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
Story Hour
The Ghost Tower of Inverness (C2)
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="Silver Moon" data-source="post: 4205920" data-attributes="member: 8530"><p><em>[Chronicler’s Note #44: I had spent the past week doing serious damage control, first convincing the DM to tone down the module and to be a bit less autocratic in his rulings. Next, I spoke to each player, passing on the DM’s agreement to this. With the exception of Hherrmyie’s player, everyone agreed to attend the following week’s game. The surprise appearance at the game of Narg’s player, who had been away at college, also helped to ease the tension.]</em></p><p> </p><p></p><p><strong>Chapter 30, “On the road again”, March 26th, 1006 (Day Four): </strong> </p><p></p><p>The party soon encounter a high-level cleric who resides on that same level. He brings the party back to his home, where he uses the Rod to resurrect Phraakeese. He invites the party to say with him while they fully recuperate. While they are there former party member Narg arrives, having been brought there by his Pooka. </p><p></p><p>March 27th to 30th , 1006 (Days Five to Eight) </p><p></p><p>The party stays with the cleric as his guests. He tells them that the staircase down to the fourth level is within the pyramid. </p><p></p><p>April 1st, 1006 (Day Nine) </p><p></p><p>Before departing the cleric’s home he offers them the services of his apprentice, a human cleric named Penzance, who would be able to use the Rod if needed. </p><p></p><p>The group proceeds through the pyramid, encountering a number of ghosts and ghouls. Several players start to mutter about the module being “more of the same”, when they happen upon a baby brass dragon who lives in the pyramid, that leads them to the staircase to the next level. Augustine, Klaaze and Narg had all been injured battling the undead, so the group decides to rest on a staircase landing, not knowing what to expect next. </p><p></p><p>April 2nd, 1006 (Day Ten) </p><p></p><p>The first thing encountered on this level are a pair of mummies who attack Klaaze. Both Phraakeese and Phuddipeduzh help him defeats them, but all three then wind up with the fun disease of Mummy Rot. Both the NPC cleric and Serita attempt to heal them, finding that the rot does not go away. Proceeding onward, the party next run into a pair of large umberhulk-type creatures. Klaaze sneaks past them, finding a pile of treasure that includes a magical horn. He blows into the horn, and the ceiling collapses atop the creatures. The movement of the rubble pile indicates the creatures still live beneath it, but there is enough time for the party to get away before they are free. The group eventually stop to rest. </p><p></p><p>April 3rd, 1006 (Day Eleven) </p><p></p><p>The group proceed onward, soon finding a secret door in the wall. The door is opened to reveal a chest inside. Augustine checks the lock for traps, finding none, and they proceeds to pick the lock. A large scythe blade comes flying out from the wall, cutting both Klaaze and Phraakeese in two. The chest turns out to be empty. Penzance uses the Rod to successfully resurrect both of them, but despite this the bodies continue to have mummy rot. </p><p></p><p>April 4th, 1006 (Day Twelve) </p><p></p><p>The group proceeds onward. They come to a large, damp chamber separated by a high wall. The wall is scaled, with them finding a dark marsh on the other side. In the midst of the swamp is a wooden hut. Several reptilian creatures are seen throughout the swamp. </p><p></p><p>The party suspects that the access point to the next level may be inside of the hut. Augustine uses a Polymorph Self potion to transform into a large bird, and flies a Bag of Holding containing Freyland and Kharole over to the hut. They find it is the home to a lonely old high-level cleric hermit. Kharole asks if he knows how to cure Mummy Rot, and he indicates that he does. They rest of the party are brought over to the cleric’s home via the Bag of Holding. </p><p></p><p>The cleric then negotiates rather steep payment in exchange for his services, with the party having to give up several of their more powerful magical items. Klaaze gets rather upset at being asked to give up his primary weapon, a +4 Longsword. “It’s either give it up or let the rot kill you,” Mark comments. “Yeah, I’m thinking…” Klaaze replies. “Not much,” Narg quips. The cleric explains that he can only heal one person a day, so begins with Phuddipeduzh. He agrees to guard the party while they rest for the night. </p><p></p><p>April 5th, 1006 (Day Thirteen): </p><p></p><p>Klaaze eventually agrees to be cured in exchange for the sword. The player mutters about needing to now find the location of the Better Business Bureau within these caves. The party decides to spends the day with the cleric, allowing Serita and Penzance to make sure that the party is fully healed before moving on. </p><p></p><p>April 6th, 1006 (Day Fourteen) </p><p></p><p>Phraakeese is healed, and the party bids the cleric goodbye. The move on where the cleric has directed them to find the next staircase downward. The fifth level is reached. </p><p></p><p>The road reaches a bridge overlooking a brook. A waterfall sparkling with lights of various colors is splashing across the bridge. The party hesitates to cross it. The torchbearer Freyland says “What are you waiting for? A little water never hurt anybody.” To prove this he bounds across the bridge and back again. The water that has splashed on him then begins to change the gnome, with him aging from the human equivalent of a teenager to being a decade older (about a century of a gnome’s lifetime). The gnome screams about this, and yells that he is dying. He is dried off, and the aging process seems to stop. Freyland mutters something about “never getting wet again.”</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 4205920, member: 8530"] [I][Chronicler’s Note #44: I had spent the past week doing serious damage control, first convincing the DM to tone down the module and to be a bit less autocratic in his rulings. Next, I spoke to each player, passing on the DM’s agreement to this. With the exception of Hherrmyie’s player, everyone agreed to attend the following week’s game. The surprise appearance at the game of Narg’s player, who had been away at college, also helped to ease the tension.][/I] [B]Chapter 30, “On the road again”, March 26th, 1006 (Day Four): [/B] The party soon encounter a high-level cleric who resides on that same level. He brings the party back to his home, where he uses the Rod to resurrect Phraakeese. He invites the party to say with him while they fully recuperate. While they are there former party member Narg arrives, having been brought there by his Pooka. March 27th to 30th , 1006 (Days Five to Eight) The party stays with the cleric as his guests. He tells them that the staircase down to the fourth level is within the pyramid. April 1st, 1006 (Day Nine) Before departing the cleric’s home he offers them the services of his apprentice, a human cleric named Penzance, who would be able to use the Rod if needed. The group proceeds through the pyramid, encountering a number of ghosts and ghouls. Several players start to mutter about the module being “more of the same”, when they happen upon a baby brass dragon who lives in the pyramid, that leads them to the staircase to the next level. Augustine, Klaaze and Narg had all been injured battling the undead, so the group decides to rest on a staircase landing, not knowing what to expect next. April 2nd, 1006 (Day Ten) The first thing encountered on this level are a pair of mummies who attack Klaaze. Both Phraakeese and Phuddipeduzh help him defeats them, but all three then wind up with the fun disease of Mummy Rot. Both the NPC cleric and Serita attempt to heal them, finding that the rot does not go away. Proceeding onward, the party next run into a pair of large umberhulk-type creatures. Klaaze sneaks past them, finding a pile of treasure that includes a magical horn. He blows into the horn, and the ceiling collapses atop the creatures. The movement of the rubble pile indicates the creatures still live beneath it, but there is enough time for the party to get away before they are free. The group eventually stop to rest. April 3rd, 1006 (Day Eleven) The group proceed onward, soon finding a secret door in the wall. The door is opened to reveal a chest inside. Augustine checks the lock for traps, finding none, and they proceeds to pick the lock. A large scythe blade comes flying out from the wall, cutting both Klaaze and Phraakeese in two. The chest turns out to be empty. Penzance uses the Rod to successfully resurrect both of them, but despite this the bodies continue to have mummy rot. April 4th, 1006 (Day Twelve) The group proceeds onward. They come to a large, damp chamber separated by a high wall. The wall is scaled, with them finding a dark marsh on the other side. In the midst of the swamp is a wooden hut. Several reptilian creatures are seen throughout the swamp. The party suspects that the access point to the next level may be inside of the hut. Augustine uses a Polymorph Self potion to transform into a large bird, and flies a Bag of Holding containing Freyland and Kharole over to the hut. They find it is the home to a lonely old high-level cleric hermit. Kharole asks if he knows how to cure Mummy Rot, and he indicates that he does. They rest of the party are brought over to the cleric’s home via the Bag of Holding. The cleric then negotiates rather steep payment in exchange for his services, with the party having to give up several of their more powerful magical items. Klaaze gets rather upset at being asked to give up his primary weapon, a +4 Longsword. “It’s either give it up or let the rot kill you,” Mark comments. “Yeah, I’m thinking…” Klaaze replies. “Not much,” Narg quips. The cleric explains that he can only heal one person a day, so begins with Phuddipeduzh. He agrees to guard the party while they rest for the night. April 5th, 1006 (Day Thirteen): Klaaze eventually agrees to be cured in exchange for the sword. The player mutters about needing to now find the location of the Better Business Bureau within these caves. The party decides to spends the day with the cleric, allowing Serita and Penzance to make sure that the party is fully healed before moving on. April 6th, 1006 (Day Fourteen) Phraakeese is healed, and the party bids the cleric goodbye. The move on where the cleric has directed them to find the next staircase downward. The fifth level is reached. The road reaches a bridge overlooking a brook. A waterfall sparkling with lights of various colors is splashing across the bridge. The party hesitates to cross it. The torchbearer Freyland says “What are you waiting for? A little water never hurt anybody.” To prove this he bounds across the bridge and back again. The water that has splashed on him then begins to change the gnome, with him aging from the human equivalent of a teenager to being a decade older (about a century of a gnome’s lifetime). The gnome screams about this, and yells that he is dying. He is dried off, and the aging process seems to stop. Freyland mutters something about “never getting wet again.” [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
The Ghost Tower of Inverness (C2)
Top