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<blockquote data-quote="solomanii" data-source="post: 1389765" data-attributes="member: 13963"><p><strong>Totally Arbitrary Campaign Setting III</strong></p><p></p><p>Our intrepid band of adventurers;</p><p></p><p>Cleopatra Jones, 6th Wizard/4th Cleric of Erollisi Marr.</p><p>Volvodor, 10th level Minotaur Fighter.</p><p>Syrnio, Half-Aquatic Elf Monk of the Quivering Palm (10th).</p><p>Ned Sin, A recovering Barghest (10th).</p><p>Glint, Elven Ranger (10th).</p><p>Sir John, Human Proxy of Mithaniel Marr (10th Paladin).</p><p></p><p>The story so far: After being tasked with a strange assassination mission</p><p>(to kill their benefactor, a certain Lodash, before he becomes powerful,</p><p>i.e. they need to go back in time) and having the time portal misfire</p><p>sending them to Baator (via the Astral) the heroes end up in Sigil. They</p><p>land smack bang in the middle of the Mortuary and manage to make their way</p><p>out with a minimum of fuss and no bloodshed. They spend sometime in the</p><p>Hive district and discovered, to their chagrin, that they had been their</p><p>before. Atleast, other versions of them had. While this is going on</p><p>Cleopatra Jones soon discovers that her clerical spells have stopped</p><p>functioning. This was coupled with an affliction of nightmares about</p><p>Erollisi Marr (the characters deity) being imprisoned in the Abyss by</p><p>Graz'zt. They decide to try and find out what happened to Erollisi. After</p><p>some research and garnish they find a portal in the Slaags that leads</p><p>directly to Grazz'ts Triple Realm. We pickup the story with the characters</p><p>about to approach the portal.</p><p></p><p>Todays episode: Deciding not to track Kadyx but head directly for the</p><p>portal they are "ambushed" by a horde of Dretches and Abyssal Maws. They</p><p>dispatch them easily with the help of an old comrade named Glint and Sir</p><p>John, the Proxy of Mithaniel Marr (the brother of Erollisi Marr). Both Sir</p><p>John and Glint decide to join our heroes in their journey to the Abyss.</p><p>Sir John provides Cleopatra Jones with a power key in the shape of a cross</p><p>(an X) which will allow her to use her healing spells at full strength in</p><p>the Abyss.</p><p></p><p>In his usual gruff fashion Volvador picks up Ned and throws him through the</p><p>portal. Ned doesn't like this one bit and immediately charms Volvador to</p><p>stop him "goblin throwing" him through doorways all the time.</p><p></p><p>No sooner had they come through the portal into the town of Samoria then</p><p>they were beset by a band of wandering Bar-lgura "thugs". With some quick</p><p>tactical thinking they managed to overcome the thugs with only some of</p><p>their resources used (some wounds, a few spells gone etc.). (DMs Note: I</p><p>love Bar-lgura, they make excellent opponents against melee heavy party</p><p>with their Spring Attack abilities and brutal strength).</p><p></p><p>After some more research and devising a cunning plan to "disguise" Sir John</p><p>(who, as a Paladin, is a big red walking target in the Abyss) as a special</p><p>present/prisoner of Mareet (the Succubus who runs Samoria) the party</p><p>discovers that it is fairly common knowledge that Grazz't has a lady guest</p><p>who fits the description of Erollisi. After a few more close encounters</p><p>with the locals (including the closest thing to a police force the town</p><p>has, the Lady's Lancers - Alu-Fiend enforcers of Mareet) they are told that</p><p>the lords lady guest travels between Samoria and Zelatar the capital of the</p><p>triple planes every few months. The journey takes 1 week overland but most</p><p>people use the Fiery Cauldrons to teleport from one city to the next. The</p><p>Fiery Cauldrons are found throughout the Triple Realm and are miniature</p><p>volcanoes of green flames and lava. Some are portals and some are just</p><p>tiny geysers of heat and pain.</p><p></p><p>Garnishing a few of the locals they find a cauldron that will "take them</p><p>directly to Zelatar". Of course, this is the Abyss, and instead it drops</p><p>them in the middle of the Viper Forest. Zelatar is within sight, but the</p><p>party has to spend 2 days and 1 night in the eerie forest (obviously they</p><p>didn't use enough garnish).</p><p></p><p>They spend an uneventful day travelling through the viper forest following</p><p>the meandering River of Salt. The forest is bereft of animals and the</p><p>trees gently sway even when there is no wind. Glint recognises the trees</p><p>as Viper Trees - snake headed abominations.</p><p></p><p>As night falls (but before the players light a fire) the forest is filled</p><p>with an incomprehensible whispering and the nearest trees uproot themselves</p><p>and attack the party. Each of the "branches" of the tree turn into full</p><p>grown vipers and they strike at the party. Ned is paralysed by the venom</p><p>of the tree. The rest of the party carry the fight with a well placed</p><p>fireball and alchemical fire (molotov). The trees are highly flammable and</p><p>burn quickly, some of them exploding on death and igniting other trees.</p><p>Eventually a forest fire starts and the forest becomes a raging inferno.</p><p>The heat and the fumes threaten to kill the party. They have the ability</p><p>to outrun the fire, but only temporarily since eventually their stamina</p><p>will run out. Crossing the river to the other bank (which is flame free)</p><p>does not seem possible since the river has a corrosive affect on anything</p><p>placed into it. One of the original viper trees the party fell was of huge</p><p>size. Using his awesome strength Volvador picks the tree up and uses it as</p><p>a bridge to get to the other side of the river. The party manage to make</p><p>it across before the tree is completely dissolved.</p><p></p><p>They watch as the far bank is engulfed in flames. The forest is filled</p><p>with whispers ("murderers") as they set-up camp. CJ casts remove paralysis</p><p>on Ned and he recovers, but the poison has also debilitated his ability to</p><p>co-ordinate (-4 to dex). The party stick close to the bank as far away</p><p>from the trees as possible with a large bonfire to keep the trees away.</p><p>Inexplicably, Volvador believes that the fire wont keep the trees away and</p><p>decides to go for a walk along the beach - alone and without a flame. When</p><p>he is 50' away from the party 4 huge Viper Trees animate and attack</p><p>catching him by surprise. Volvador, being stubborn, insists he can handle</p><p>it himself and tells the party not to intervene. The Trees have other</p><p>ideas. On their first attack the first Viper tree scores a critical hit as</p><p>well as paralysing Volvador. At this point he still insists he can handle</p><p>it (despite being completely immobilised with the added bonus of -4 to</p><p>dex). After another round of punishment the party decides to intervene.</p><p>The battle is tough and Ned Cin, trying to feed a healing potion to</p><p>Volvador is again paralysed and loses another 4 DEX. The night sky is</p><p>filled with a fiery red light just after the combatants hear CJ yelling</p><p>"INCOMING FIREBALL!" from the campsite (about 50' away). The other players</p><p>duck for cover as an incoming Fireball (Sir John takes one for the team</p><p>being in the radius of the fireball) lays the remaining viper trees low.</p><p></p><p>After a night of rest the party moves off, without further incident, to</p><p>Zelatar. The poisons DEX penalty is persistent and has not worn off yet</p><p>and is unaffected by Neutralise Poison. The game ends for the night.</p><p></p><p>Glints backstory: John is a new player to 3e but and old hand at d&d.</p><p>Glint knows the PCs when they lived on Pangaei and adventured with them</p><p>before they went there seperate ways. One of his adventures leads him to a</p><p>place called the Anvil of Time. This Anvil is a kind of time machine and</p><p>flings him, as far as he can tell, into the future. When he leaves the</p><p>Anvil, Pangaei seems to have been decimated by an apocalyptic war. The</p><p>land is charred and it seems the old order of undead rulers has been swept</p><p>away. The place is ruled by some gaunt, yellow-gray skinned humanoids who</p><p>dress in gothic armour. They pursue him for days when they finally trap</p><p>him. In a final desperate bid to escape he dives through two overhanging</p><p>trees which form a portal that leads to the Sigil sewers beneath the</p><p>Slaags.</p><p></p><p>Sir Johns backstory: Sir John was meant to be a 5 minute NPC who gives the</p><p>players some info and the power key. But we had a new player who wanted to</p><p>have a go at D&D so we let him take over the reigns of Sir John, hence his</p><p>decision to help the party in the abyss. The player was only visiting</p><p>Japan for a few weeks so he wont be seeing the rest of this adventure out.</p></blockquote><p></p>
[QUOTE="solomanii, post: 1389765, member: 13963"] [b]Totally Arbitrary Campaign Setting III[/b] Our intrepid band of adventurers; Cleopatra Jones, 6th Wizard/4th Cleric of Erollisi Marr. Volvodor, 10th level Minotaur Fighter. Syrnio, Half-Aquatic Elf Monk of the Quivering Palm (10th). Ned Sin, A recovering Barghest (10th). Glint, Elven Ranger (10th). Sir John, Human Proxy of Mithaniel Marr (10th Paladin). The story so far: After being tasked with a strange assassination mission (to kill their benefactor, a certain Lodash, before he becomes powerful, i.e. they need to go back in time) and having the time portal misfire sending them to Baator (via the Astral) the heroes end up in Sigil. They land smack bang in the middle of the Mortuary and manage to make their way out with a minimum of fuss and no bloodshed. They spend sometime in the Hive district and discovered, to their chagrin, that they had been their before. Atleast, other versions of them had. While this is going on Cleopatra Jones soon discovers that her clerical spells have stopped functioning. This was coupled with an affliction of nightmares about Erollisi Marr (the characters deity) being imprisoned in the Abyss by Graz'zt. They decide to try and find out what happened to Erollisi. After some research and garnish they find a portal in the Slaags that leads directly to Grazz'ts Triple Realm. We pickup the story with the characters about to approach the portal. Todays episode: Deciding not to track Kadyx but head directly for the portal they are "ambushed" by a horde of Dretches and Abyssal Maws. They dispatch them easily with the help of an old comrade named Glint and Sir John, the Proxy of Mithaniel Marr (the brother of Erollisi Marr). Both Sir John and Glint decide to join our heroes in their journey to the Abyss. Sir John provides Cleopatra Jones with a power key in the shape of a cross (an X) which will allow her to use her healing spells at full strength in the Abyss. In his usual gruff fashion Volvador picks up Ned and throws him through the portal. Ned doesn't like this one bit and immediately charms Volvador to stop him "goblin throwing" him through doorways all the time. No sooner had they come through the portal into the town of Samoria then they were beset by a band of wandering Bar-lgura "thugs". With some quick tactical thinking they managed to overcome the thugs with only some of their resources used (some wounds, a few spells gone etc.). (DMs Note: I love Bar-lgura, they make excellent opponents against melee heavy party with their Spring Attack abilities and brutal strength). After some more research and devising a cunning plan to "disguise" Sir John (who, as a Paladin, is a big red walking target in the Abyss) as a special present/prisoner of Mareet (the Succubus who runs Samoria) the party discovers that it is fairly common knowledge that Grazz't has a lady guest who fits the description of Erollisi. After a few more close encounters with the locals (including the closest thing to a police force the town has, the Lady's Lancers - Alu-Fiend enforcers of Mareet) they are told that the lords lady guest travels between Samoria and Zelatar the capital of the triple planes every few months. The journey takes 1 week overland but most people use the Fiery Cauldrons to teleport from one city to the next. The Fiery Cauldrons are found throughout the Triple Realm and are miniature volcanoes of green flames and lava. Some are portals and some are just tiny geysers of heat and pain. Garnishing a few of the locals they find a cauldron that will "take them directly to Zelatar". Of course, this is the Abyss, and instead it drops them in the middle of the Viper Forest. Zelatar is within sight, but the party has to spend 2 days and 1 night in the eerie forest (obviously they didn't use enough garnish). They spend an uneventful day travelling through the viper forest following the meandering River of Salt. The forest is bereft of animals and the trees gently sway even when there is no wind. Glint recognises the trees as Viper Trees - snake headed abominations. As night falls (but before the players light a fire) the forest is filled with an incomprehensible whispering and the nearest trees uproot themselves and attack the party. Each of the "branches" of the tree turn into full grown vipers and they strike at the party. Ned is paralysed by the venom of the tree. The rest of the party carry the fight with a well placed fireball and alchemical fire (molotov). The trees are highly flammable and burn quickly, some of them exploding on death and igniting other trees. Eventually a forest fire starts and the forest becomes a raging inferno. The heat and the fumes threaten to kill the party. They have the ability to outrun the fire, but only temporarily since eventually their stamina will run out. Crossing the river to the other bank (which is flame free) does not seem possible since the river has a corrosive affect on anything placed into it. One of the original viper trees the party fell was of huge size. Using his awesome strength Volvador picks the tree up and uses it as a bridge to get to the other side of the river. The party manage to make it across before the tree is completely dissolved. They watch as the far bank is engulfed in flames. The forest is filled with whispers ("murderers") as they set-up camp. CJ casts remove paralysis on Ned and he recovers, but the poison has also debilitated his ability to co-ordinate (-4 to dex). The party stick close to the bank as far away from the trees as possible with a large bonfire to keep the trees away. Inexplicably, Volvador believes that the fire wont keep the trees away and decides to go for a walk along the beach - alone and without a flame. When he is 50' away from the party 4 huge Viper Trees animate and attack catching him by surprise. Volvador, being stubborn, insists he can handle it himself and tells the party not to intervene. The Trees have other ideas. On their first attack the first Viper tree scores a critical hit as well as paralysing Volvador. At this point he still insists he can handle it (despite being completely immobilised with the added bonus of -4 to dex). After another round of punishment the party decides to intervene. The battle is tough and Ned Cin, trying to feed a healing potion to Volvador is again paralysed and loses another 4 DEX. The night sky is filled with a fiery red light just after the combatants hear CJ yelling "INCOMING FIREBALL!" from the campsite (about 50' away). The other players duck for cover as an incoming Fireball (Sir John takes one for the team being in the radius of the fireball) lays the remaining viper trees low. After a night of rest the party moves off, without further incident, to Zelatar. The poisons DEX penalty is persistent and has not worn off yet and is unaffected by Neutralise Poison. The game ends for the night. Glints backstory: John is a new player to 3e but and old hand at d&d. Glint knows the PCs when they lived on Pangaei and adventured with them before they went there seperate ways. One of his adventures leads him to a place called the Anvil of Time. This Anvil is a kind of time machine and flings him, as far as he can tell, into the future. When he leaves the Anvil, Pangaei seems to have been decimated by an apocalyptic war. The land is charred and it seems the old order of undead rulers has been swept away. The place is ruled by some gaunt, yellow-gray skinned humanoids who dress in gothic armour. They pursue him for days when they finally trap him. In a final desperate bid to escape he dives through two overhanging trees which form a portal that leads to the Sigil sewers beneath the Slaags. Sir Johns backstory: Sir John was meant to be a 5 minute NPC who gives the players some info and the power key. But we had a new player who wanted to have a go at D&D so we let him take over the reigns of Sir John, hence his decision to help the party in the abyss. The player was only visiting Japan for a few weeks so he wont be seeing the rest of this adventure out. [/QUOTE]
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