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Traveling in Cormyr
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<blockquote data-quote="Graywolf-ELM" data-source="post: 1323133" data-attributes="member: 16236"><p><strong>9th to 12th of Tarasakh</strong></p><p></p><p>The adventure continues with the party's triumphant return to Bearden's Hollow with the armor from the swamp mummy</p><p></p><p><strong>When:</strong> The 9th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Bearden’s Hollow</p><p><strong>Setting:</strong> Bearden’s hollow, at the gate, and then in the new sanctuary(church)</p><p><strong>NPC’s:</strong></p><p>Gaith</p><p>Earl Duneman</p><p>Father Denothen</p><p></p><p><strong>Occurrences:</strong></p><p>The party travels back through the swamp, yea verily. The party returns to Bearden’s Hollow, and bangs on the gate to gain entry. The guard directs the party to the Church. </p><p></p><p><em>Encounter>></em> Upon returning to the church, Gaith, and the Earl are here with Father Denothen. The armor is presented, and the Earl is horrified. Gaith and Lourian move to attack. Ishmar misses Duneman with his X-bow bolt. 3 guards come around the corner and attack Lourian. Coso attacks and kills a guardsman, Ishmar kills Gaith, Lourian kills a guardsman, and Ishmar kills a guardsman. The bodies are looted, and the good father comes back with some guards. During the battle, the Earl disappears, and is seen riding a horse out of town.</p><p></p><p><strong>Adventure:</strong></p><p> Follow up to Bogged Down; in the town of Bearden’s Hollow, bodies have washed up from a recent rainstorm. They need to be identified so that they can be properly put back to rest, but an ancient evil waits in the swamp, as well as a sinister secret of the town. The bodies have been identified, the ancient evil destroyed, and the secret discovered. The party is embroiled in new danger to help protect the town from depredations of the swamps denizens.</p><p></p><p><strong>When:</strong> The 11th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Bearden’s Hollow</p><p><strong>Setting:</strong> Bearden’s hollow, in the Wild Duke Inn after 2 days of rest</p><p><strong>NPC’s:</strong></p><p>Scared boy – townsperson</p><p></p><p><strong>Occurrences:</strong></p><p>The characters are sitting in the Inn enjoying a hearty breakfast, when a scared boy bursts in with news of a Lizardman attack. The party follows the boy and at the gate, the gate guard calls for 4 guardsmen to come assist the party. The characters travel 1 hour out of town, North. The horses have big slashes in the bodies. There are Tracks leading into the swamp. One set of boots, others Lizardmen. Lourian will track them into the swamp. The four guardsmen say they will stay behind.</p><p></p><p><strong>When:</strong> The 11th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Bearden’s Hollow Back in the Swamp again</p><p><strong>Setting:</strong> Swamp near Bearden’s hollow, tracking Lizardmen with a captive</p><p><strong>NPC’s:</strong></p><p>Kenwin – farmer - townsperson</p><p></p><p><strong>Occurrences:</strong></p><p><em>Encounter>></em> The Characters come upon 4 Lizardmen, and a Human on an island in the swamp. The human is tied hanging from a tree on the island. 9 rounds of combat, and Coso and Nysis are unconscious, and the 4 lizardmen are dead. </p><p></p><p>Nysis and Coso are stabilized, and Lourian heals Nysis. After waking up Nysis heals himself and then heals Coso.</p><p>Kenwin is brought back to his cart. He says he was picking berries with his son, when the Lizardmen attacked. The 4 Guardsmen pull the cart back to town. Coso secures the promise of a good deal on the farmer's wine.</p><p></p><p><strong>When:</strong> The 11th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Bearden’s Hollow</p><p><strong>Setting:</strong> Bearden’s hollow, the Chapel</p><p><strong>NPC’s:</strong></p><p>Father Denothen</p><p></p><p><strong>Occurrences:</strong></p><p>The characters seek out Father Denothen for healing, and he heals the remaining party damage. The characters mention the happenings to the Cleric, and he brings up some history again. The Dragon Ernath destroyed the original town, founded by Bearden, a priest of Helm. After killing the Dragon, he also fought the lizardmen. Merchants used to trade with the Lizardmen, but hadn’t done so in years. Father Denothen gave the characters the letter that is used to contact the Lizardmen. It is in code, Thorass numbers</p><p>The characters take the letter and attempt to decipher it that night. </p><p></p><p><em>The letter reads:</em></p><p> Salutatons Fellow Merchant, This letter contains the current chief is Shartunza and is a crafty creatur. The place to meet the lizard folk peacefully is 4 and ¼ miles south and 2 and ¼ miles east of Bearden’s Hollow. The path east is marked on a tree. With a carving of a rose. However you must face west to see it. The meeting ground is marked by four wooden post, and a gnolls skull. Blow once on the horn and the lizardmen will come to bargain a few hours later. Should the lizard chiefs name change, write the name down at the bottom on the scheme given here. Please leave this letter with the priest for the next merchant. Good Luck. </p><p></p><p></p><p><strong>When:</strong> The 12th of Tarasakh</p><p><strong>Where:</strong> Cormyr, Bearden’s Hollow</p><p><strong>Setting:</strong> Bearden’s hollow, Headed into the swamp yet again</p><p><strong>NPC’s:</strong></p><p></p><p><strong>Occurrences:</strong></p><p>The characters follow the letter’s instructions to find the meeting place of the Lizard Men.</p><p></p><p><em>Encounter>></em> Coming up to the meeting place the characters hear some growling. 2 dogmen (Gnolls) have a Lizardman trussed up on the ground. The characters take out the two gnolls in 2 rounds, and the combat is over. Nysis heals somebody, and the characters are ready to untie the Lizardman.</p></blockquote><p></p>
[QUOTE="Graywolf-ELM, post: 1323133, member: 16236"] [b]9th to 12th of Tarasakh[/b] The adventure continues with the party's triumphant return to Bearden's Hollow with the armor from the swamp mummy [B]When:[/B] The 9th of Tarasakh [B]Where:[/B] Cormyr, Bearden’s Hollow [B]Setting:[/B] Bearden’s hollow, at the gate, and then in the new sanctuary(church) [B]NPC’s:[/B] Gaith Earl Duneman Father Denothen [B]Occurrences:[/B] The party travels back through the swamp, yea verily. The party returns to Bearden’s Hollow, and bangs on the gate to gain entry. The guard directs the party to the Church. [I]Encounter>>[/I] Upon returning to the church, Gaith, and the Earl are here with Father Denothen. The armor is presented, and the Earl is horrified. Gaith and Lourian move to attack. Ishmar misses Duneman with his X-bow bolt. 3 guards come around the corner and attack Lourian. Coso attacks and kills a guardsman, Ishmar kills Gaith, Lourian kills a guardsman, and Ishmar kills a guardsman. The bodies are looted, and the good father comes back with some guards. During the battle, the Earl disappears, and is seen riding a horse out of town. [B]Adventure:[/B] Follow up to Bogged Down; in the town of Bearden’s Hollow, bodies have washed up from a recent rainstorm. They need to be identified so that they can be properly put back to rest, but an ancient evil waits in the swamp, as well as a sinister secret of the town. The bodies have been identified, the ancient evil destroyed, and the secret discovered. The party is embroiled in new danger to help protect the town from depredations of the swamps denizens. [B]When:[/B] The 11th of Tarasakh [B]Where:[/B] Cormyr, Bearden’s Hollow [B]Setting:[/B] Bearden’s hollow, in the Wild Duke Inn after 2 days of rest [B]NPC’s:[/B] Scared boy – townsperson [B]Occurrences:[/B] The characters are sitting in the Inn enjoying a hearty breakfast, when a scared boy bursts in with news of a Lizardman attack. The party follows the boy and at the gate, the gate guard calls for 4 guardsmen to come assist the party. The characters travel 1 hour out of town, North. The horses have big slashes in the bodies. There are Tracks leading into the swamp. One set of boots, others Lizardmen. Lourian will track them into the swamp. The four guardsmen say they will stay behind. [B]When:[/B] The 11th of Tarasakh [B]Where:[/B] Cormyr, Bearden’s Hollow Back in the Swamp again [B]Setting:[/B] Swamp near Bearden’s hollow, tracking Lizardmen with a captive [B]NPC’s:[/B] Kenwin – farmer - townsperson [B]Occurrences:[/B] [I]Encounter>>[/I] The Characters come upon 4 Lizardmen, and a Human on an island in the swamp. The human is tied hanging from a tree on the island. 9 rounds of combat, and Coso and Nysis are unconscious, and the 4 lizardmen are dead. Nysis and Coso are stabilized, and Lourian heals Nysis. After waking up Nysis heals himself and then heals Coso. Kenwin is brought back to his cart. He says he was picking berries with his son, when the Lizardmen attacked. The 4 Guardsmen pull the cart back to town. Coso secures the promise of a good deal on the farmer's wine. [B]When:[/B] The 11th of Tarasakh [B]Where:[/B] Cormyr, Bearden’s Hollow [B]Setting:[/B] Bearden’s hollow, the Chapel [B]NPC’s:[/B] Father Denothen [B]Occurrences:[/B] The characters seek out Father Denothen for healing, and he heals the remaining party damage. The characters mention the happenings to the Cleric, and he brings up some history again. The Dragon Ernath destroyed the original town, founded by Bearden, a priest of Helm. After killing the Dragon, he also fought the lizardmen. Merchants used to trade with the Lizardmen, but hadn’t done so in years. Father Denothen gave the characters the letter that is used to contact the Lizardmen. It is in code, Thorass numbers The characters take the letter and attempt to decipher it that night. [I]The letter reads:[/I] Salutatons Fellow Merchant, This letter contains the current chief is Shartunza and is a crafty creatur. The place to meet the lizard folk peacefully is 4 and ¼ miles south and 2 and ¼ miles east of Bearden’s Hollow. The path east is marked on a tree. With a carving of a rose. However you must face west to see it. The meeting ground is marked by four wooden post, and a gnolls skull. Blow once on the horn and the lizardmen will come to bargain a few hours later. Should the lizard chiefs name change, write the name down at the bottom on the scheme given here. Please leave this letter with the priest for the next merchant. Good Luck. [B]When:[/B] The 12th of Tarasakh [B]Where:[/B] Cormyr, Bearden’s Hollow [B]Setting:[/B] Bearden’s hollow, Headed into the swamp yet again [B]NPC’s:[/B] [B]Occurrences:[/B] The characters follow the letter’s instructions to find the meeting place of the Lizard Men. [I]Encounter>>[/I] Coming up to the meeting place the characters hear some growling. 2 dogmen (Gnolls) have a Lizardman trussed up on the ground. The characters take out the two gnolls in 2 rounds, and the combat is over. Nysis heals somebody, and the characters are ready to untie the Lizardman. [/QUOTE]
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