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The Ghost Tower of Inverness (C2)
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<blockquote data-quote="Silver Moon" data-source="post: 4555604" data-attributes="member: 8530"><p><strong>Chapter 54, “Entering the Ghost Tower of Inverness”, May 11th, 1007: </strong></p><p></p><p>The group travels all day towards the Inverness section of the Island. It is getting towards evening, and Klaaze, Serita and Silas (whose players are coincidentally absent from the game) vote to exercise caution and wait to approach the structure. Isaiah, Mark, Mojo and Vincenzo disagree, and the four set up camp a camp in the woods closer to the structure and watch it during the night. </p><p></p><p>May 12th, 1007: </p><p></p><p>The quartet nearest the castle approach, and begin descend from a staircase going deep underground near the northeast tower. A group of five gnoll are encountered, fought and defeated. Beyond that is a room with a checkerboard tiled floor with an odd stature. The next room is occupied by a pair of beholders, which are also fought and defeated. By now the quartet is in pretty rough shape, with both clerics nearly out of spells, so they decide to retreat. They exit the castle, and rejoin their other four companions. </p><p></p><p>Back at Georgetown, Kharole is located and the party opts to no longer investigate the situation with the hobgobins. They pick up the party members in town, and the ship Silver Moon sets sail back towards the Isle of Clease. </p><p></p><p>May 13th, 1007: </p><p></p><p>The group decides to reenter the northeast tower, choosing to go up this time. A large room with a globe is soon found. The globe has the names of several creatures written on it, which Mojo begins to read aloud. The first two stated are Ape and Minotaur, upon which real creatures of those types appear and attack the party. The creatures are slain. The party then move on, encountering and defeating a blink dog, a displacer beast, and then umberhulk. The last proves to be too much for the group, and they decide to retreat. </p><p></p><p>They regroup outside of the tower, where they run into a very peculiar human magic-user by the name of Egap. They have a very confusing conversation with Egap, after which they conclude that he is either mentally unbalanced or just speaks using a lot of jargon that the group cannot comprehend. Klaaze and Serita choose to wait outside while the others investigate the castle. </p><p></p><p>The party heads back into the castle, now choosing to go up the southwest tower. A manticore is fought and defeated. The monster was guarding a secret door containing treasure, including some type of magical wand. Egap is given the wand to identify, but instead of casting a spell on it he tries to light and smoke it, so the party takes it back. </p><p></p><p>A room filled with boulders is next found, but the large rocks turn out to be only illusionary. The room has an elaborate door in it, which the party cannot get open. Vincenzo notices that the door has four carved indentations on it, one of which appears to be the exact same size as the rod that they had found. The rod is placed in the door, but nothing happens. The group decides to head back to the room with the manticore to look for the other three rods. </p><p></p><p>They are unable to find more, and exit the building. They join back up with Serita and Klaaze, who had spent the past several hours investigating around the outside of the building, where they found one of the other rods being sought. The party heads back into the woods to their camp, where Egap engages in some sort of strange ritual involving the consumption of various pills and beverages, after which he begins to converse with a variety of creatures that nobody else can see. </p><p></p><p>May 14th, 1007: </p><p></p><p>The group of Egap, Isaiah, Mark, Mojo, Silas and Vincenzo return to the southwest tower, and decide to head up. This leads to another section of the castle, which has many long and winding corridors. A large room occupied by a group of sixteen bugbears is encountered. The bugbears have not noticed them yet, so Silas enters the room while invisible. The monsters are able to smell him, and move in his direction. The remainder of the party charge in to assist him, and soon find that they are overwhelmed by the monsters. Egap throws some Pyrotechnics spells out through a crack in the wall, to signal Klaaze and Serita that they are in trouble. </p><p></p><p>Meanwhile, the ship Silver Moon has arrived back in the town of Palin. The party discovers that Tao is no longer there, having moved on to the Ghost Tower with several local adventurers who he had recruited. Kharole decides to try catching up with them, getting visual cues to teleport on ahead to the town of Chapman, and setting out for the tower from there. </p><p></p><p>Just as those in the room are on the verge of falling before the overwhelming number of bugbear foes a group of five allies charge into the room to assist them. Serita is among, the other being Tao and three new adventurers, a male dwarf, a male halfling and a female half-elf. With help from these reinforcements the bugbears are eventually defeated. Tao then makes introduction, the dwarf being a thief named Lannon, the halfling being a thief named Milo Burrows, and the half-elf being a magic-user named Fiona. A quick search of the room reveals a pile of treasure, including the third rod. The party exit the building, and Egap wanders off during the night. </p><p></p><p><em>[Chronicler’s Note #67: In the course of two months the group had gone from a record high of fifteen players to a core group of nine, and with summer vacations there had now been several games with only five or six people in attendance. To counter this, the players were now encouraged to bring guests. The first guest was a friend of Silas’s player. The player turned out to be almost as peculiar as the Egap character that he portrayed, and he was only with us for a single game. </em></p><p><em></em></p><p><em>The following week Serita’s player returned after a month-long absence while acting in summer stock, and she brought with her three new friends who she had met while doing the theatre productions. These proved to be very good choices, as Milo’s player became a regular member of the group and was with us for the next fifteen years. Lannon’s player remains an active player in the group today, some twenty-two years later. Fiona’s player only stayed with us for about half-a-year, but the character is still actively played, as the player passed it on to her husband (Lannon’s player) when she departed.]</em></p></blockquote><p></p>
[QUOTE="Silver Moon, post: 4555604, member: 8530"] [B]Chapter 54, “Entering the Ghost Tower of Inverness”, May 11th, 1007: [/B] The group travels all day towards the Inverness section of the Island. It is getting towards evening, and Klaaze, Serita and Silas (whose players are coincidentally absent from the game) vote to exercise caution and wait to approach the structure. Isaiah, Mark, Mojo and Vincenzo disagree, and the four set up camp a camp in the woods closer to the structure and watch it during the night. May 12th, 1007: The quartet nearest the castle approach, and begin descend from a staircase going deep underground near the northeast tower. A group of five gnoll are encountered, fought and defeated. Beyond that is a room with a checkerboard tiled floor with an odd stature. The next room is occupied by a pair of beholders, which are also fought and defeated. By now the quartet is in pretty rough shape, with both clerics nearly out of spells, so they decide to retreat. They exit the castle, and rejoin their other four companions. Back at Georgetown, Kharole is located and the party opts to no longer investigate the situation with the hobgobins. They pick up the party members in town, and the ship Silver Moon sets sail back towards the Isle of Clease. May 13th, 1007: The group decides to reenter the northeast tower, choosing to go up this time. A large room with a globe is soon found. The globe has the names of several creatures written on it, which Mojo begins to read aloud. The first two stated are Ape and Minotaur, upon which real creatures of those types appear and attack the party. The creatures are slain. The party then move on, encountering and defeating a blink dog, a displacer beast, and then umberhulk. The last proves to be too much for the group, and they decide to retreat. They regroup outside of the tower, where they run into a very peculiar human magic-user by the name of Egap. They have a very confusing conversation with Egap, after which they conclude that he is either mentally unbalanced or just speaks using a lot of jargon that the group cannot comprehend. Klaaze and Serita choose to wait outside while the others investigate the castle. The party heads back into the castle, now choosing to go up the southwest tower. A manticore is fought and defeated. The monster was guarding a secret door containing treasure, including some type of magical wand. Egap is given the wand to identify, but instead of casting a spell on it he tries to light and smoke it, so the party takes it back. A room filled with boulders is next found, but the large rocks turn out to be only illusionary. The room has an elaborate door in it, which the party cannot get open. Vincenzo notices that the door has four carved indentations on it, one of which appears to be the exact same size as the rod that they had found. The rod is placed in the door, but nothing happens. The group decides to head back to the room with the manticore to look for the other three rods. They are unable to find more, and exit the building. They join back up with Serita and Klaaze, who had spent the past several hours investigating around the outside of the building, where they found one of the other rods being sought. The party heads back into the woods to their camp, where Egap engages in some sort of strange ritual involving the consumption of various pills and beverages, after which he begins to converse with a variety of creatures that nobody else can see. May 14th, 1007: The group of Egap, Isaiah, Mark, Mojo, Silas and Vincenzo return to the southwest tower, and decide to head up. This leads to another section of the castle, which has many long and winding corridors. A large room occupied by a group of sixteen bugbears is encountered. The bugbears have not noticed them yet, so Silas enters the room while invisible. The monsters are able to smell him, and move in his direction. The remainder of the party charge in to assist him, and soon find that they are overwhelmed by the monsters. Egap throws some Pyrotechnics spells out through a crack in the wall, to signal Klaaze and Serita that they are in trouble. Meanwhile, the ship Silver Moon has arrived back in the town of Palin. The party discovers that Tao is no longer there, having moved on to the Ghost Tower with several local adventurers who he had recruited. Kharole decides to try catching up with them, getting visual cues to teleport on ahead to the town of Chapman, and setting out for the tower from there. Just as those in the room are on the verge of falling before the overwhelming number of bugbear foes a group of five allies charge into the room to assist them. Serita is among, the other being Tao and three new adventurers, a male dwarf, a male halfling and a female half-elf. With help from these reinforcements the bugbears are eventually defeated. Tao then makes introduction, the dwarf being a thief named Lannon, the halfling being a thief named Milo Burrows, and the half-elf being a magic-user named Fiona. A quick search of the room reveals a pile of treasure, including the third rod. The party exit the building, and Egap wanders off during the night. [I][Chronicler’s Note #67: In the course of two months the group had gone from a record high of fifteen players to a core group of nine, and with summer vacations there had now been several games with only five or six people in attendance. To counter this, the players were now encouraged to bring guests. The first guest was a friend of Silas’s player. The player turned out to be almost as peculiar as the Egap character that he portrayed, and he was only with us for a single game. The following week Serita’s player returned after a month-long absence while acting in summer stock, and she brought with her three new friends who she had met while doing the theatre productions. These proved to be very good choices, as Milo’s player became a regular member of the group and was with us for the next fifteen years. Lannon’s player remains an active player in the group today, some twenty-two years later. Fiona’s player only stayed with us for about half-a-year, but the character is still actively played, as the player passed it on to her husband (Lannon’s player) when she departed.][/I] [/QUOTE]
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