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The Ghost Tower of Inverness (C2)
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<blockquote data-quote="Silver Moon" data-source="post: 3761957" data-attributes="member: 8530"><p><strong>Chapter 2, "The Jail Break", May 27th, 1005: </strong> </p><p></p><p>Sir Goodfellow sees the mounted men charging down at them and realizes that the group is heavily outnumbered. He orders his party not to fight, and attempts to talk the group's way out of the situation, but is not very successful. It turns out that the men are not soldiers as was originally through, but are instead bandits. They blindfold the group, and march them back to the camp, getting there after dark. </p><p></p><p>The bandit camp is rather large, consisting of about twenty buildings, housing over 200 bandits. The largest stone building is the jailhouse. The party's weapons are taken away, but not their packs, as only the camp leader is allowed to search them, and he is currently asleep. The party members are each locked in a separate cell. There are eight other prisoners as well. </p><p></p><p>As it gets towards late evening the party pretends to fall asleep, and the remaining guards head outside. Kharole gets out her magic book, studies her "magic missile" spell, and uses the spells to break some of the locks. She gives the fighters daggers from her pack, which they use to pick the locks. </p><p></p><p><em>[DM’s Note #2: Yes, I know that allowing them to keep their packs was unrealistic, but I hadn’t expected them to actually surrender to the bandits. Given that these were all 1st level characters I needed to allow them some means to escape from this situation, otherwise the module would have come to an abrupt halt before it ever really got started.] </em> </p><p></p><p>May 28th, 1005: </p><p></p><p>The party is soon freed. The other eight prisoners also yell to be let out. They succeed in quickly getting four of them out, but are then interrupted by the guards, who heard the yelling. Narg, Goodfellow, and Hherrmyie manage to overpower some guards and steal their swords. Three of the other prisoners also help fight, but one winds up getting killed in the process. </p><p></p><p>As the fighters cover their escape the others steal horses and ride off. The fighters then grab horses and leave. The only one who doesn't escape is Serita, who is busy looking for her dog Senenal. She finds the dog, but also finds herself surrounded by bandits. Just as the bandits move in on her Goodfellow charges back, killing three bandits, and grabbing both Serita and the dog. He rushes toward the small side wall of the camp and jumps over it, escaping into the night. The party killed a total of sixteen bandits. </p><p></p><p>Before reaching the main road several traps are stumbled into, killing three of the horses, and wounding some of the party. Some noises are heard in the distance. Narg and Hherrmyie scout out ahead, and see another group of the bandits camped out beside the road. Since only one bandit is awake on guard duty Narg kills him, as Hherrmyie steals all of their horses. The party then rides off at full gallop. </p><p></p><p>The three prisoners that the group helped free introduce themselves. All are human males from Gelorynth. One is a town guard named Silas; another, named Klaaze, is a castle guard for the town’s ruler Ki-Geloryn; the third is a coppersmith named Ardar. The group travels onward for most of the morning, stopping for a meal and nap around noon time. </p><p></p><p>While the party is resting two travelers approach them. One is a human 4th level monk named Augustine, and his companion is a 3rd level female half-elven magic-user named Nimmy. They explain that they are strangers to this land, having recently been accidentally teleported there from another world by a powerful magician who was practicing a new spell. They ask if they can travel with the group, or at least buy some of the extra horses. The group happily accepts them (especially since Nimmy is wearing a Ring of Regeneration). </p><p></p><p><em>[DM’s Note #3: The bandit camp scenario made it clear that this novice group needed a little help to get this adventure off the ground. A friend of the DM from college and his fiancée offered to join, and bring with them a pair of characters that they had played in his other group. The DM though this would help, but also let them know that if they decided to stay with the group, to be fair to the other players they should also soon phase these characters out and introduce 1st level characters.] </em> </p><p></p><p>Adajia and D.C., who had become separated from the party three days earlier, arrive by boat at Gelorynth. Gelorynth is a farming and fishing community with a population of about 2,000. They are surprised to find that the others have not arrived yet. </p><p></p><p>May 29th, 1005: </p><p></p><p>The party moves further down the road, running into a crossroad guarded by eight of Lord Kohlorahdooh's soldiers. The soldiers ask for "traveling papers", which nobody has. Ardar tries to explain their escape from the bandit camp. The Sergeant says that he will have to take the group in for questioning. At that Narg, Hherrmyie attack, soon joined by Kharole and Timothy. Three of the soldiers are killed, the other five and immobilized and tied up. Klaaze, Silas and Ardar shocked at seeing their Lord's troops killed, and demand an explanation. Augustine and Nimmy also want to know exactly what is going on. </p><p></p><p>Timothy and Narg give an abbreviated version of their mission. After a long discussion the five newcomers agree not to turn the party in, but Ardar says he wants nothing to do with them once the group reaches Gelorynth. Ardar tells the group that this crossroad is well past town, so they turn back along a more southern road. Meanwhile, Sir Goodfellow and Serita wander into Gelorynth, and join up with Adajia and D.C. </p><p></p><p>By early afternoon the party rides into Gelorynth. Upon arriving at town Klaaze and Silas are told that "Ki-Geloryn has been looking for you." Since both men have been AWOL for several months now, and would be embarrassed to explain their capture by bandits, they choose to "hide out" with the party rather than report back to work at the castle. </p><p></p><p>The group obtain lodgings at a six-room boarding house. The elves and half-elves decide that they have had enough work, and it is now time for play, so Adajia and D.C. anxiously check into one room, Kharole and Hherrmyie get another, and Narg and Serita get another. This goes well until the innkeeper is seen looking through peepholes at them. Narg does not kill the man, but make some very serious threats.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 3761957, member: 8530"] [B]Chapter 2, "The Jail Break", May 27th, 1005: [/B] Sir Goodfellow sees the mounted men charging down at them and realizes that the group is heavily outnumbered. He orders his party not to fight, and attempts to talk the group's way out of the situation, but is not very successful. It turns out that the men are not soldiers as was originally through, but are instead bandits. They blindfold the group, and march them back to the camp, getting there after dark. The bandit camp is rather large, consisting of about twenty buildings, housing over 200 bandits. The largest stone building is the jailhouse. The party's weapons are taken away, but not their packs, as only the camp leader is allowed to search them, and he is currently asleep. The party members are each locked in a separate cell. There are eight other prisoners as well. As it gets towards late evening the party pretends to fall asleep, and the remaining guards head outside. Kharole gets out her magic book, studies her "magic missile" spell, and uses the spells to break some of the locks. She gives the fighters daggers from her pack, which they use to pick the locks. [I][DM’s Note #2: Yes, I know that allowing them to keep their packs was unrealistic, but I hadn’t expected them to actually surrender to the bandits. Given that these were all 1st level characters I needed to allow them some means to escape from this situation, otherwise the module would have come to an abrupt halt before it ever really got started.] [/I] May 28th, 1005: The party is soon freed. The other eight prisoners also yell to be let out. They succeed in quickly getting four of them out, but are then interrupted by the guards, who heard the yelling. Narg, Goodfellow, and Hherrmyie manage to overpower some guards and steal their swords. Three of the other prisoners also help fight, but one winds up getting killed in the process. As the fighters cover their escape the others steal horses and ride off. The fighters then grab horses and leave. The only one who doesn't escape is Serita, who is busy looking for her dog Senenal. She finds the dog, but also finds herself surrounded by bandits. Just as the bandits move in on her Goodfellow charges back, killing three bandits, and grabbing both Serita and the dog. He rushes toward the small side wall of the camp and jumps over it, escaping into the night. The party killed a total of sixteen bandits. Before reaching the main road several traps are stumbled into, killing three of the horses, and wounding some of the party. Some noises are heard in the distance. Narg and Hherrmyie scout out ahead, and see another group of the bandits camped out beside the road. Since only one bandit is awake on guard duty Narg kills him, as Hherrmyie steals all of their horses. The party then rides off at full gallop. The three prisoners that the group helped free introduce themselves. All are human males from Gelorynth. One is a town guard named Silas; another, named Klaaze, is a castle guard for the town’s ruler Ki-Geloryn; the third is a coppersmith named Ardar. The group travels onward for most of the morning, stopping for a meal and nap around noon time. While the party is resting two travelers approach them. One is a human 4th level monk named Augustine, and his companion is a 3rd level female half-elven magic-user named Nimmy. They explain that they are strangers to this land, having recently been accidentally teleported there from another world by a powerful magician who was practicing a new spell. They ask if they can travel with the group, or at least buy some of the extra horses. The group happily accepts them (especially since Nimmy is wearing a Ring of Regeneration). [I][DM’s Note #3: The bandit camp scenario made it clear that this novice group needed a little help to get this adventure off the ground. A friend of the DM from college and his fiancée offered to join, and bring with them a pair of characters that they had played in his other group. The DM though this would help, but also let them know that if they decided to stay with the group, to be fair to the other players they should also soon phase these characters out and introduce 1st level characters.] [/I] Adajia and D.C., who had become separated from the party three days earlier, arrive by boat at Gelorynth. Gelorynth is a farming and fishing community with a population of about 2,000. They are surprised to find that the others have not arrived yet. May 29th, 1005: The party moves further down the road, running into a crossroad guarded by eight of Lord Kohlorahdooh's soldiers. The soldiers ask for "traveling papers", which nobody has. Ardar tries to explain their escape from the bandit camp. The Sergeant says that he will have to take the group in for questioning. At that Narg, Hherrmyie attack, soon joined by Kharole and Timothy. Three of the soldiers are killed, the other five and immobilized and tied up. Klaaze, Silas and Ardar shocked at seeing their Lord's troops killed, and demand an explanation. Augustine and Nimmy also want to know exactly what is going on. Timothy and Narg give an abbreviated version of their mission. After a long discussion the five newcomers agree not to turn the party in, but Ardar says he wants nothing to do with them once the group reaches Gelorynth. Ardar tells the group that this crossroad is well past town, so they turn back along a more southern road. Meanwhile, Sir Goodfellow and Serita wander into Gelorynth, and join up with Adajia and D.C. By early afternoon the party rides into Gelorynth. Upon arriving at town Klaaze and Silas are told that "Ki-Geloryn has been looking for you." Since both men have been AWOL for several months now, and would be embarrassed to explain their capture by bandits, they choose to "hide out" with the party rather than report back to work at the castle. The group obtain lodgings at a six-room boarding house. The elves and half-elves decide that they have had enough work, and it is now time for play, so Adajia and D.C. anxiously check into one room, Kharole and Hherrmyie get another, and Narg and Serita get another. This goes well until the innkeeper is seen looking through peepholes at them. Narg does not kill the man, but make some very serious threats. [/QUOTE]
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