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The Ghost Tower of Inverness (C2)
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<blockquote data-quote="Silver Moon" data-source="post: 4425684" data-attributes="member: 8530"><p><strong>Chapter 44, “Arrival at Clearwater,” June 27th, 1006: </strong></p><p></p><p>The party decides to head to the port city of Dunn in order to purchase supplies to repair the sails and rigging from the fireball damage. A pair of catapults guarding the harbor immediately shoots them at. “They must have heard that we were coming,” Klaaze comments. Several boats from the Cantage Lordholding Navy are launched. The head Captain, who introduces himself as the Baron of Foster, questions the party. He berates them for not flying the proper colors. After he makes his report an Abbott from the Dunn/Phlooredian Church sails out to the ship to issue and collect a 20 gold piece fine for the transgression. The party decides to skip buying any supplies here, get directions to Clearwater, and sails away. </p><p></p><p>They reach the river that leads to the community of Clearwater. Some fishermen nearby question whether the ship will be able to navigate the river, as most craft that sail on it are considerably smaller than the party’s huge warship. “When we get to Clearwater would we be about to turn the ship around?” Captain Quirk asks. The fishermen reply “Sure, the city is along a large lake at the end of the river.” “I say we risk it,” the Captain replies. </p><p></p><p>They sail downriver for ten miles, stopping for the night. A pair of riders is seen in the distance coming towards them. The riders turn out to be the Lone Ranger, and his elvan sidekick Tonto, who decide to accompany the party. </p><p></p><p>June 28th, 1006: </p><p></p><p>The ship sails downriver, destroying two wooden bridges that are in their path, as there was not adequate time to stop before reaching them. “Typical Silver Moon approach,” Kharole comments. The final mile prior to reaching the lake is a bit harrowing, with the ship scraping along the river bottom at several places. They reach the lake and sail into the harbor for the town of Clearwater by early afternoon. There arrival is noted by nearly the entire town, given that no ship as large as theirs has ever been there before. </p><p></p><p>They drop anchor in the harbor and send a party ashore. A political leader named Alexander with the title of Zolif stops them, and orders them back to their ship until officially welcomed by a priest of the Dunn/Phlooredian Church. They do as instructed, and are soon joined by a gnome priest. He tells the party that the town and region are all part of a theocracy, and that the mention of any other religions is forbidden. He accepts a small donation for the church, and gives the party permission to depart as they choose. He also negotiates payment for a berth at one of the town’s docks, and the ship is then anchored there. </p><p></p><p>The group of Kharole, Lysdashi, Mark and Natasha decide to check out the town. They get directions to the most expensive restaurant in town and head there for dinner. At the end of the meal both ladies and Mark excuse themselves, leaving Lysdashi with the 78 gold piece tab. After paying the bill he head off to find a brothel. Mark had headed back to the ship, but the two ladies decide to continue to check out the town on their own. They flirt with a pair of young human men in a bar. They soon discover that the men are brothers, whose mother has been anxious to get them wed. They girls end the conversations, and head back to the ship. </p><p></p><p>Meanwhile, Phuddipeduzh and Vincenzo go shopping for shields, as both of their current shields display symbols of their own religions, which would not be welcomed here. The two find a less expensive place to dine. Silas finds himself the rowdiest bar in town, the Party House, and gets into a fight. The town bully decides to beat up Tonto, resulting in the Lone Ranger beating the guy up and taking the man’s broadsword. Other fighters in town then buy him drinks for giving the bully what he deserved. Kharole later identifies the sword as being a +4 </p><p></p><p>June 29th, 1006: </p><p></p><p>The rest of the party decides to check out the town. Lone goes to the Blaine’s Swordsmith shop, trading in his newly acquired +4 longsword for a +3 broadsword that he is more proficient with. The party heads over to a church to speak with the gnome, but nobody appears to be present. An orc fighter is seen sleeping in a pew, and wakes and gets into a fight with Silas, with Silas soon killing the orc. “Great way to enter a house of worship,” Mark sarcastically comments. Some half-orcs enter the church, and question what happened. Seeing that the party outnumbers them, the half-orcs decide to leave. </p><p></p><p>Kharole, Natasha and Lysdashi check out a gambling hall. Kharole then goes and visits with most of the magic-users in town. Many of the party members visit the town’s magic shop, with Kharole and Serita cashing in jewelry and gems for purchases. Phuddipeduzh loans money to both Kharole and Lysdashi for purchases, her getting a magic wand and him buying a +3 Frost Brand longsword (that Klaaze also wanted). Klaaze has a run-in with a female halberd maker, who bends his halberd as a demonstration of the weapon’s inferior workmanship. Klaaze punches her. </p><p></p><p>The only ones who do any investigation about the slavers are the Lone Ranger and Tonto. First they discover a paladin named Hartmann, who is also in town to end the slaving operation. Lone discovers that a town leader named Viceroy Leonard is affiliated with the slavers. He decides to infiltrate the organization, offering his services as a guard. As a test of Lone’s fighting ability he is made to fight Leonard’s Captain of the Guard. Lone winds up accidentally killing the man, which eliminates his chances of being hired and almost eliminates his life as well, with him making a quick escape. </p><p></p><p>Tonto maintains surveillance over the town’s secret poison maker, who is rumored to make poison for the slavers. Once Tonto confirms the slaving connection he gets Lone and Hartmann and Hartmann’s squire, and the four of them break into the underground alchemist’s house. The man throws a vial of acid in the face of Hartmann’s squire Phillip, and escapes. They later visit the town’s official alchemist, who is pleased to hear that his competitor is now out of business. Lone buys an invisibility potion from the man. </p><p></p><p>Back on the ship, Natasha catches a thief in her cabin. She beats the man up, and locks him into the ship’s hold with the crewmember Al and Serita’s dog Seneal to watch him. When she returns with several party members Al is unconscious, the dog is cut up but still alive, and the thief is long gone. Mark actually has a run in with the man on the dock, but the thief escapes. </p><p></p><p>Lysdashi and Boz return with Silas to the Party House tavern, and another fight breaks out this evening. The Assistant Captain of the Guard for that part of town breaks it up using a large number of army troops. Four arrests are made, namely the town blacksmith and the three party members. </p><p></p><p><em>[DM’s Note #57: The party continued to be rather slow in getting into the actual text of Module A1, with most players focusing on role playing town encounters instead. In fact, only Lone’s player showed any interest in the module itself. I did manage to tie in a few enemy NPC’s from the module, that would show up later, namely the half-orcs encountered at the church (which is where they went to get paid for their slaver duties), and the higher level thief who snuck onto the ship to find out who the party were and what they were up to.]</em></p></blockquote><p></p>
[QUOTE="Silver Moon, post: 4425684, member: 8530"] [B]Chapter 44, “Arrival at Clearwater,” June 27th, 1006: [/B] The party decides to head to the port city of Dunn in order to purchase supplies to repair the sails and rigging from the fireball damage. A pair of catapults guarding the harbor immediately shoots them at. “They must have heard that we were coming,” Klaaze comments. Several boats from the Cantage Lordholding Navy are launched. The head Captain, who introduces himself as the Baron of Foster, questions the party. He berates them for not flying the proper colors. After he makes his report an Abbott from the Dunn/Phlooredian Church sails out to the ship to issue and collect a 20 gold piece fine for the transgression. The party decides to skip buying any supplies here, get directions to Clearwater, and sails away. They reach the river that leads to the community of Clearwater. Some fishermen nearby question whether the ship will be able to navigate the river, as most craft that sail on it are considerably smaller than the party’s huge warship. “When we get to Clearwater would we be about to turn the ship around?” Captain Quirk asks. The fishermen reply “Sure, the city is along a large lake at the end of the river.” “I say we risk it,” the Captain replies. They sail downriver for ten miles, stopping for the night. A pair of riders is seen in the distance coming towards them. The riders turn out to be the Lone Ranger, and his elvan sidekick Tonto, who decide to accompany the party. June 28th, 1006: The ship sails downriver, destroying two wooden bridges that are in their path, as there was not adequate time to stop before reaching them. “Typical Silver Moon approach,” Kharole comments. The final mile prior to reaching the lake is a bit harrowing, with the ship scraping along the river bottom at several places. They reach the lake and sail into the harbor for the town of Clearwater by early afternoon. There arrival is noted by nearly the entire town, given that no ship as large as theirs has ever been there before. They drop anchor in the harbor and send a party ashore. A political leader named Alexander with the title of Zolif stops them, and orders them back to their ship until officially welcomed by a priest of the Dunn/Phlooredian Church. They do as instructed, and are soon joined by a gnome priest. He tells the party that the town and region are all part of a theocracy, and that the mention of any other religions is forbidden. He accepts a small donation for the church, and gives the party permission to depart as they choose. He also negotiates payment for a berth at one of the town’s docks, and the ship is then anchored there. The group of Kharole, Lysdashi, Mark and Natasha decide to check out the town. They get directions to the most expensive restaurant in town and head there for dinner. At the end of the meal both ladies and Mark excuse themselves, leaving Lysdashi with the 78 gold piece tab. After paying the bill he head off to find a brothel. Mark had headed back to the ship, but the two ladies decide to continue to check out the town on their own. They flirt with a pair of young human men in a bar. They soon discover that the men are brothers, whose mother has been anxious to get them wed. They girls end the conversations, and head back to the ship. Meanwhile, Phuddipeduzh and Vincenzo go shopping for shields, as both of their current shields display symbols of their own religions, which would not be welcomed here. The two find a less expensive place to dine. Silas finds himself the rowdiest bar in town, the Party House, and gets into a fight. The town bully decides to beat up Tonto, resulting in the Lone Ranger beating the guy up and taking the man’s broadsword. Other fighters in town then buy him drinks for giving the bully what he deserved. Kharole later identifies the sword as being a +4 June 29th, 1006: The rest of the party decides to check out the town. Lone goes to the Blaine’s Swordsmith shop, trading in his newly acquired +4 longsword for a +3 broadsword that he is more proficient with. The party heads over to a church to speak with the gnome, but nobody appears to be present. An orc fighter is seen sleeping in a pew, and wakes and gets into a fight with Silas, with Silas soon killing the orc. “Great way to enter a house of worship,” Mark sarcastically comments. Some half-orcs enter the church, and question what happened. Seeing that the party outnumbers them, the half-orcs decide to leave. Kharole, Natasha and Lysdashi check out a gambling hall. Kharole then goes and visits with most of the magic-users in town. Many of the party members visit the town’s magic shop, with Kharole and Serita cashing in jewelry and gems for purchases. Phuddipeduzh loans money to both Kharole and Lysdashi for purchases, her getting a magic wand and him buying a +3 Frost Brand longsword (that Klaaze also wanted). Klaaze has a run-in with a female halberd maker, who bends his halberd as a demonstration of the weapon’s inferior workmanship. Klaaze punches her. The only ones who do any investigation about the slavers are the Lone Ranger and Tonto. First they discover a paladin named Hartmann, who is also in town to end the slaving operation. Lone discovers that a town leader named Viceroy Leonard is affiliated with the slavers. He decides to infiltrate the organization, offering his services as a guard. As a test of Lone’s fighting ability he is made to fight Leonard’s Captain of the Guard. Lone winds up accidentally killing the man, which eliminates his chances of being hired and almost eliminates his life as well, with him making a quick escape. Tonto maintains surveillance over the town’s secret poison maker, who is rumored to make poison for the slavers. Once Tonto confirms the slaving connection he gets Lone and Hartmann and Hartmann’s squire, and the four of them break into the underground alchemist’s house. The man throws a vial of acid in the face of Hartmann’s squire Phillip, and escapes. They later visit the town’s official alchemist, who is pleased to hear that his competitor is now out of business. Lone buys an invisibility potion from the man. Back on the ship, Natasha catches a thief in her cabin. She beats the man up, and locks him into the ship’s hold with the crewmember Al and Serita’s dog Seneal to watch him. When she returns with several party members Al is unconscious, the dog is cut up but still alive, and the thief is long gone. Mark actually has a run in with the man on the dock, but the thief escapes. Lysdashi and Boz return with Silas to the Party House tavern, and another fight breaks out this evening. The Assistant Captain of the Guard for that part of town breaks it up using a large number of army troops. Four arrests are made, namely the town blacksmith and the three party members. [I][DM’s Note #57: The party continued to be rather slow in getting into the actual text of Module A1, with most players focusing on role playing town encounters instead. In fact, only Lone’s player showed any interest in the module itself. I did manage to tie in a few enemy NPC’s from the module, that would show up later, namely the half-orcs encountered at the church (which is where they went to get paid for their slaver duties), and the higher level thief who snuck onto the ship to find out who the party were and what they were up to.][/I] [/QUOTE]
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