells from cover. The battle goes comfortably for the defenders until they are assaulted at the ship's rear by a sahuagin with clerical abilities and at the ship's front by a strangely mutated and stunted sahuagin with tentacular growths on its body.</p><p></p><p>Six manages to trip and wound the mutant sahuagin, despite its amazingly thick hide and great nimbleness, causing it to vomit a huge burst of foul and red-hot puke that badly wounds many of the defenders, kills one of the archers and renders Six, caught right in the blast, unconscious*. With the cleric wounding and stunning some of the defenders (including Corven, who has been shooting at sahuagin with a crossbow he enchanted against them with an infusion) with a spell and then causing one of the other warriors to temporarily attack the unarmored Gareth, the battle becomes a little more complicated than expected, but the defenders eventually prevail, Gareth cutting down the cleric and a hurled handful of flame from Luna** killing the mutant, just after it almost blinded her by spitting a glob of slime in her face.</p><p></p><p>While Six is revived and others healed, the cleric and one other unconscious sahuagin are bound. The mutant dissolves into a pool of acidic slime, causing some of the adventurers to collect some in vials and then quickly dispose of what remains before it eats through the decks. </p><p></p><p>*** </p><p>While the group rests after the fight, the ship continues north and eventually docks near a small fishing village. The group disembarks, with the understanding that the ship will wait for three days while dropping off some cargo and taking on provisions. They obtain transportation on some wagons heading to the Keep and reach the village around it at midday.</p><p></p><p>Locating Raog in the tavern they were supposed to, they learn that Desro is a lot closer than originally anticipated, being only an hour's ride from where they are. Raog quickly organizes mounts and the group leaves, heading for a wooded area some miles away. After a little over an hour of riding, they reach the woods and proceed into it, finally finding a trail that should lead to the cottage where Desro is supposed to be hiding. </p><p></p><p>Leading the horses off the trail and hiding them, the group proceeds to the cottage, which is in the middle of a clearing. Six moves ahead to scout and finds it seemingly uninhabited, with signs that multiple horses had been in the area. Cautiously moving up to check the area, the group detects magical protections on both front and back doors, as well as one inside, and poisoned crossbow traps aimed at the windows. They manage to trigger the crossbows and collect the poisoned bolts and enter through the windows.</p><p></p><p>The hut is spartan, consisting of two rooms, and containing little furniture besides a table, four chairs and a couple of cots. A large chest is protected with another abjuration, and nobody wants to risk opening it yet. The group has Luna attempt to hide their tracks and lays an ambush, protecting themselves with spells and waiting inside the hut. After a couple of hours of waiting, as it is getting fairly dark outside, somebody hidden in the trees fires an arrow into the dirt outside the door, apparently with a note attached to it. The adventurers make no move and after a few minutes, a flaming arrow hits the wall of the hut. Luckily, it does not set the hut on fire.</p><p></p><p>A little more time passes and Luna hears the sound of distant spellcasting in the trees. Making a rough guess, she casts an entangle spell in the area, resulting in angered swearing from whoever it is. Figuring that their attacker is distracted, most of the adventurers pile out of one window, followed by Raog, while Gareth jumps out the other side. </p><p></p><p>Proceeding into the darkness of the woods, some of them manage to sight movement ahead due to a number of scrolls of low-light vision that Corven had prepared. Luna illumines the enemy with a faerie fire, revealing it to be an armored man with a shield. He is apparently a spellcaster since he hammers the group with a sound burst, stunning Six. The group is also attacked unexpectedly from the side, three arrows hammering into Nameless and seriously wounding him. </p><p></p><p>Gareth and Six charge the invisible archer, who is made an easy target by another faerie fire from Luna, while Corven engages the cleric with his crossbow and Raog charges him. Despite being critically wounded, Nameless manages to summon a celestial riding dog to keep the cleric busy. </p><p></p><p>With both enemies well-illumined, the fight ends quickly. The archer manages to wound Gareth twice, but is quickly wounded by Six and then smote to the ground by the paladin. The cleric manages to paralyze Raog with a hold person but takes a very serious wound from Corven's crossbow in the process. He swigs a potion, hoping that will enable him to flee, but before he can do so, a hurled produce flame from Luna drops him to the ground.***</p><p></p><p>* Straight from 28 hp to -1 in one attack.</p><p>** My error, since the creature was immune to fire</p><p>*** My error again, since I didn't track that Luna was exceeding her prepared spells in number and type. Only excuse - the entire section from the ship docking was completely ad-libbed, with no notes or stats, so I was juggling a LOT in my head.</p></blockquote><p></p>
[QUOTE="shilsen, post: 2821040, member: 198"] Writen by shilsen 5/9/05 [B]Session 6 - Unholy flaming puke, Batman![/B] While the others remain at the inn, Nameless goes to the Guild to learn the location of Trillia Lelleir, an alienist and one of the more powerful members of the Guild in Sharn. He also learns of a possible job for the group, since a Tharashk inquisitive has inquired at the Guild about hiring a member (and possibly any associates) for a job involving apprehending an ex-Karrnathi fallen holy warrior. Nameless goes to Trillia's home and meets her, finds her quite interested in sharing knowledge with him, and is invited to return again whenever he wishes. The others, meanwhile, are joined by Bodo, who has apparently spent the day down in Grayflood. He says that he heard that a couple of people were inquiring about adventurers willing to help investigate the increasing attacks by sahuagin on shipping in the area. *** The next morning, the group is at breakfast when Six notices a stranger (human male) in the room fidgeting with a ring looking just like Flan's. Joining him, they find that it is Flan and he delivers a message from Killian, letting them know that Daask has opened a dreamlily den in the tenement district of Tumbledown, to the northwest of the Underlook district where the group's inn is. He says that there is no further information and that they make act on it as they deem fit. Conferring after he is gone, the group is unanimous in not wanting to get involved with Daask any more right now. Gareth decides to take the information to the Deneith enclave. Not finding Lalia or Tasra there, he leaves them a note detailing the information and suggesting that they contact the city watch or other law enforcement in this regard. Nameless, Corven and Luna, meanwhile, visit the Tharashk inquisitive Karr'Aashta, head of Karr'Aashta's Investigations. He reveals that his associate Raog is planning to go after a target who was supposedly formerly a paladin and originally a member of the Karrnathi military and, late in the Last War, betrayed his soldiers and led them into an ambush. He has since been a criminal and has a bounty on his head, and Karr'Aashta has narrowed down his location to an area a week's travel away. Hearing that the group has five members and checking on their various abilities, he says that he is willing to give them the job. The three members of the group say that they will need to confer with the others and decide. Lastly, Six goes down to the docks of Grayflood with Bodo and locates Quinn, the person seeking adventurers to deal with the sahuagin. Quinn reveals that there have been escalating attacks, such as the one the group fought off on the way to Sharn. The Royal Navy has planned to have a merchant ship traveling with prepared adventurers on board, hoping to tempt sahuagin into attacking and capture at least one, so that they can interrogate it and discover what is going on. When he learns that the group has fought and defeated sahuagin before, Quinn wishes to hire them, and Six says that he will have to check with his companions. When the entire group reconvenes at the inn, Nameless suggests that leaving the city for a while might be a good idea, just in case Daask is actually looking for them, and everyone agrees. They decide to try to find a way to combine both jobs and revisit first Karr'Aashta and then Quinn. At the former's, they meet the half-orc inquisitive named Raog who will accompany them to apprehend their target, and (once they have agreed to accept the job) learn that the target is named Desro and was a former captain in the Karrnathi army. He is expected to be found near Shadowlock Keep in southwestern Breland. The group plans to meet Raog at the Keep, traveling there on the decoy ship for the sahuagin job. The details of the assignment and the payment (the group chooses an equal share of whatever is recovered, rather than a fixed pay) are agreed upon, and the group heads to Grayflood. There, they meet with Quinn and explain their particular needs. Quinn agrees that it would work and the agreement is made that the ship will travel west and drop them near Shadowlock Keep and wait for them for a couple of days. The adventurers are supposed to be paid fifty galifars each, with an extra fifty each if they do encounter and defeat sahuagin, and fifty more if they successfully capture some. The group is given a day to prepare and told that the ship will leave on the 10th. *** The next day, the 9th, the group-members keep themselves busy in various ways. Corven, Six and Luna travel to the Morgrave University library together and spend a number of hours checking documents and books regarding the group's interests and their personal ones. Six suggests that the group also get hold of old newspapers and they check copies of the Korranberg Chronicle and the less reputable Sharn Inquisitive. Though they do not find anything on Desro in the papers (there is some historical information at the library about the battle he betrayed his troops in, and snippets about his earlier career), they find some information about the Cogs and the history of Sharn. Nameless spends much of the day at the Guild, working on a couple of scrolls to add to his magical arsenal. Gareth, having received a note in the morning from Lalia inviting him to a show and dinner, spends the evening with her. They visit the Khavish Theater in Upper Menthis to see a popular new comedy and then make it to an excellent restaurant called Galdin's Garden to have some spicy Brelish cuisine. During the meal and on the way back, Lalia hits on Gareth but has no success. *** The next day, as planned, the group returns to Grayflood. Before doing so, Gareth sends Bodo to the Cathedral with a note asking for him to be given a place there. At Grayflood, they meet Quinn and board the ship, which is a sturdy-looking cog captained by an old sailor named Gorin. The group is accompanied by five other warriors, including a pair of half-elven archers, a dwarven axeman, and two human swordsmen. The ship leaves Sharn soon after the group boards and heads south into the Straits of Shargon, before turning west. The voyage is uneventful for the first few days, as the ship continues west before eventually turning north. Eventually, on the night of the 14th, the ship is attacked by sahuagin. Six and one of the archers are on watch and they sound the alarm, quickly bringing the waiting Luna and the two swordsmen to the deck. While sahuagin attempt to board the ship from both sides with grappling hook, the defenders keep them at bay, buying enough time for the sleeping adventurers and other guards to join them, Nameless staying behind the door to their cabins and casting spells from cover. The battle goes comfortably for the defenders until they are assaulted at the ship's rear by a sahuagin with clerical abilities and at the ship's front by a strangely mutated and stunted sahuagin with tentacular growths on its body. Six manages to trip and wound the mutant sahuagin, despite its amazingly thick hide and great nimbleness, causing it to vomit a huge burst of foul and red-hot puke that badly wounds many of the defenders, kills one of the archers and renders Six, caught right in the blast, unconscious*. With the cleric wounding and stunning some of the defenders (including Corven, who has been shooting at sahuagin with a crossbow he enchanted against them with an infusion) with a spell and then causing one of the other warriors to temporarily attack the unarmored Gareth, the battle becomes a little more complicated than expected, but the defenders eventually prevail, Gareth cutting down the cleric and a hurled handful of flame from Luna** killing the mutant, just after it almost blinded her by spitting a glob of slime in her face. While Six is revived and others healed, the cleric and one other unconscious sahuagin are bound. The mutant dissolves into a pool of acidic slime, causing some of the adventurers to collect some in vials and then quickly dispose of what remains before it eats through the decks. *** While the group rests after the fight, the ship continues north and eventually docks near a small fishing village. The group disembarks, with the understanding that the ship will wait for three days while dropping off some cargo and taking on provisions. They obtain transportation on some wagons heading to the Keep and reach the village around it at midday. Locating Raog in the tavern they were supposed to, they learn that Desro is a lot closer than originally anticipated, being only an hour's ride from where they are. Raog quickly organizes mounts and the group leaves, heading for a wooded area some miles away. After a little over an hour of riding, they reach the woods and proceed into it, finally finding a trail that should lead to the cottage where Desro is supposed to be hiding. Leading the horses off the trail and hiding them, the group proceeds to the cottage, which is in the middle of a clearing. Six moves ahead to scout and finds it seemingly uninhabited, with signs that multiple horses had been in the area. Cautiously moving up to check the area, the group detects magical protections on both front and back doors, as well as one inside, and poisoned crossbow traps aimed at the windows. They manage to trigger the crossbows and collect the poisoned bolts and enter through the windows. The hut is spartan, consisting of two rooms, and containing little furniture besides a table, four chairs and a couple of cots. A large chest is protected with another abjuration, and nobody wants to risk opening it yet. The group has Luna attempt to hide their tracks and lays an ambush, protecting themselves with spells and waiting inside the hut. After a couple of hours of waiting, as it is getting fairly dark outside, somebody hidden in the trees fires an arrow into the dirt outside the door, apparently with a note attached to it. The adventurers make no move and after a few minutes, a flaming arrow hits the wall of the hut. Luckily, it does not set the hut on fire. A little more time passes and Luna hears the sound of distant spellcasting in the trees. Making a rough guess, she casts an entangle spell in the area, resulting in angered swearing from whoever it is. Figuring that their attacker is distracted, most of the adventurers pile out of one window, followed by Raog, while Gareth jumps out the other side. Proceeding into the darkness of the woods, some of them manage to sight movement ahead due to a number of scrolls of low-light vision that Corven had prepared. Luna illumines the enemy with a faerie fire, revealing it to be an armored man with a shield. He is apparently a spellcaster since he hammers the group with a sound burst, stunning Six. The group is also attacked unexpectedly from the side, three arrows hammering into Nameless and seriously wounding him. Gareth and Six charge the invisible archer, who is made an easy target by another faerie fire from Luna, while Corven engages the cleric with his crossbow and Raog charges him. Despite being critically wounded, Nameless manages to summon a celestial riding dog to keep the cleric busy. With both enemies well-illumined, the fight ends quickly. The archer manages to wound Gareth twice, but is quickly wounded by Six and then smote to the ground by the paladin. The cleric manages to paralyze Raog with a hold person but takes a very serious wound from Corven's crossbow in the process. He swigs a potion, hoping that will enable him to flee, but before he can do so, a hurled produce flame from Luna drops him to the ground.*** * Straight from 28 hp to -1 in one attack. ** My error, since the creature was immune to fire *** My error again, since I didn't track that Luna was exceeding her prepared spells in number and type. Only excuse - the entire section from the ship docking was completely ad-libbed, with no notes or stats, so I was juggling a LOT in my head. [/QUOTE]
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