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The Ghost Tower of Inverness (C2)
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<blockquote data-quote="Silver Moon" data-source="post: 4460364" data-attributes="member: 8530"><p><strong>Chapter 47, “The Second Wave”, July 6th, 1006: </strong></p><p></p><p>The second team adventurers has carefully made its way into the seedy part of town in small groups so as not to appear to be a mob. Lone, Phraakeese and Tao coordinate the movements of the group, keeping a series of buildings under surveillance. Several dozen orcs and half-orcs are seen inside of residences near the abandoned temple, and a few ogres are also glimpsed, confirming that this is the part of the city where several of the slavers have set up shop. </p><p></p><p>The team is hesitant to take further action, not knowing what is happening to the other team. Phraakeese volunteers to head over to the temple and investigate. Fearing that he might get captured himself, he says, “If you don’t hear back from me in an hour start the attack.” </p><p></p><p>Phraakeese exits that part of the city and carefully makes his way around outside of town and then back towards the temple from the woods, following the same path that the other team had planned. He very cautiously enters the temple, and begins a room-by-room search. He suddenly hears the sound of swords clashing a few rooms away, and proceeds in that direction. He then hears the sound of multiple armored footsteps coming from behind him, and quickly hides behind a pile of debris as three armored half-orc guards charge past him in the direction of the swordfight. Phraakeese draws his sword and follows. </p><p></p><p>Two rooms away, the party is dealing with a half-dozen orcs who they encountered upon their return to the temple from the tunnels below. Phuddipeduzh was leading the team, and took the brunt of the attacks, with him now on the verge of collapsing as the other party members move up to fight the orcs. As the last of the orcs fall a trio of half-orc reinforcements charge into the fray. The party dispatches two, and the third turns and runs out of the room, and directly into Phraakeese, who dispatches the surprised enemy with two sword swipes. </p><p></p><p>The party is surprised to see Phraakeese, and ask him about the second wave. He has lost track of the time, but figures it has been close to an hour, and says “They should be starting the attack any time now.” Moments later, sounds of explosions are heard coming from outside. </p><p></p><p>Klaaze and Freyland had initiated the attack, with a frontal assault on one of the first building full of orcs, with Klaaze kicking in the door and charging in swinging his sword, with the gnome right behind him, swinging his battleaxe into any orcs that Klaaze failed to kill. Boz, Lysdashi and Tao charge the building with the ogres, tossing flaming bottles of oil inside resulting in some spectacular explosions that alert the others to start the attack. </p><p></p><p>Serita and Melina both set fire to the roof of a corner building and then attack its occupants as they exit. Lone and Tonto have paired up with two of Hartmann’s associates who also wish to shut down the slaving operation, a paladin named Sir Marmaduke and an elvan fighter named Mojo, and the four of them take on a building in the other corner. Mark has been partnered with another of Hartmann’s friends, a female illusionist named Crystal, who are positioned to keep the foes from escaping back into town. Any foes that manage to slip past them are stopped by either the ship’s First Mate Jacob or the spaceman named Ron. </p><p></p><p>The fifteen adventurers make an impressive force to be reckoned with, and by the end of the first ten rounds of battle over half of the orcs and orges have been slain, and all of the buildings that they had resided in are on fire. The remaining foes split into three groups. One group joins the ogre leader who charges the part, consuming a potion that makes him grow to the size of a Stone Giant, with the proportional increase in strength. A second group assembles around the orc leader. The third group retreats to the temple. </p><p></p><p>The adventurers decide to concentrate their attacks on the oversized ogre, with him becoming the recipient of multiple arrows and spells. Ron is able to successfully fire his laser rifle into the monster’s brain, killing him, and he collapses. Without their leader, the foes around him are quickly defeated. Meanwhile, Serita manages to catch the orc leader within an insect swarm, which prompts him and his group to surrender. The group that ran back to the temple head to the nearest door, which is locked, and they bang on it to be let inside. </p><p></p><p>Coincidentally, this door is to the same room that the adventuring team within the temple are currently standing in. They hear the pounding on the door, and then hear in orcish “Let us in! We’re going to get killed out here!” “What should we do?” Blake asks. Phuddi answers “I say we let them in,” signaling the others to get into position, while also directing Jamie, Karroway and Silas to head down the hallway to get to the stables. The doors are opened, and most of the orcs and ogres charge into the ambush and are immediately cut down. </p><p></p><p>Six more still outside break off to the left and right, four heading towards the stables and two towards another room, which Natasha and Carole hurry to get to from inside of the temple. The ones who rush into the stable are ambushed by the other three, and it does not take the women long to track down and eliminate the final two, with Natasha taking a near fatal hit in the process. Those inside of the temple regroup inside of the stables. Kharole enters the stable without Natasha, but Phuddi is able to Detect Evil on her and reveals it to be a doppelganger. The monster is dispatched, and the real Kharole soon arrives with Natasha </p><p></p><p>The outside group has now dispatched all of the enemies and decide to hurry back to the ship before the town’s authorities arrive to arrest them, with the townspeople currently preoccupied by the fires to see the battle debris beyond it. They bringing along the captured orc prisoners. Klaaze manages to snag a number of items from the fallen foes, tossing them into his Bag of Holding. They manage to safely make their way back to the ship, and then split up the treasure that had been found. </p><p></p><p>Back in the stable, the party concludes that the loft is a safe enough place to rest. Both Natasha and Phuddipeduzh are in no shape to continue, and Phraakeese volunteers to take his wife and the paladin back to the ship. He says he will send back some of the others to bring their team back up to fighting strength. The trio are able to get out of the temple and away through the woods, making it back to the harbor and ship. </p><p></p><p>Once back at the ship volunteers are asked for to go take Narg, Natasha and Phuddipeduzh’s place. Klaaze, Lone, Lysdashi, Mojo and Tonto all volunteer. Phraakeese gives them directions, and they make their way back, with the rangers Lone and Lysdashi leading the way. They eventually join up with the others, and Mojo is introduced to the rest of the party. He says he had originally worked with a team known as the Liebercrantz Adventurers, who had previously fought a similar slaving operation, and was investigating to see if these slavers were affiliated with them. The reinforcement group takes up guard positions while the remainder of the party rests. </p><p></p><p>Back on the ship, the orc prisoners are questioned. One orc is cooperative, agreeing to help the party in exchange for his freedom and the sparing of his mate and son. He agrees to lead the party back to their lair, ten hours travel to the southwest. Looking at a map of the area, Tao, Isaiah and Tolbyrne recognize this lair is across the border in the Kaloon Lordholding, and is part of the Caves of Chaos, where they had adventured the previous autumn (Module #5). Tolbyrne remembered that area well, and agreed to accompany the group. Joining him and the orc are Crystal, Jacob, Mark, Melina, Ron Luther, Serita, and Sir Marmaduke. They travel throughout the night. </p><p></p><p><em>[DM’s Note #59: The reason for the side trip to the orc lair was that my grandmother had taken ill and I needed to travel to the Midwest to see her, not knowing how long I would be away. Natasha’s player had always been my back-up DM, but Natasha and Phuddi’s players were getting married in a few days and then going away on their honeymoon. So Narg’s player agreed to step in, and DM part of TSR’s Module B2: The Keep on the Borderlands until I returned. Each player kept their primary character in Clearwater, sending their secondary character off on the side mission. As I had planned to set Module A2 a ways off to the southwest this would also tie in well with that.] </em></p></blockquote><p></p>
[QUOTE="Silver Moon, post: 4460364, member: 8530"] [B]Chapter 47, “The Second Wave”, July 6th, 1006: [/B] The second team adventurers has carefully made its way into the seedy part of town in small groups so as not to appear to be a mob. Lone, Phraakeese and Tao coordinate the movements of the group, keeping a series of buildings under surveillance. Several dozen orcs and half-orcs are seen inside of residences near the abandoned temple, and a few ogres are also glimpsed, confirming that this is the part of the city where several of the slavers have set up shop. The team is hesitant to take further action, not knowing what is happening to the other team. Phraakeese volunteers to head over to the temple and investigate. Fearing that he might get captured himself, he says, “If you don’t hear back from me in an hour start the attack.” Phraakeese exits that part of the city and carefully makes his way around outside of town and then back towards the temple from the woods, following the same path that the other team had planned. He very cautiously enters the temple, and begins a room-by-room search. He suddenly hears the sound of swords clashing a few rooms away, and proceeds in that direction. He then hears the sound of multiple armored footsteps coming from behind him, and quickly hides behind a pile of debris as three armored half-orc guards charge past him in the direction of the swordfight. Phraakeese draws his sword and follows. Two rooms away, the party is dealing with a half-dozen orcs who they encountered upon their return to the temple from the tunnels below. Phuddipeduzh was leading the team, and took the brunt of the attacks, with him now on the verge of collapsing as the other party members move up to fight the orcs. As the last of the orcs fall a trio of half-orc reinforcements charge into the fray. The party dispatches two, and the third turns and runs out of the room, and directly into Phraakeese, who dispatches the surprised enemy with two sword swipes. The party is surprised to see Phraakeese, and ask him about the second wave. He has lost track of the time, but figures it has been close to an hour, and says “They should be starting the attack any time now.” Moments later, sounds of explosions are heard coming from outside. Klaaze and Freyland had initiated the attack, with a frontal assault on one of the first building full of orcs, with Klaaze kicking in the door and charging in swinging his sword, with the gnome right behind him, swinging his battleaxe into any orcs that Klaaze failed to kill. Boz, Lysdashi and Tao charge the building with the ogres, tossing flaming bottles of oil inside resulting in some spectacular explosions that alert the others to start the attack. Serita and Melina both set fire to the roof of a corner building and then attack its occupants as they exit. Lone and Tonto have paired up with two of Hartmann’s associates who also wish to shut down the slaving operation, a paladin named Sir Marmaduke and an elvan fighter named Mojo, and the four of them take on a building in the other corner. Mark has been partnered with another of Hartmann’s friends, a female illusionist named Crystal, who are positioned to keep the foes from escaping back into town. Any foes that manage to slip past them are stopped by either the ship’s First Mate Jacob or the spaceman named Ron. The fifteen adventurers make an impressive force to be reckoned with, and by the end of the first ten rounds of battle over half of the orcs and orges have been slain, and all of the buildings that they had resided in are on fire. The remaining foes split into three groups. One group joins the ogre leader who charges the part, consuming a potion that makes him grow to the size of a Stone Giant, with the proportional increase in strength. A second group assembles around the orc leader. The third group retreats to the temple. The adventurers decide to concentrate their attacks on the oversized ogre, with him becoming the recipient of multiple arrows and spells. Ron is able to successfully fire his laser rifle into the monster’s brain, killing him, and he collapses. Without their leader, the foes around him are quickly defeated. Meanwhile, Serita manages to catch the orc leader within an insect swarm, which prompts him and his group to surrender. The group that ran back to the temple head to the nearest door, which is locked, and they bang on it to be let inside. Coincidentally, this door is to the same room that the adventuring team within the temple are currently standing in. They hear the pounding on the door, and then hear in orcish “Let us in! We’re going to get killed out here!” “What should we do?” Blake asks. Phuddi answers “I say we let them in,” signaling the others to get into position, while also directing Jamie, Karroway and Silas to head down the hallway to get to the stables. The doors are opened, and most of the orcs and ogres charge into the ambush and are immediately cut down. Six more still outside break off to the left and right, four heading towards the stables and two towards another room, which Natasha and Carole hurry to get to from inside of the temple. The ones who rush into the stable are ambushed by the other three, and it does not take the women long to track down and eliminate the final two, with Natasha taking a near fatal hit in the process. Those inside of the temple regroup inside of the stables. Kharole enters the stable without Natasha, but Phuddi is able to Detect Evil on her and reveals it to be a doppelganger. The monster is dispatched, and the real Kharole soon arrives with Natasha The outside group has now dispatched all of the enemies and decide to hurry back to the ship before the town’s authorities arrive to arrest them, with the townspeople currently preoccupied by the fires to see the battle debris beyond it. They bringing along the captured orc prisoners. Klaaze manages to snag a number of items from the fallen foes, tossing them into his Bag of Holding. They manage to safely make their way back to the ship, and then split up the treasure that had been found. Back in the stable, the party concludes that the loft is a safe enough place to rest. Both Natasha and Phuddipeduzh are in no shape to continue, and Phraakeese volunteers to take his wife and the paladin back to the ship. He says he will send back some of the others to bring their team back up to fighting strength. The trio are able to get out of the temple and away through the woods, making it back to the harbor and ship. Once back at the ship volunteers are asked for to go take Narg, Natasha and Phuddipeduzh’s place. Klaaze, Lone, Lysdashi, Mojo and Tonto all volunteer. Phraakeese gives them directions, and they make their way back, with the rangers Lone and Lysdashi leading the way. They eventually join up with the others, and Mojo is introduced to the rest of the party. He says he had originally worked with a team known as the Liebercrantz Adventurers, who had previously fought a similar slaving operation, and was investigating to see if these slavers were affiliated with them. The reinforcement group takes up guard positions while the remainder of the party rests. Back on the ship, the orc prisoners are questioned. One orc is cooperative, agreeing to help the party in exchange for his freedom and the sparing of his mate and son. He agrees to lead the party back to their lair, ten hours travel to the southwest. Looking at a map of the area, Tao, Isaiah and Tolbyrne recognize this lair is across the border in the Kaloon Lordholding, and is part of the Caves of Chaos, where they had adventured the previous autumn (Module #5). Tolbyrne remembered that area well, and agreed to accompany the group. Joining him and the orc are Crystal, Jacob, Mark, Melina, Ron Luther, Serita, and Sir Marmaduke. They travel throughout the night. [I][DM’s Note #59: The reason for the side trip to the orc lair was that my grandmother had taken ill and I needed to travel to the Midwest to see her, not knowing how long I would be away. Natasha’s player had always been my back-up DM, but Natasha and Phuddi’s players were getting married in a few days and then going away on their honeymoon. So Narg’s player agreed to step in, and DM part of TSR’s Module B2: The Keep on the Borderlands until I returned. Each player kept their primary character in Clearwater, sending their secondary character off on the side mission. As I had planned to set Module A2 a ways off to the southwest this would also tie in well with that.] [/I] [/QUOTE]
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