| Post/Author/DateTime | Post |
|---|---|
| yellowdingo12-23-07, 06:14 PM | 1. The Whispering Coral Keeper Green was sure he had heard it. His eyes snapped open. "Huuyyyeeesss" The sound was all around him. A chill ran up his spine. "Is anyone there?" He grabbed up the firepoker and the oil lamp and looked about. DM BRIEFING: They have built a light house on a pinacle of undead Braincoral - this Lich of ultimate intelligence has begun whispering to the Keepers who have vanished. As a Consequence The PCs are brought in to Man the lighthouse. They will get to see PirateShip battles from far off, Starfalls, and once a ship wrecks on the reef, surrounded by people who cant be trusted. |
| Rosisha12-25-07, 05:14 PM | 2. The Unhallow Fields There was no grass, only freshly turned dirt. The smell of rot hung heavy in the air. Dorin, Captain of the Guard, knew that there was trouble on the wind, he turned away and headed back towards the town, and with his back turned away, missed the three red lanterns that disappeared into the dark woods, the faint sound of a bell to far to be heard by human ears. DM BRIEFING: Zombies have been dispatched from a necromancer to dig up graves for body parts. Knowing that his agents are weak he has crafted special tools for them. The tools also act as a key to his layer: a bell, a lantern, and a wheel. The zombies are dispatched in teams of three, each with one item. Sometimes they are led by the Necromancer's apprentice. Bell: Has been enchanted to act as an Alarm spell, providing the Necromancer with a mental ping when he is within a mile. Lantern: The lantern is a dark rusted iron lantern, with red glass. When lit the bearer gains the advantage of Protection from Good. Wheel: The wheel is made of wood, inscribed around the edge with arcane symbols and heavily rotted. When something is placed on top of it, it triggers a Floating Disk. This is used to transport bodies back to the lair. Rosisha |
| GoriceXII12-26-07, 07:16 PM | 3. The Return of Uncle Tim A group of 2-5th pcs have managed to find a small village to take shelter in on a cold rainy day. The cautious young couple who live in the mill have given them a warm hearth and seem grateful for their company--the miller's nephew and family are a little worried at rumors of bandits and such in the local woods. Recently a number of village elders went off to a market meeting including the miller, Tim Groff. They've heard that he and some others were waylaid by bandits, but they're not sure you can trust the word of an itinerant peddler. They beg the pcs do send a message back if they seen any signs of the miller--or his body--when they leave the next day. That night there is a knocking on the door, and a voice whispering, "It's Uncle Tim, lad...let me in..." DM Briefing: Uncle Tim is really a ghast, with the other elders coming fast on his heels. If the pcs go to the door they will smell a stench of rot coming from behind it. The other elders are 'visiting' their own relatives. The mill is sturdy and can be defended reasonably well. |