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<blockquote data-quote="El Jefe" data-source="post: 3236637" data-attributes="member: 19990"><p><strong>Adventure - M3: Assassin’s Knot (Patlin judging)</strong></p><p></p><p>This was a lengthy and intricate adventure by Manzanita, part of his Monemvassian series. The resolution was lost in the Crash of '06.</p><p></p><p>After the events listed in the remaining posts, the PCs discovered that the missing lute string, one of the three murder clues, was given by an innocent NPC to his equally innocent girlfriend, acting on behalf of the not-so-innocent NPC mayor. That started a thrilling sequence in which two PCs, acting alone, accompanied the girlfriend to see the mayor. The mayor insisted on interviewing the girl in private, after which she attempted to imprison the PCs. One escaped the mayor's castle while the other was subdued and imprisoned. The escapee ran to the House of Abraham ahead of a detachment of the mayor's guards, who were then driven off by the other PCs. When the mayor sent reinforcements, the PCs fled, one returning to Monemvassia to warn of the mayor's treachery, the others planning a daring raid on the mayor's castle to free their companion. After a very successful raid, the PCs once again fled, and met up with the Prince's forces marching south from Monemvassia. The adventure concluded with the PCs hunting down more conspirators in the woods near Three Rings. There, they uncovered tantalizing clues to the roots of the conspiracy, which led to an expedition into the jungles south of Three Rings that was the basis for the fourth and final installment of the Monemvassian series. The mayor and a few others were executed for their misdeeds.</p><p></p><p>With that out of the way, here's the geographical information: <ul> <li data-xf-list-type="ul">The town of Three Rings is south of Monemvassia. It is under Monemvassia’s protection, has a modest port, but has been the home of a notorious assassins group called the Black Hand.</li> <li data-xf-list-type="ul">The city-state of Monemvassia is a major port. It has had some minor problems with both pirates and sahuagins.</li> <li data-xf-list-type="ul">There is a Monemvassian military post a few miles north (an hour’s ride) of Three Rings.</li> <li data-xf-list-type="ul">There is a castle on a small island off the coast of Three Rings that belongs to Monemvassian nobility.</li> <li data-xf-list-type="ul">Three Rings is about four hours by horseback from Monemvassia.</li> <li data-xf-list-type="ul">The House of Abraham is the only inn in Three Rings.</li> <li data-xf-list-type="ul">There is a small apple orchard just north of Three Rings.</li> <li data-xf-list-type="ul">Nobody is admitted after 8 pm to attend shows at the theater in Three Rings.</li> <li data-xf-list-type="ul">Along with a garden, barn, corral and tool shed, the House of Abraham in Three Rings has an outhouse around back.</li> <li data-xf-list-type="ul">Each room in the House of Abraham in Three Rings is furnished with two double beds, a table, four chairs, a dresser by the door, a chest under the bed, a barred window with inside shutters, and a carpet on the floor.</li> <li data-xf-list-type="ul">There is a tailor in Three Rings, in a 20-by-20 foot building with two large windows in front.</li> <li data-xf-list-type="ul">The island with the tower near Three Rings is close enough to the mainland to be visible from the town.</li> <li data-xf-list-type="ul">There is a large statue of Delanor in Three Rings, just off the docks.</li> </ul><p>Here's a description of the tower/castle that is on the island visible from the docks at Three Rings:</p><p></p><p style="margin-left: 20px">As the boat approaches the island, you are able to see it well. The island is a rocky outcrop that is hardly larger than the tower structure atop it. A single tower just upwards at least 6 stories. Further smaller structures may exist, but are concealed by a stone wall that seems to go all around the island. The tower and wall are plain, but sturdy looking.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The boat rows around to the north of the island where you see a single pier jutting into the sea. A pillbox-like guardhouse stands at the place where the pier connects to the island wall. Hutchinson parks the boat and secures it to a post with a rope. He then leads you to the pillbox, where a single lightly armed guard opens the door and ushers you inside. You then walk through a domed wood and stone tunnel, about 7 foot high at its apex, on a curvy path leading to a sturdy metal-enforced oak door. Sunlight occationally peeks through the domed roof as you walk.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Hutchinson knocks twice on the door and an eyeslit is pulled back. An eye is placed at the hole briefly. Then the sound of a bolt it heard being pulled back, and the door opens. A pretty young woman, neatly dressed in black and white, smiles curiously at the party and invites them in. Hutchinson nods good bye and returns the way he came. You enter a solidly built stone hall. Torches burn on the walls and several benches trunks and suits of armor dot the sides. The woman leads the party to the nearest door and ushers them into a waiting room, with soft plush couches and low tables. </p><p></p><p>And some more information about the town and lands near Three Rings: <ul> <li data-xf-list-type="ul">Both apes and giant bats can be found in the swamps to the south of Three Rings.</li> <li data-xf-list-type="ul">There is a library in the tower/castle on the island just offshore of Three Rings.</li> <li data-xf-list-type="ul">The secret trap doors in the floor of each guest room in the House of Abraham in Three Rings are locked from the underside of the floor.</li> <li data-xf-list-type="ul">There is a gravel path on the grounds of the House of Abraham in Three Rings, leading from the main inn building to the outhouse and also to the barn.</li> <li data-xf-list-type="ul">The trap doors in the guest rooms at the House of Abraham in Three Rings open downward.</li> <li data-xf-list-type="ul">Giant crabs infest a beach just south of Three Rings.</li> <li data-xf-list-type="ul">The west door in the common room at the House of Abraham in Three Rings leads to the rooms, not to the outside.</li> <li data-xf-list-type="ul">Behind the east door of the waiting room in the Mayor’s castle in Three Rings lies a narrow, dark, unadorned hallway, which leads to a reception area.</li> </ul><p>While we're at it, here's a nice description of the reception area in the Mayor's castle in Three Rings:</p><p></p><p style="margin-left: 20px">On the east wall of this room is a stone dais of three steps. Atop the higheststep is a large, highly decorated wooden chair. Two smaller chairs sit on the next step down from the large chair. The dais itself is six feet wide and five feet deep, with the chairs standing along the back wail. The north and south walls are hung with tapestries of woodland scenes.</p><p></p><p>And more information on Three Rings and its environs: <ul> <li data-xf-list-type="ul">The first building to the south of the House of Abraham in Three Rings is a 30 x 25’ house that has been abandoned.</li> <li data-xf-list-type="ul">The jungles south of Three Rings are home to magical beasts and primitive barbarians.</li> <li data-xf-list-type="ul">There are two exits to the Theater of the Mystic Celebration in Three Rings, a main door and a smaller side door that leads to a small building in back that is the company’s residence.</li> <li data-xf-list-type="ul">The trapdoors in the rooms in the House of Abraham in Three Rings lead a 3’ high and wide passage with little ladders to each trapdoor.</li> <li data-xf-list-type="ul">The private quarters of the employees of the House of Abraham in Three Rings are on the west side of the building.</li> <li data-xf-list-type="ul">Across the road to the north of the Theater of the Mystic Celebration in Three Rings is a barn.</li> <li data-xf-list-type="ul">At the west end of the narrow passage under the trap doors in the floors of the guest rooms in the House of Abraham in Three Rings is a short ladder leading to another trap door, which is locked from above, unlike all the others.</li> <li data-xf-list-type="ul">Behind a locking door to the west of the common room at the House of Abraham in Three Rings lies the employee’s quarters. There is a hall that goes west for a ways and turns north, with a door to the left and a door at the west end at the turn.</li> <li data-xf-list-type="ul">The first room to the left past the door that leads to the employee’s quarters at the House of Abraham in Three Rings is the proprietor’s room, with a trap door in the floor that leads to the spy passage under the guest rooms.</li> </ul></blockquote><p></p>
[QUOTE="El Jefe, post: 3236637, member: 19990"] [b]Adventure - M3: Assassin’s Knot (Patlin judging)[/b] This was a lengthy and intricate adventure by Manzanita, part of his Monemvassian series. The resolution was lost in the Crash of '06. After the events listed in the remaining posts, the PCs discovered that the missing lute string, one of the three murder clues, was given by an innocent NPC to his equally innocent girlfriend, acting on behalf of the not-so-innocent NPC mayor. That started a thrilling sequence in which two PCs, acting alone, accompanied the girlfriend to see the mayor. The mayor insisted on interviewing the girl in private, after which she attempted to imprison the PCs. One escaped the mayor's castle while the other was subdued and imprisoned. The escapee ran to the House of Abraham ahead of a detachment of the mayor's guards, who were then driven off by the other PCs. When the mayor sent reinforcements, the PCs fled, one returning to Monemvassia to warn of the mayor's treachery, the others planning a daring raid on the mayor's castle to free their companion. After a very successful raid, the PCs once again fled, and met up with the Prince's forces marching south from Monemvassia. The adventure concluded with the PCs hunting down more conspirators in the woods near Three Rings. There, they uncovered tantalizing clues to the roots of the conspiracy, which led to an expedition into the jungles south of Three Rings that was the basis for the fourth and final installment of the Monemvassian series. The mayor and a few others were executed for their misdeeds. With that out of the way, here's the geographical information:[list] [*]The town of Three Rings is south of Monemvassia. It is under Monemvassia’s protection, has a modest port, but has been the home of a notorious assassins group called the Black Hand. [*]The city-state of Monemvassia is a major port. It has had some minor problems with both pirates and sahuagins. [*]There is a Monemvassian military post a few miles north (an hour’s ride) of Three Rings. [*]There is a castle on a small island off the coast of Three Rings that belongs to Monemvassian nobility. [*]Three Rings is about four hours by horseback from Monemvassia. [*]The House of Abraham is the only inn in Three Rings. [*]There is a small apple orchard just north of Three Rings. [*]Nobody is admitted after 8 pm to attend shows at the theater in Three Rings. [*]Along with a garden, barn, corral and tool shed, the House of Abraham in Three Rings has an outhouse around back. [*]Each room in the House of Abraham in Three Rings is furnished with two double beds, a table, four chairs, a dresser by the door, a chest under the bed, a barred window with inside shutters, and a carpet on the floor. [*]There is a tailor in Three Rings, in a 20-by-20 foot building with two large windows in front. [*]The island with the tower near Three Rings is close enough to the mainland to be visible from the town. [*]There is a large statue of Delanor in Three Rings, just off the docks. [/list]Here's a description of the tower/castle that is on the island visible from the docks at Three Rings: [INDENT]As the boat approaches the island, you are able to see it well. The island is a rocky outcrop that is hardly larger than the tower structure atop it. A single tower just upwards at least 6 stories. Further smaller structures may exist, but are concealed by a stone wall that seems to go all around the island. The tower and wall are plain, but sturdy looking. The boat rows around to the north of the island where you see a single pier jutting into the sea. A pillbox-like guardhouse stands at the place where the pier connects to the island wall. Hutchinson parks the boat and secures it to a post with a rope. He then leads you to the pillbox, where a single lightly armed guard opens the door and ushers you inside. You then walk through a domed wood and stone tunnel, about 7 foot high at its apex, on a curvy path leading to a sturdy metal-enforced oak door. Sunlight occationally peeks through the domed roof as you walk. Hutchinson knocks twice on the door and an eyeslit is pulled back. An eye is placed at the hole briefly. Then the sound of a bolt it heard being pulled back, and the door opens. A pretty young woman, neatly dressed in black and white, smiles curiously at the party and invites them in. Hutchinson nods good bye and returns the way he came. You enter a solidly built stone hall. Torches burn on the walls and several benches trunks and suits of armor dot the sides. The woman leads the party to the nearest door and ushers them into a waiting room, with soft plush couches and low tables. [/INDENT] And some more information about the town and lands near Three Rings:[list] [*]Both apes and giant bats can be found in the swamps to the south of Three Rings. [*]There is a library in the tower/castle on the island just offshore of Three Rings. [*]The secret trap doors in the floor of each guest room in the House of Abraham in Three Rings are locked from the underside of the floor. [*]There is a gravel path on the grounds of the House of Abraham in Three Rings, leading from the main inn building to the outhouse and also to the barn. [*]The trap doors in the guest rooms at the House of Abraham in Three Rings open downward. [*]Giant crabs infest a beach just south of Three Rings. [*]The west door in the common room at the House of Abraham in Three Rings leads to the rooms, not to the outside. [*]Behind the east door of the waiting room in the Mayor’s castle in Three Rings lies a narrow, dark, unadorned hallway, which leads to a reception area. [/list]While we're at it, here's a nice description of the reception area in the Mayor's castle in Three Rings: [INDENT]On the east wall of this room is a stone dais of three steps. Atop the higheststep is a large, highly decorated wooden chair. Two smaller chairs sit on the next step down from the large chair. The dais itself is six feet wide and five feet deep, with the chairs standing along the back wail. The north and south walls are hung with tapestries of woodland scenes.[/INDENT] And more information on Three Rings and its environs:[list] [*]The first building to the south of the House of Abraham in Three Rings is a 30 x 25’ house that has been abandoned. [*]The jungles south of Three Rings are home to magical beasts and primitive barbarians. [*]There are two exits to the Theater of the Mystic Celebration in Three Rings, a main door and a smaller side door that leads to a small building in back that is the company’s residence. [*]The trapdoors in the rooms in the House of Abraham in Three Rings lead a 3’ high and wide passage with little ladders to each trapdoor. [*]The private quarters of the employees of the House of Abraham in Three Rings are on the west side of the building. [*]Across the road to the north of the Theater of the Mystic Celebration in Three Rings is a barn. [*]At the west end of the narrow passage under the trap doors in the floors of the guest rooms in the House of Abraham in Three Rings is a short ladder leading to another trap door, which is locked from above, unlike all the others. [*]Behind a locking door to the west of the common room at the House of Abraham in Three Rings lies the employee’s quarters. There is a hall that goes west for a ways and turns north, with a door to the left and a door at the west end at the turn. [*]The first room to the left past the door that leads to the employee’s quarters at the House of Abraham in Three Rings is the proprietor’s room, with a trap door in the floor that leads to the spy passage under the guest rooms. [/list] [/QUOTE]
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