Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Story Hour
War Golem's Return of Khaos (Updated 8/10 & 8/11)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="War Golem" data-source="post: 953422" data-attributes="member: 142"><p>The group travels on to Auralon over the next day and a half, and as the afternoon light is starting to fade, the group reaches the elven city. From the ground, there isn't much to see. Temu and Bytnr inform the group that most of the city proper is located hundreds of feet upwards, amidst the crowns of the huge trees common to this area. Bytnr, however, has already suggested to the party that they may find some land-based lodgings more to their liking, and has recommended the Brine Bucket, an inn near the docks on the north side of town. Temu and his rangers bid their farewell as the group travels through (or under, as the case may be) the city, and soon they can taste the salty tang of the sea on the wind. The Brine Bucket, as Bytnr promised, proves nicer than its name would indicate, and the party takes lodging for the night.</p><p></p><p>While the party pumps Carstus, the proprietor, for information on possible boats that will take on passengers headed north, Bytnr suggests that the group enjoy their stay in the elven city while they can by recommending a visit to a local establishment of some repute, the Tree of Six Senses. The Tree of Six Senses is an opulent combination restaurant/spa/brothel/fantasy factory, where almost any experience can be had for the right price. The party agrees that it sounds like a good idea; after all, they have been adventuring almost non-stop for months, and their trip to the Frozen Bloodlands isn't expected to be a walk in the park either. Bytnr says the Tree can be visited by prior reservation only, and leaves to make the arrangements.</p><p></p><p>The next day, the party takes care of some preparations for the trip, and Carstus informs them he has secured a few leads for possible boats they may take passage with, all of which are equipped with Navigators. The party has been told by several people now that sailing on the Crystal Sea without a Navigator is a risky endeavor, at best. As evening comes, the party spends quite a bit of time trying to figure out how and where to stash their prized magical weapons and armor, which will not be allowed in the Tree of Six Senses. It has been so long since they have engaged in a social activity (outside the safety of either Six's or Jenna's temple, anyway) where these accoutrements are unacceptable, that the party is at a bit of a loss. Six in particular is very reluctant to leave her holy battleaxe, Thunderstrike, unattended. Finally, the party settles on a combination of using <em>invisibility</em> and a <em>blast glyph</em> on the locked chest in their suite, and throwing a few chosen weapons into Kimchee's bag of holding, which stays with the bard.</p><p></p><p>At the Tree of Six Senses, the party is met by the Lady Remari, an elf of exquisite beauty whose age is quite impossible to guess. She welcomes the party and shows them into a luxurious lounge area where they relax amidst fine wines, gourmet food and soothing, ethereal music. During this time, the Lady Remari conducts a short interview in private with each of her clients, to get a sense of just what (and who) will best satiate their appetites during their stay at the Tree. In the end, Six and Jenna both opt for the standard spa treatment (which sets them back 20 gp each). Kimchee, Heian, Falko and Bytnr all spend quite a bit more of their gold to take full advantage of the services offered.</p><p></p><p>Several hours later, well past midnight, Six and Jenna are back relaxing in the lounge and showing off their respective pedicures. Meanwhile, Heian is immersed in a mud bath, exhausted and mildly buzzed. His companion for the evening, a comely young elf girl named Anaya, is busying herself around the pleasure suite. Heian is half-asleep, and nearly fully when his foggy mind registers a "thud" from the adjacent alcove. With some struggle, Heian rousts himself from the mud bath and calls out for Anaya. Only silence. Heian, dripping mud, moves over to the alcove to see the poor girl lying on the floor. Her throat has been torn out, and there is blood everywhere, on the walls and the floor. Heian is fully awake and on his guard now, certain that some invisible attacker still lurks in the room, but even his sharp senses can detect no one. A quick examination of the blood on the floor reveals to the ranger what appears to be the partial print of a large, clawed foot. Uncertain what else to do, Heian grabs a robe, but still covered in mud, and rushes out into the hallway, yelling for the guards.</p><p></p><p>Within moments security arrives, followed immediately by the Lady Remari, who is visibly upset at the fate of poor Anaya. Heian is questioned and detained until the city watch arrives. Following a quick investigation of the scene and listening to Heian's version of the situation, the watch captain places Heian under arrest, for lack of other suspects. As Heian is being led out of the establishment, Six and Jenna demand to know what has happened. Six is most insistent that justice is not being done, and immediately starts demanding to be taken to the King right away. The watch captain manages to maintain a calm demeanor in the face of the large sauran's fury, barely, and explains that he has no choice but to place Heian under arrest; a judge will determine Heian's fate in the morning.</p><p></p><p>While Falko accompanies Heian to the jail, the rest of the party conducts their own investigation of the crime scene, but is frustrated in their inability to find any worthwhile clues. They are informed that there is no magical warding in place that would bar <em>teleportation</em> in or out of the suite where Anaya was murdered - but that's about it. Although absolutely certain of Heian's innocence, they cannot find any solid evidence to prove it.</p><p></p><p>A trip to the jail to check in on Heian solves nothing other than to give Six something to do while she works through her indignation and absolute outrage at the whole situation. Finally, the party heads back to the Brine Bucket to get some sleep before the hearing.</p><p></p><p>In the morning, the party tries to gather some more information prior to the court session. Six tries to find out more about the elven judicial system, but is quite frustrated when her inquiries constantly lead her back to the conclusion that Heian's fate rests on the whim of the presiding judge. Does Heian get a lawyer? Will character witnesses be allowed? Will a <em>zone of truth</em> be used to prove Heian's innocence? What are the possible punishments if, somehow, Heian is not cleared of any wrongdoing? All up to the judge.</p><p></p><p>Heian's case is heard by Judge Limoral, who has a reputation for fairness and forthrightness. She listens to the statements of the watch captain, the Lady Remari, and finally Heian. When asked if anyone else has anything to add, Temu Orenthal offers a testament to Heian's noble character, and when she gets the chance, Six begins to recite the many good deeds Heian and the party have accomplished in the service of the Valencian crown. Judge Limoral cuts Six off in mid-sentence, once she realizes that poor Six doesn't have anything to add that is directly relevant to the matter at hand. The judge does allow the use of a zone of truth, but notes that the spell does not provide conclusive evidence, as there are many ways, magical and otherwise, to circumvent its power. Nonetheless, Heian states that he did not murder the girl and the spell indicated he is truthful.</p><p></p><p>Judge Limoral rules that although there is no direct evidence to either prove or disprove Heian's guilt, the lack of any other viable suspects weighs against Heian. The punishment is banishment, from Auralon and its lands until such time as Heian can offer definitive proof that he did not murder the girl. Heian is informed that he must be out of Auralon by sundown or be put to death. Court dismissed. The party isn't thrilled with the outcome of all of this, but since they weren't planning to stick around anyway, they aren't overly troubled. The whole experience has left Six with a very poor and bitter opinion of this kingdom, and she for one cannot wait to leave. Heian, the injured party, but an elf originally from this area, is more accepting of the situation and accepts the sentence.</p><p></p><p>Back at the Brine Bucket, the party informs Carstus of the situation, and asks if he can expedite their boarding process on any suitable vessel. A few hours later, Carstus' gives the party the bad news: guilty or not, the party has made some enemies in the city. It turns out that Anaya was the favored concubine of Lord Baranil, a politically connected elf who also happens to be an Admiral of the King's Navy. He has made it clear that no elf sea captain is to aid the murderer in any way, blowing all the potential leads Carstus' had for the party. He does suggest one possible alternative, an independent ship called the Catspaw which is captained by a kzinti. It even has a Navigator, although her reputation is less than stellar. Lacking options, the party contracts with Flint, the kzinti captain, for passage to the northern shoreline of the Crystal Sea. Flint is a worn-down, battle scarred kzinti with a serious flea problem, but otherwise seems like a decent fellow.</p><p></p><p>On the first day out of port, the party sees no sign of the Navigator as the ship hugs the shoreline of the eastern peninsula, but on the second day as the ship turns north toward open water, a very young, slight elf woman takes a place by the helmsman. A faint shimmer of blue light around her gives evidence that her talent is in use, and the passengers can see the water in the vicinity of the boat begin to change its flow slightly so that it is now pushing the boat along. A similar effect can be seen with the wind and the sails.</p><p></p><p>After a day or so, Kimchee finally overcomes his seasickness and can be a little more social with both his companions and the other passengers on the voyage: a pair of sauran warriors named Mugo and Blade, and a skaven adventurer who calls herself Deuce. The final passenger on the ship is a nali dressed all in black robes, who was seen when he boarded, but has since not left his cabin below decks.</p><p></p><p>This is the first trip on the open sea for most of the party, and by the fourth day of the trip, they are finally starting to get comfortable, maybe even enjoy the experience a bit. As the morning rolls along, most of the party is on deck, relaxing in the sun and sea spray, when the boat jerks suddenly to port, knocking most of the party and even a few of the sailors off their feat. A yell is heard from the back of the boat, and as the passengers gather themselves, they look back to see an old man dressed in yellow and black robes holding up the limp form of their Navigator.</p><p></p><p>"I still want my gloves back, elf," calls out the monk from the Temple of the Black Sun.</p></blockquote><p></p>
[QUOTE="War Golem, post: 953422, member: 142"] The group travels on to Auralon over the next day and a half, and as the afternoon light is starting to fade, the group reaches the elven city. From the ground, there isn't much to see. Temu and Bytnr inform the group that most of the city proper is located hundreds of feet upwards, amidst the crowns of the huge trees common to this area. Bytnr, however, has already suggested to the party that they may find some land-based lodgings more to their liking, and has recommended the Brine Bucket, an inn near the docks on the north side of town. Temu and his rangers bid their farewell as the group travels through (or under, as the case may be) the city, and soon they can taste the salty tang of the sea on the wind. The Brine Bucket, as Bytnr promised, proves nicer than its name would indicate, and the party takes lodging for the night. While the party pumps Carstus, the proprietor, for information on possible boats that will take on passengers headed north, Bytnr suggests that the group enjoy their stay in the elven city while they can by recommending a visit to a local establishment of some repute, the Tree of Six Senses. The Tree of Six Senses is an opulent combination restaurant/spa/brothel/fantasy factory, where almost any experience can be had for the right price. The party agrees that it sounds like a good idea; after all, they have been adventuring almost non-stop for months, and their trip to the Frozen Bloodlands isn't expected to be a walk in the park either. Bytnr says the Tree can be visited by prior reservation only, and leaves to make the arrangements. The next day, the party takes care of some preparations for the trip, and Carstus informs them he has secured a few leads for possible boats they may take passage with, all of which are equipped with Navigators. The party has been told by several people now that sailing on the Crystal Sea without a Navigator is a risky endeavor, at best. As evening comes, the party spends quite a bit of time trying to figure out how and where to stash their prized magical weapons and armor, which will not be allowed in the Tree of Six Senses. It has been so long since they have engaged in a social activity (outside the safety of either Six's or Jenna's temple, anyway) where these accoutrements are unacceptable, that the party is at a bit of a loss. Six in particular is very reluctant to leave her holy battleaxe, Thunderstrike, unattended. Finally, the party settles on a combination of using [i]invisibility[/i] and a [i]blast glyph[/i] on the locked chest in their suite, and throwing a few chosen weapons into Kimchee's bag of holding, which stays with the bard. At the Tree of Six Senses, the party is met by the Lady Remari, an elf of exquisite beauty whose age is quite impossible to guess. She welcomes the party and shows them into a luxurious lounge area where they relax amidst fine wines, gourmet food and soothing, ethereal music. During this time, the Lady Remari conducts a short interview in private with each of her clients, to get a sense of just what (and who) will best satiate their appetites during their stay at the Tree. In the end, Six and Jenna both opt for the standard spa treatment (which sets them back 20 gp each). Kimchee, Heian, Falko and Bytnr all spend quite a bit more of their gold to take full advantage of the services offered. Several hours later, well past midnight, Six and Jenna are back relaxing in the lounge and showing off their respective pedicures. Meanwhile, Heian is immersed in a mud bath, exhausted and mildly buzzed. His companion for the evening, a comely young elf girl named Anaya, is busying herself around the pleasure suite. Heian is half-asleep, and nearly fully when his foggy mind registers a "thud" from the adjacent alcove. With some struggle, Heian rousts himself from the mud bath and calls out for Anaya. Only silence. Heian, dripping mud, moves over to the alcove to see the poor girl lying on the floor. Her throat has been torn out, and there is blood everywhere, on the walls and the floor. Heian is fully awake and on his guard now, certain that some invisible attacker still lurks in the room, but even his sharp senses can detect no one. A quick examination of the blood on the floor reveals to the ranger what appears to be the partial print of a large, clawed foot. Uncertain what else to do, Heian grabs a robe, but still covered in mud, and rushes out into the hallway, yelling for the guards. Within moments security arrives, followed immediately by the Lady Remari, who is visibly upset at the fate of poor Anaya. Heian is questioned and detained until the city watch arrives. Following a quick investigation of the scene and listening to Heian's version of the situation, the watch captain places Heian under arrest, for lack of other suspects. As Heian is being led out of the establishment, Six and Jenna demand to know what has happened. Six is most insistent that justice is not being done, and immediately starts demanding to be taken to the King right away. The watch captain manages to maintain a calm demeanor in the face of the large sauran's fury, barely, and explains that he has no choice but to place Heian under arrest; a judge will determine Heian's fate in the morning. While Falko accompanies Heian to the jail, the rest of the party conducts their own investigation of the crime scene, but is frustrated in their inability to find any worthwhile clues. They are informed that there is no magical warding in place that would bar [i]teleportation[/i] in or out of the suite where Anaya was murdered - but that's about it. Although absolutely certain of Heian's innocence, they cannot find any solid evidence to prove it. A trip to the jail to check in on Heian solves nothing other than to give Six something to do while she works through her indignation and absolute outrage at the whole situation. Finally, the party heads back to the Brine Bucket to get some sleep before the hearing. In the morning, the party tries to gather some more information prior to the court session. Six tries to find out more about the elven judicial system, but is quite frustrated when her inquiries constantly lead her back to the conclusion that Heian's fate rests on the whim of the presiding judge. Does Heian get a lawyer? Will character witnesses be allowed? Will a [i]zone of truth[/i] be used to prove Heian's innocence? What are the possible punishments if, somehow, Heian is not cleared of any wrongdoing? All up to the judge. Heian's case is heard by Judge Limoral, who has a reputation for fairness and forthrightness. She listens to the statements of the watch captain, the Lady Remari, and finally Heian. When asked if anyone else has anything to add, Temu Orenthal offers a testament to Heian's noble character, and when she gets the chance, Six begins to recite the many good deeds Heian and the party have accomplished in the service of the Valencian crown. Judge Limoral cuts Six off in mid-sentence, once she realizes that poor Six doesn't have anything to add that is directly relevant to the matter at hand. The judge does allow the use of a zone of truth, but notes that the spell does not provide conclusive evidence, as there are many ways, magical and otherwise, to circumvent its power. Nonetheless, Heian states that he did not murder the girl and the spell indicated he is truthful. Judge Limoral rules that although there is no direct evidence to either prove or disprove Heian's guilt, the lack of any other viable suspects weighs against Heian. The punishment is banishment, from Auralon and its lands until such time as Heian can offer definitive proof that he did not murder the girl. Heian is informed that he must be out of Auralon by sundown or be put to death. Court dismissed. The party isn't thrilled with the outcome of all of this, but since they weren't planning to stick around anyway, they aren't overly troubled. The whole experience has left Six with a very poor and bitter opinion of this kingdom, and she for one cannot wait to leave. Heian, the injured party, but an elf originally from this area, is more accepting of the situation and accepts the sentence. Back at the Brine Bucket, the party informs Carstus of the situation, and asks if he can expedite their boarding process on any suitable vessel. A few hours later, Carstus' gives the party the bad news: guilty or not, the party has made some enemies in the city. It turns out that Anaya was the favored concubine of Lord Baranil, a politically connected elf who also happens to be an Admiral of the King's Navy. He has made it clear that no elf sea captain is to aid the murderer in any way, blowing all the potential leads Carstus' had for the party. He does suggest one possible alternative, an independent ship called the Catspaw which is captained by a kzinti. It even has a Navigator, although her reputation is less than stellar. Lacking options, the party contracts with Flint, the kzinti captain, for passage to the northern shoreline of the Crystal Sea. Flint is a worn-down, battle scarred kzinti with a serious flea problem, but otherwise seems like a decent fellow. On the first day out of port, the party sees no sign of the Navigator as the ship hugs the shoreline of the eastern peninsula, but on the second day as the ship turns north toward open water, a very young, slight elf woman takes a place by the helmsman. A faint shimmer of blue light around her gives evidence that her talent is in use, and the passengers can see the water in the vicinity of the boat begin to change its flow slightly so that it is now pushing the boat along. A similar effect can be seen with the wind and the sails. After a day or so, Kimchee finally overcomes his seasickness and can be a little more social with both his companions and the other passengers on the voyage: a pair of sauran warriors named Mugo and Blade, and a skaven adventurer who calls herself Deuce. The final passenger on the ship is a nali dressed all in black robes, who was seen when he boarded, but has since not left his cabin below decks. This is the first trip on the open sea for most of the party, and by the fourth day of the trip, they are finally starting to get comfortable, maybe even enjoy the experience a bit. As the morning rolls along, most of the party is on deck, relaxing in the sun and sea spray, when the boat jerks suddenly to port, knocking most of the party and even a few of the sailors off their feat. A yell is heard from the back of the boat, and as the passengers gather themselves, they look back to see an old man dressed in yellow and black robes holding up the limp form of their Navigator. "I still want my gloves back, elf," calls out the monk from the Temple of the Black Sun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
War Golem's Return of Khaos (Updated 8/10 & 8/11)
Top