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Traveling in Cormyr
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<blockquote data-quote="Graywolf-ELM" data-source="post: 1320286" data-attributes="member: 16236"><p><strong>8th of Tarasakh, The next day</strong></p><p></p><p>The 8th of Tarasakh for our adventurers ends up being a long day, with multiple encounters</p><p></p><p><strong>When:</strong> The 8th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Bearden’s Hollow</p><p><strong>Setting:</strong> Buildings outside of the town proper 2-miles down the road</p><p></p><p><strong>NPC’s:</strong></p><p>Enmar Tallthen – Innkeeper</p><p>Father Denothen – Cleric of Helm</p><p>Jamen - Townsperson – Injured with a Black/Green Bruise</p><p></p><p><strong>Occurrences:</strong></p><p>The morning is met with the news that the roads are washed out, and something from the bog has attacked some of the townspeople. The Caravan master Vadulan has asked the characters to come with him to see if there is anything that can be done to help clear the roads.</p><p></p><p>The Characters take a two-mile walk down the road to a grouping of buildings with Vadulan. A Cleric wearing the Symbol of Helm is laying out 13 Bodies between the buildings and covering them. The Cleric is found to be Father Denothen, the bodies were washed up from the Bog during the storm, and they are generations old, from the old Bearden’s Hollow. The Cleric describes a Foul creature with Green Glowing Eyes, and claws that has attacked on the same night. Jamen is in one of the nearby buildings recovering from his injuries. The Cleric describes the need to identify the people, and find the Green-eyed creature.</p><p></p><p>Vadulan encourages the characters to help the Cleric in whatever way they can. Vadulan heads on to meet with Earl Duneman to negotiate pricing for Wine.</p><p></p><p>The Characters go into the building to hear Jamen’s account of meeting the creature. The Characters decide to catch up with Vadulan to decide on the next course of action and see how long they will be in town.</p><p></p><p><strong>When:</strong> The 8th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Bearden’s Hollow</p><p><strong>Setting:</strong> Small Estate – 2 Miles north of the buildings – Windy Drizzling</p><p></p><p><strong>NPC’s:</strong></p><p>Earl Duneman – Earl, leader of the town, and Tradesman</p><p>Gaith – Constable of the town</p><p>Serving Woman</p><p></p><p><strong>Occurrences:</strong></p><p>The characters walk 2 miles north to the small estate where Vadulan was headed. It is windy and drizzling. The small estate has a 3-story tower attached to the main house, and a 3-foot fence surrounding it. The Gates are smashed, and there are a couple of town guardsmen (Wearing Eagle Crest Tabards) repairing it. The characters are directed to the main house. There are claw marks on the door and it is somewhat battered.</p><p></p><p>The Characters are allowed entry, and are introduced to Earl Duneman, and Constable Gaith by Vadulan. They are sitting around a table sipping wine, and discussing business, and recent events. The creature also attacked the estate, and was driven off when the bell in the tower was rung for reinforcements. The party quizzed the Earl and Gaith and found out that the Old Town of Bearden’s Hollow is off to the east of the new town. The town was founded to guard against evil in the swamp. A Black Dragon raised the town to the ground, it was slain by Isendale. The estate is named after Isendale. Talking to the old serving woman, the party finds out that the Isendales were taken in the night, and never heard from again. The Earl suggested that we should seek out the swamp witch. Coso suggested that the party track the creature into the swamp.</p><p></p><p><strong>When:</strong> The 8th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Bearden’s Hollow – In the Swamp</p><p><strong>Setting:</strong> Heading into the swamp from the Isendale estate</p><p></p><p><strong>NPC’s:</strong></p><p>Ou Lay Yan - Lizardman</p><p></p><p><strong>Occurrences:</strong></p><p><em>Encounter>></em> The characters start tracking the creature into the swamp with the swamp being tested ahead with a staff or wooden pole. A crunch is heard and Big Crayfish come out of the swamp, looking for a quick meal. Coso takes a swipe at one and the short sword crunches home. Ishmar Spears one in the face. The 3rd crayfish hits lourian. Coso slips trying to attack the 3rd giant crayfish, and Ishmar finishes it off with a crunch.</p><p></p><p><em>Encounter>></em> 2 hours further into the swamp Coso notices a Lizard looking humanoid in the distance, talking with a Raven. Coso does a sneak and hide up to 15 feet away from the Lizardman, and steps in a puddle of water, the Lizardman notices, and Coso asks him where the creature can be found. The Lizardman tells him North to the Old Ladies’ Cave. The Lizardman moves off as the party comes forward, and Lourian finds a Lizardman body. Coso calls the guy back, and the party finds out that he was waiting for his group to return, and this was one of them, brutally killed. The Lizardman is called Ou Lay Yan. He says that he will help the party track the creature.</p><p></p><p>The party continues east as a rainstorm starts. Ou Lay Yan brings the party into the “Wolf Ones’ Territory”, and to the Old Bearden’s Hollow.</p><p></p><p><strong>When:</strong> The 8th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Old Bearden’s Hollow – In the Swamp</p><p><strong>Setting:</strong> Heading into Old Bearden’s Hollow</p><p></p><p><strong>NPC’s:</strong></p><p></p><p><strong>Occurrences:</strong></p><p>The party comes up to an old structure, a dark shape of a building, with a rotting sign. It is a symbol of Helm. This looks to be the remains of the old sanctuary to Helm.</p><p></p><p><strong>When:</strong> The 8th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Old Bearden’s Hollow – In the Swamp</p><p><strong>Setting:</strong> The old sanctuary to Helm in the Old Bearden’s Hollow</p><p></p><p><strong>NPC’s:</strong></p><p></p><p><strong>Occurrences:</strong></p><p>The low doorway is an entryway into a circular room 80 feet in diameter. The floor is tilted away from the entryway, and there are two other doors out of the room to the East and West. Coso scouts out the room, and Ishmar almost slips trying to make his way down. Lourian sends a rat to look through the doorway to the West, and finds it blocked with rubble, and then to the East, which is still open. Ishmar pulls out a lantern and shines it around.</p><p></p><p>The party takes the only remaining passage. Thick Mud and a tangle of roots line the hallway to the east. It goes on for about 12 strides, and then the corridor goes left. Part of the ceiling is collapsed in this part of the hallway. 12 to 14 strides this direction, and the corridor goes right. The corridor ends about20 feet further down, with a 10 to 15 foot double door entrance on the right side of the hallway.</p><p></p><p><em>Encounter>></em> 3 giant centipedes come chattering out of the dark. Ishmar charges them and misses with his spear. Coso charges and misses with his short sword. Ishmar misses again, and Coso kills one on the next swing. Ishmar crunches the next one, and Coso steps forward and kills the last one.</p><p></p><p><em>Encounter>></em> The party comes to the room off of the corridor, the right part of the room is collapsed and there are shelves of books and scrolls. The room is L-shaped. I call all clear, and Lourian points past me to the creature. Ishmar comes around the corner and stops. Nysis comes around the corner and tries to turn the creature. Coso stumbles back and is not hit, but is hit with a fear aura. Nysis comes by on the left and misses; Lourian tries to bash it with a lantern. Nysis lights the creature on fire. The fear aura goes away during the battle.</p><p></p><p>The party searches the room, and finds scrolls about graves. The Mummy continues to burn. In the south end of the room, there is a large hole in the floor. The Druid is lowered down the rope to some barrels the room is about 10 x 20 feet. The party follows the Druid. There is a door, which Coso kicks in with a 10-foot wide corridor going down between 15 and 35 feet beyond the door. There are 2 doors on the right hand wall.</p><p></p><p><em>Encounter>></em> The party goes to the first door, and Ishmar kicks this one in. As he enters, there is an explosion of cold, as he has a torch. Coso drags Ishmar out of the Brown mold, and Lourian attempts to heal him. The party decides to drag Ishmar up to the burning mummy and warm him up. After Ishmar is well enough to travel, Coso grabs up the damaged armor, and the part travels back to Bearden’s Hollow.</p></blockquote><p></p>
[QUOTE="Graywolf-ELM, post: 1320286, member: 16236"] [b]8th of Tarasakh, The next day[/b] The 8th of Tarasakh for our adventurers ends up being a long day, with multiple encounters [B]When:[/B] The 8th of Tarasakh [B]Where:[/B] Cormyr, Bearden’s Hollow [B]Setting:[/B] Buildings outside of the town proper 2-miles down the road [B]NPC’s:[/B] Enmar Tallthen – Innkeeper Father Denothen – Cleric of Helm Jamen - Townsperson – Injured with a Black/Green Bruise [B]Occurrences:[/B] The morning is met with the news that the roads are washed out, and something from the bog has attacked some of the townspeople. The Caravan master Vadulan has asked the characters to come with him to see if there is anything that can be done to help clear the roads. The Characters take a two-mile walk down the road to a grouping of buildings with Vadulan. A Cleric wearing the Symbol of Helm is laying out 13 Bodies between the buildings and covering them. The Cleric is found to be Father Denothen, the bodies were washed up from the Bog during the storm, and they are generations old, from the old Bearden’s Hollow. The Cleric describes a Foul creature with Green Glowing Eyes, and claws that has attacked on the same night. Jamen is in one of the nearby buildings recovering from his injuries. The Cleric describes the need to identify the people, and find the Green-eyed creature. Vadulan encourages the characters to help the Cleric in whatever way they can. Vadulan heads on to meet with Earl Duneman to negotiate pricing for Wine. The Characters go into the building to hear Jamen’s account of meeting the creature. The Characters decide to catch up with Vadulan to decide on the next course of action and see how long they will be in town. [B]When:[/B] The 8th of Tarasakh [B]Where:[/B] Cormyr, Bearden’s Hollow [B]Setting:[/B] Small Estate – 2 Miles north of the buildings – Windy Drizzling [B]NPC’s:[/B] Earl Duneman – Earl, leader of the town, and Tradesman Gaith – Constable of the town Serving Woman [B]Occurrences:[/B] The characters walk 2 miles north to the small estate where Vadulan was headed. It is windy and drizzling. The small estate has a 3-story tower attached to the main house, and a 3-foot fence surrounding it. The Gates are smashed, and there are a couple of town guardsmen (Wearing Eagle Crest Tabards) repairing it. The characters are directed to the main house. There are claw marks on the door and it is somewhat battered. The Characters are allowed entry, and are introduced to Earl Duneman, and Constable Gaith by Vadulan. They are sitting around a table sipping wine, and discussing business, and recent events. The creature also attacked the estate, and was driven off when the bell in the tower was rung for reinforcements. The party quizzed the Earl and Gaith and found out that the Old Town of Bearden’s Hollow is off to the east of the new town. The town was founded to guard against evil in the swamp. A Black Dragon raised the town to the ground, it was slain by Isendale. The estate is named after Isendale. Talking to the old serving woman, the party finds out that the Isendales were taken in the night, and never heard from again. The Earl suggested that we should seek out the swamp witch. Coso suggested that the party track the creature into the swamp. [B]When:[/B] The 8th of Tarasakh [B]Where:[/B] Cormyr, Bearden’s Hollow – In the Swamp [B]Setting:[/B] Heading into the swamp from the Isendale estate [B]NPC’s:[/B] Ou Lay Yan - Lizardman [B]Occurrences:[/B] [I]Encounter>>[/I] The characters start tracking the creature into the swamp with the swamp being tested ahead with a staff or wooden pole. A crunch is heard and Big Crayfish come out of the swamp, looking for a quick meal. Coso takes a swipe at one and the short sword crunches home. Ishmar Spears one in the face. The 3rd crayfish hits lourian. Coso slips trying to attack the 3rd giant crayfish, and Ishmar finishes it off with a crunch. [I]Encounter>>[/I] 2 hours further into the swamp Coso notices a Lizard looking humanoid in the distance, talking with a Raven. Coso does a sneak and hide up to 15 feet away from the Lizardman, and steps in a puddle of water, the Lizardman notices, and Coso asks him where the creature can be found. The Lizardman tells him North to the Old Ladies’ Cave. The Lizardman moves off as the party comes forward, and Lourian finds a Lizardman body. Coso calls the guy back, and the party finds out that he was waiting for his group to return, and this was one of them, brutally killed. The Lizardman is called Ou Lay Yan. He says that he will help the party track the creature. The party continues east as a rainstorm starts. Ou Lay Yan brings the party into the “Wolf Ones’ Territory”, and to the Old Bearden’s Hollow. [B]When:[/B] The 8th of Tarasakh [B]Where:[/B] Cormyr, Old Bearden’s Hollow – In the Swamp [B]Setting:[/B] Heading into Old Bearden’s Hollow [B]NPC’s:[/B] [B]Occurrences:[/B] The party comes up to an old structure, a dark shape of a building, with a rotting sign. It is a symbol of Helm. This looks to be the remains of the old sanctuary to Helm. [B]When:[/B] The 8th of Tarasakh [B]Where:[/B] Cormyr, Old Bearden’s Hollow – In the Swamp [B]Setting:[/B] The old sanctuary to Helm in the Old Bearden’s Hollow [B]NPC’s:[/B] [B]Occurrences:[/B] The low doorway is an entryway into a circular room 80 feet in diameter. The floor is tilted away from the entryway, and there are two other doors out of the room to the East and West. Coso scouts out the room, and Ishmar almost slips trying to make his way down. Lourian sends a rat to look through the doorway to the West, and finds it blocked with rubble, and then to the East, which is still open. Ishmar pulls out a lantern and shines it around. The party takes the only remaining passage. Thick Mud and a tangle of roots line the hallway to the east. It goes on for about 12 strides, and then the corridor goes left. Part of the ceiling is collapsed in this part of the hallway. 12 to 14 strides this direction, and the corridor goes right. The corridor ends about20 feet further down, with a 10 to 15 foot double door entrance on the right side of the hallway. [I]Encounter>>[/I] 3 giant centipedes come chattering out of the dark. Ishmar charges them and misses with his spear. Coso charges and misses with his short sword. Ishmar misses again, and Coso kills one on the next swing. Ishmar crunches the next one, and Coso steps forward and kills the last one. [I]Encounter>>[/I] The party comes to the room off of the corridor, the right part of the room is collapsed and there are shelves of books and scrolls. The room is L-shaped. I call all clear, and Lourian points past me to the creature. Ishmar comes around the corner and stops. Nysis comes around the corner and tries to turn the creature. Coso stumbles back and is not hit, but is hit with a fear aura. Nysis comes by on the left and misses; Lourian tries to bash it with a lantern. Nysis lights the creature on fire. The fear aura goes away during the battle. The party searches the room, and finds scrolls about graves. The Mummy continues to burn. In the south end of the room, there is a large hole in the floor. The Druid is lowered down the rope to some barrels the room is about 10 x 20 feet. The party follows the Druid. There is a door, which Coso kicks in with a 10-foot wide corridor going down between 15 and 35 feet beyond the door. There are 2 doors on the right hand wall. [I]Encounter>>[/I] The party goes to the first door, and Ishmar kicks this one in. As he enters, there is an explosion of cold, as he has a torch. Coso drags Ishmar out of the Brown mold, and Lourian attempts to heal him. The party decides to drag Ishmar up to the burning mummy and warm him up. After Ishmar is well enough to travel, Coso grabs up the damaged armor, and the part travels back to Bearden’s Hollow. [/QUOTE]
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