Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Play by Post
Six From Gate Pass - Chapter 3: Shelter From The Storm
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gregor" data-source="post: 5591121" data-attributes="member: 11751"><p>At first light, the party is awoken by servants and guards and brought down to the kitchens. Freshly baked bread, dried meat and ale is provided to break your fast and you are then escorted out of the building. The stablemaster presents Lars his mule, a sorry-looking shaggy grey beast, and a sturdy wooden cart. The group then walks back down through the small town, stopping at relevant shops to pick up the many packages and bags of food Torrent purchased, as well as new clothes or any other good that was awaiting retrieval. Finally, with the cart filled with goods and your packs lightened for the trip, you march out of East Watch and head south across the Kingdom of Dassen.</p><p></p><p>Your travels are largely uneventful and mostly overland. Once you skirt the Thornwood, you spend the majority of your time walking across naturally sloping valleys and hills that are populated by not much more than farms, streams and small clusters of woods. Your nights are spent camping beneath the stars and the weather is largely pleasant. On a few different evenings you manage to sleep in kindly farmers’ barns amidst mooing cows on beds of hay. You pass bands of refugees from Ragesia, who huddle together for warmth at night and travel with only the clothes on their backs. Those that you speak with tell you of their flight from the Scourge for their ‘abilities’ or ‘gifts’ and tell you that they head for Seaquen and the protection that the Lyceum offers for those who seek refuge there. Apparently the headmaster, a man named Simeon, has proclaimed that the school will fight the Scourge and others are being called upon to do the same. When you stop into small towns or fishing communities along the coast, you are unable to procure naval passage to Seaquen. Most sailors are simple folk who fear the intensified military presence on the seas and you find that no merchant vessels have stopped into port for weeks.</p><p></p><p>You pass out of Lady Timor’s domain and trudge through the lands of Rego, Namin and briefly across the peninsula of Megadon. At the icy Nasham River you cross via a ferry and enter the lands of Dene where you once again continue to march south. Once you pass through the Idemmer Wood, Torrent informs you that according to her maps, the party has exited the Kingdom of Dassen and must now travel down the independent lands that surround the Town of Seaquen, where the magical academy of Lyceum exists. </p><p></p><p>The weather this far south turns temperate and slightly warm and the land quickly becomes marshy, swampy and scattered with craggy rocks and gnarled trees. Your travel down the peninsula is along an old dirt road which ends at a village on the edge of the vast Sour Lake Swamp, a steaming morass that stretches as far as your eyes can see. A constant drizzle falls on you and after almost three weeks of walking, your feet are sore and your now wet clothes and hair have become a serious cause for annoyance. The village, called Vidor on your map, is little more than a shanty town with a few moss-covered wooden buildings that contain small shops. Perhaps forty refugees huddle around peat fires beside the muddy road or lay around miserably in damp tents.</p><p></p><p>As you walk into the village, a number of shop keeps and townsfolk call out to you with offers and warnings. You hear things like: <em>“Headin’ to Seaquen my lords? You’ll need some boats! I have good prices!”, “Maps of the swamp, only 5 pieces of gold”, “Come and see my wares good sirs and madam, I have gator tooth pendants to ward away all evil!” “Listen not to that fool my friends, he can craft only doors not boats. I will give you a free keg for every three boats you buy. I’ll even throw in the beer for free!”</em> </p><p></p><p>It is quite clear that you have entered a town where the economy is based on the flood of humanity heading south to Seaquen.</p></blockquote><p></p>
[QUOTE="Gregor, post: 5591121, member: 11751"] At first light, the party is awoken by servants and guards and brought down to the kitchens. Freshly baked bread, dried meat and ale is provided to break your fast and you are then escorted out of the building. The stablemaster presents Lars his mule, a sorry-looking shaggy grey beast, and a sturdy wooden cart. The group then walks back down through the small town, stopping at relevant shops to pick up the many packages and bags of food Torrent purchased, as well as new clothes or any other good that was awaiting retrieval. Finally, with the cart filled with goods and your packs lightened for the trip, you march out of East Watch and head south across the Kingdom of Dassen. Your travels are largely uneventful and mostly overland. Once you skirt the Thornwood, you spend the majority of your time walking across naturally sloping valleys and hills that are populated by not much more than farms, streams and small clusters of woods. Your nights are spent camping beneath the stars and the weather is largely pleasant. On a few different evenings you manage to sleep in kindly farmers’ barns amidst mooing cows on beds of hay. You pass bands of refugees from Ragesia, who huddle together for warmth at night and travel with only the clothes on their backs. Those that you speak with tell you of their flight from the Scourge for their ‘abilities’ or ‘gifts’ and tell you that they head for Seaquen and the protection that the Lyceum offers for those who seek refuge there. Apparently the headmaster, a man named Simeon, has proclaimed that the school will fight the Scourge and others are being called upon to do the same. When you stop into small towns or fishing communities along the coast, you are unable to procure naval passage to Seaquen. Most sailors are simple folk who fear the intensified military presence on the seas and you find that no merchant vessels have stopped into port for weeks. You pass out of Lady Timor’s domain and trudge through the lands of Rego, Namin and briefly across the peninsula of Megadon. At the icy Nasham River you cross via a ferry and enter the lands of Dene where you once again continue to march south. Once you pass through the Idemmer Wood, Torrent informs you that according to her maps, the party has exited the Kingdom of Dassen and must now travel down the independent lands that surround the Town of Seaquen, where the magical academy of Lyceum exists. The weather this far south turns temperate and slightly warm and the land quickly becomes marshy, swampy and scattered with craggy rocks and gnarled trees. Your travel down the peninsula is along an old dirt road which ends at a village on the edge of the vast Sour Lake Swamp, a steaming morass that stretches as far as your eyes can see. A constant drizzle falls on you and after almost three weeks of walking, your feet are sore and your now wet clothes and hair have become a serious cause for annoyance. The village, called Vidor on your map, is little more than a shanty town with a few moss-covered wooden buildings that contain small shops. Perhaps forty refugees huddle around peat fires beside the muddy road or lay around miserably in damp tents. As you walk into the village, a number of shop keeps and townsfolk call out to you with offers and warnings. You hear things like: [I]“Headin’ to Seaquen my lords? You’ll need some boats! I have good prices!”, “Maps of the swamp, only 5 pieces of gold”, “Come and see my wares good sirs and madam, I have gator tooth pendants to ward away all evil!” “Listen not to that fool my friends, he can craft only doors not boats. I will give you a free keg for every three boats you buy. I’ll even throw in the beer for free!”[/I] It is quite clear that you have entered a town where the economy is based on the flood of humanity heading south to Seaquen. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Six From Gate Pass - Chapter 3: Shelter From The Storm
Top