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Bill T's Second War of the Burning Sky: Shelter from the Storm [more spoilers than you can shake a stick adorned with ribbons and kerchiefs at!]
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<blockquote data-quote="Bill T." data-source="post: 8010971" data-attributes="member: 6795693"><p><span style="font-size: 22px"><strong>Dramatis Personae</strong></span></p><ul> <li data-xf-list-type="ul"><strong>Basel</strong>, an Innenotdaran (aka grey) elf evoker who has been attending Gabal's school and previously made his living as a baker.</li> <li data-xf-list-type="ul"><strong>Dämmek</strong>, a human swordswoman with keen senses and the Living Blade.</li> <li data-xf-list-type="ul"><strong>Gusle</strong>, a seela bard who recently escaped captivity from a circus. This player has been through the first few chapters already, so she's aware of the seela and can fill Torrent's role as guide.</li> <li data-xf-list-type="ul"><strong>Jesús Tillamook</strong>, a half-elf cloistered cleric of the Stormbringer Phoenix, a sect of the Stormchaser Eagle that is dedicated to finding the Aquiline Heart so that they can reincarnate the Eagle.</li> </ul><p>The heroes set off for the <em>Milsoven</em>. It's a long enough trip that they have to sleep on the trail overnight. In the middle of the night they here a strange, low-pitched screeching and the booming of rocks slamming into each other in the direction of the Dragonspire, a tall rock formation that they saw in the distance that afternoon -- and incidentally noticed a dragon flying near at the time.</p><p></p><p style="margin-left: 20px"><em>I again followed [USER=11990]@Ragnar_Deerslayer[/USER]'s suggestion back in 2011 to draw Naizelasa up as a lawful neutral. Rather than just a superficial change, I made her a sapphire dragon rather than a green dragon. Sapphire dragons are earth creatures, so instead of a deep lake, she lives on the Dragonspire, a tall, narrow stone formation on the south shore several miles from Seaquen.</em></p><p></p><p>As they get near the <em>Milsoven</em>, Drimma spots an attercop in the trees. Closer inspection reveals more, waiting to pounce. After some preparatory spells, Dämmek takes a shot at one, bringing the whole pack down on them. Several heroes get knocked down in the inital wave, but Drimma manages to turn the tables on one and knocks <strong>the attercop</strong> attacking her down. The heroes manage to resist the effects of the attercop poison, except for Jesús, whose collapse inspires the last attercop hiding in the trees to attack the party, which quickly and very briefly regrets its impetuous decision.</p><p></p><p>They carefully make their way onto the <em>Milsoven</em> and work their way into the room the attercops were held in. A brief fight ensues as Dämmek and Jesús kill the remaining attercops.</p><p></p><p style="margin-left: 20px"><em>I happened to have to put together a ship out of Legos in preparation for fighting aboard the </em>Wayfarer's Theatre<em>, so I pulled it out and used it as the Milsoven. I think that lead the players to feel like an attercop might spring on them at any moment, so they were carefully working their way into the ship, which was fun. Alas, putting the attercops in their room below decks wasn't such a good idea, as it turned the encounter into a conga line. I was lucky to be able to get two heroes into the room. It did give Dämmek her first opportunity to dungeoncrash, however.</em></p><p></p><p>Drimma, disappointingly, turns out to be the most skilled healer in the party, so she takes courage in hand and tries to remove the attercop eggs from one of the other crewmen. It turns into a disaster, and Drimma manages to kill him, despite the help from Jesús and Gusle. Drimma, distraught by what she did, refuses to take part in any further attempts to heal the remaining crew. Jesús makes a valiant attempt, again with Gusle's assistance, but realizes that he will be hard pressed to help the crewmen under the circumstances.</p><p></p><p style="margin-left: 20px"><em>Drimma got a 1 on the die for her heal check, so that was that. When Jesús took his turn, he got something like an 18 on the die, which still wasn't good enough, so he decided he was as likely to kill another crewman as save one.</em></p><p></p><p>So, they decide they're going to have to take the crew back to Seaquen using the <em>Milsoven</em>'s longboat, but they decide they should check on the ship's cargo first. Basel quickly realizes that the Pegasus is an intelligent creature and everyone wants to set it free -- although Basel's a little reticent to simply release its shackles without first having some sort of plan. Gusle manages to get Basel to go get some food for the Pegasus so that she can unshackle it without his interference -- he finds the captain's remains along with the body of the last attercop. They feed and water the Pegasus, and then are confronted with the challenge of getting a winged horse up the narrow gangway providing the only way below decks. Eventually they realize that Jesús can fly with another creature, so the two of them go straight up onto the main deck. The Pegasus nuzzles Gusle before flying off into the sunset.</p><p></p><p style="margin-left: 20px"><em>Amusingly, West Wind Style has no limit on the size of the creature that can be made to fly.</em></p><p></p><p>The other monsters don't get nearly as much attention, although they do give them all a quick feeding and decide to take a few of the caged stirges with them, and plan to come back to recover the rest of the critters later.</p><p></p><p>After giving the captain and the crewman killed by Drimma's attempt at surgery a proper burial at sea, the heroes row toward Seaquen, hugging the coast. They're rather perturbed when they sight an elven warship further offshore but proceed on until the warship fires a flaming flameball across their bow. Some elves fly out and demand they turn back, but Gusle politely explains (in Elven) that they have injured people on board in urgent need of medical assistance. The elves then order the heroes to take their longboat toward the ship and are met by a cleric who heals the three crewmen.</p><p></p><p>They are then taken aboard the warship. They have a friendly conversation, wherein Gusle mentions that the were in the council meeting that Princess Shalosha attended. The ship's captain decides, after a meticulous and pedantic review of his orders that, since the heroes are from Seaquen, they are not allowed to leave Seaquen, but the three crewmen are not from Seaquen and must not be allowed to enter. So, the crewmen take their longboat back to their ship while the warship takes the heroes (and Drimma) directly to the island they took over when Lee fled. The heroes get a tour of the ship on the way, as the captain does his best to impress on them the futility of attempting to run the blockade.</p><p></p><p>The heroes decide their first order of business is to get rid of the stirges. Gusle starts by...appraising them!</p><p></p><p style="margin-left: 20px"><em>Wait, what? How much is a <strong>stirge</strong> worth? Oddly enough, the monster description doesn't mention that!</em></p><p></p><p>That done, they talk to Professor Vett and make an offer that, while larger than what he originally offered, still gives him the opportunity to make a substantial profit.</p><p></p><p style="margin-left: 20px"><em>...thereby still getting in the professor's good graces.</em></p><p></p><p>The next morning the heroes head back into the swamp, even less eagerly than last time. The trip passes uneventfully, but the heroes are surprised to discover that the foremast has been ripped from the ship. The crew eventually realizes the heroes are looking for them and, peeking out the door from the captain's cabin, quietly tell them to hurry in with them. The crew explains that a sparkly blue dragon threatened to start shredding ships if her egg was not promptly returned.</p><p></p><p>The heroes had many questions -- what color dragon? Where do we take the egg? What's its name? They realize that the best way to get their questions answered is to simply go talk to the dragon. They decide to put down the larger monsters aboard the <em>Milsoven</em> and haul the remaining stirges with them. They then let the crew head off on their own while they make their way towards the Dragonspire.</p><p></p><p>As they approached the Dragonspire, one of the first things they caught sight of was the towers and walls of a Neuschwanstein-style castle. They got closer and found it abutted directly against a dwarven-style fortress and that there were remains of other buildings lying around. Then the dragon flew overhead! Basel and Dämmek were shaken but not stirred. In any event, the dragon introduced herself as Naizelasa, answered their questions, and gave them some good information: Naizelasa said thief smells "just like her!" (Dämmek) and also got a whiff of travel magic. They tried to negotiate with the dragon to get more time to hunt down the thief, but she was non-committal.</p><p></p><p style="margin-left: 20px"><em>Dämmek is spineless! She always fails her saves against fear.</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>The "travel magic" was </em>spider climb<em> and/or </em>longstrider<em> (I'd already chosen the latter as one of the kidnapper's spells) -- sapphire dragons have a "sense psychportation" ability that provided an unexpected clue.</em></p><p></p><p>The heroes made up a list of people to talk to in their Quest to hunt down the egg and are headed back to Seaquen. The next session is schedule for the 22nd of June.</p></blockquote><p></p>
[QUOTE="Bill T., post: 8010971, member: 6795693"] [SIZE=6][B]Dramatis Personae[/B][/SIZE] [LIST] [*][B]Basel[/B], an Innenotdaran (aka grey) elf evoker who has been attending Gabal's school and previously made his living as a baker. [*][B]Dämmek[/B], a human swordswoman with keen senses and the Living Blade. [*][B]Gusle[/B], a seela bard who recently escaped captivity from a circus. This player has been through the first few chapters already, so she's aware of the seela and can fill Torrent's role as guide. [*][B]Jesús Tillamook[/B], a half-elf cloistered cleric of the Stormbringer Phoenix, a sect of the Stormchaser Eagle that is dedicated to finding the Aquiline Heart so that they can reincarnate the Eagle. [/LIST] The heroes set off for the [I]Milsoven[/I]. It's a long enough trip that they have to sleep on the trail overnight. In the middle of the night they here a strange, low-pitched screeching and the booming of rocks slamming into each other in the direction of the Dragonspire, a tall rock formation that they saw in the distance that afternoon -- and incidentally noticed a dragon flying near at the time. [INDENT][I]I again followed [USER=11990]@Ragnar_Deerslayer[/USER]'s suggestion back in 2011 to draw Naizelasa up as a lawful neutral. Rather than just a superficial change, I made her a sapphire dragon rather than a green dragon. Sapphire dragons are earth creatures, so instead of a deep lake, she lives on the Dragonspire, a tall, narrow stone formation on the south shore several miles from Seaquen.[/I][/INDENT] As they get near the [I]Milsoven[/I], Drimma spots an attercop in the trees. Closer inspection reveals more, waiting to pounce. After some preparatory spells, Dämmek takes a shot at one, bringing the whole pack down on them. Several heroes get knocked down in the inital wave, but Drimma manages to turn the tables on one and knocks [B]the attercop[/B] attacking her down. The heroes manage to resist the effects of the attercop poison, except for Jesús, whose collapse inspires the last attercop hiding in the trees to attack the party, which quickly and very briefly regrets its impetuous decision. They carefully make their way onto the [I]Milsoven[/I] and work their way into the room the attercops were held in. A brief fight ensues as Dämmek and Jesús kill the remaining attercops. [INDENT][I]I happened to have to put together a ship out of Legos in preparation for fighting aboard the [/I]Wayfarer's Theatre[I], so I pulled it out and used it as the Milsoven. I think that lead the players to feel like an attercop might spring on them at any moment, so they were carefully working their way into the ship, which was fun. Alas, putting the attercops in their room below decks wasn't such a good idea, as it turned the encounter into a conga line. I was lucky to be able to get two heroes into the room. It did give Dämmek her first opportunity to dungeoncrash, however.[/I][/INDENT] Drimma, disappointingly, turns out to be the most skilled healer in the party, so she takes courage in hand and tries to remove the attercop eggs from one of the other crewmen. It turns into a disaster, and Drimma manages to kill him, despite the help from Jesús and Gusle. Drimma, distraught by what she did, refuses to take part in any further attempts to heal the remaining crew. Jesús makes a valiant attempt, again with Gusle's assistance, but realizes that he will be hard pressed to help the crewmen under the circumstances. [INDENT][I]Drimma got a 1 on the die for her heal check, so that was that. When Jesús took his turn, he got something like an 18 on the die, which still wasn't good enough, so he decided he was as likely to kill another crewman as save one.[/I][/INDENT] So, they decide they're going to have to take the crew back to Seaquen using the [I]Milsoven[/I]'s longboat, but they decide they should check on the ship's cargo first. Basel quickly realizes that the Pegasus is an intelligent creature and everyone wants to set it free -- although Basel's a little reticent to simply release its shackles without first having some sort of plan. Gusle manages to get Basel to go get some food for the Pegasus so that she can unshackle it without his interference -- he finds the captain's remains along with the body of the last attercop. They feed and water the Pegasus, and then are confronted with the challenge of getting a winged horse up the narrow gangway providing the only way below decks. Eventually they realize that Jesús can fly with another creature, so the two of them go straight up onto the main deck. The Pegasus nuzzles Gusle before flying off into the sunset. [INDENT][I]Amusingly, West Wind Style has no limit on the size of the creature that can be made to fly.[/I][/INDENT] The other monsters don't get nearly as much attention, although they do give them all a quick feeding and decide to take a few of the caged stirges with them, and plan to come back to recover the rest of the critters later. After giving the captain and the crewman killed by Drimma's attempt at surgery a proper burial at sea, the heroes row toward Seaquen, hugging the coast. They're rather perturbed when they sight an elven warship further offshore but proceed on until the warship fires a flaming flameball across their bow. Some elves fly out and demand they turn back, but Gusle politely explains (in Elven) that they have injured people on board in urgent need of medical assistance. The elves then order the heroes to take their longboat toward the ship and are met by a cleric who heals the three crewmen. They are then taken aboard the warship. They have a friendly conversation, wherein Gusle mentions that the were in the council meeting that Princess Shalosha attended. The ship's captain decides, after a meticulous and pedantic review of his orders that, since the heroes are from Seaquen, they are not allowed to leave Seaquen, but the three crewmen are not from Seaquen and must not be allowed to enter. So, the crewmen take their longboat back to their ship while the warship takes the heroes (and Drimma) directly to the island they took over when Lee fled. The heroes get a tour of the ship on the way, as the captain does his best to impress on them the futility of attempting to run the blockade. The heroes decide their first order of business is to get rid of the stirges. Gusle starts by...appraising them! [INDENT][I]Wait, what? How much is a [B]stirge[/B] worth? Oddly enough, the monster description doesn't mention that![/I][/INDENT] That done, they talk to Professor Vett and make an offer that, while larger than what he originally offered, still gives him the opportunity to make a substantial profit. [INDENT][I]...thereby still getting in the professor's good graces.[/I][/INDENT] The next morning the heroes head back into the swamp, even less eagerly than last time. The trip passes uneventfully, but the heroes are surprised to discover that the foremast has been ripped from the ship. The crew eventually realizes the heroes are looking for them and, peeking out the door from the captain's cabin, quietly tell them to hurry in with them. The crew explains that a sparkly blue dragon threatened to start shredding ships if her egg was not promptly returned. The heroes had many questions -- what color dragon? Where do we take the egg? What's its name? They realize that the best way to get their questions answered is to simply go talk to the dragon. They decide to put down the larger monsters aboard the [I]Milsoven[/I] and haul the remaining stirges with them. They then let the crew head off on their own while they make their way towards the Dragonspire. As they approached the Dragonspire, one of the first things they caught sight of was the towers and walls of a Neuschwanstein-style castle. They got closer and found it abutted directly against a dwarven-style fortress and that there were remains of other buildings lying around. Then the dragon flew overhead! Basel and Dämmek were shaken but not stirred. In any event, the dragon introduced herself as Naizelasa, answered their questions, and gave them some good information: Naizelasa said thief smells "just like her!" (Dämmek) and also got a whiff of travel magic. They tried to negotiate with the dragon to get more time to hunt down the thief, but she was non-committal. [INDENT][I]Dämmek is spineless! She always fails her saves against fear.[/I][/INDENT] [INDENT][/INDENT] [INDENT][I]The "travel magic" was [/I]spider climb[I] and/or [/I]longstrider[I] (I'd already chosen the latter as one of the kidnapper's spells) -- sapphire dragons have a "sense psychportation" ability that provided an unexpected clue.[/I][/INDENT] The heroes made up a list of people to talk to in their Quest to hunt down the egg and are headed back to Seaquen. The next session is schedule for the 22nd of June. [/QUOTE]
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Bill T's Second War of the Burning Sky: Shelter from the Storm [more spoilers than you can shake a stick adorned with ribbons and kerchiefs at!]
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