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<blockquote data-quote="Ruined" data-source="post: 10779" data-attributes="member: 113"><p>Spar 22nd [ Day 12 – part two ]</p><p></p><p>At the Fortune’s Wheel, everyone sits down and has a drink. Quinn catches the same bartender as he’s changing shifts, and he subtly points out the table where Shemeska the Marauder sits. Quinn sees the King of the Cross-Trade, who is apparently a fox-like arcanaloth. Loitering around her table are a group of armed tieflings – possibly bodyguards yet they look more like assassins. One in particular is hefting a man-sized mirror with which the ‘loth is using to groom herself.</p><p></p><p>Killian and Tira watch as the minotaur approaches the table. Two of the tiefling move directly in front of him, barring his advance. Quinn pauses until the arcanoloth motions for the guards to let him approach. He begins to socialize with Shemeska, and finds that she already knows a bit about the group. She lets it slip that she knows they work for the Fiery Blades, although she doesn’t know why he is there. He presents her with the package from Selazzj, and she is pleased. Since the three of them work for hire, Shemeska asks, would they be interested in a job for her? Quinn acts interested, but requests that all three of them come to speak with her. Shemeska agrees, sending a few of her cronies over to ‘fetch’ them. The group has a delicate conversation with the arcanoloth, who at times seems more interested in preening herself than what they have to say. She drops an occasional hint that she knows far more about them than they suspect, keepiing them onedge. Shemeska is sure she will have work for them, if they are interested. With a promise that she will come calling, the three are escorted back to their own table.</p><p></p><p>After listening to the bard play (note that this is not Estrella from the night before), Killian decides to begin the job he received earlier this day. Tira and Quinn ask what he’s off to do, but he evades their questions and leaves. He leaves and heads to the Market Ward, donning a black cloak to conceal himself. He locates the house and scouts around for signs of life. There is a light at a window that he takes note of, since the house should be empty for the night. After trying a door and finding it locked, he decides to climb up to the outside balcony and try the doors there. They too are locked, but he takes a little time and opens it with his lockpicks.</p><p></p><p>Moving inside the house, he finds that he is inside a study with a few books and a desk. He considers checking around in the room, but the light he had seen bothers him. He slides out of the room and moves down the hall. The light comes from downstairs, but he hears no sounds from below. He moves into a secondary bedroom, why by his map must be where guests occasionally stay. Killian searches about and finds the strongbox where the medallion should be kept. He considers opening it, but decides to take the entire strongbox with him. It makes a bit of noise, but he feels that he is safe. He sneaks back through the hallway, and then he hears something padding up the steps. A quick glance back reveals that it is an Aoskian hound, a white, two-headed dog that is bred almost exclusively in Sigil. The dog sees him and gives chase. Killian dashes into the study and moves for the window, but disaster strikes. The dog follows and barks, using one of the hound’s peculiar magical abilities. Killian hears the bark and his muscles freeze up, causing him to fall on the floor. He feels the two heads of the hound tear into his backside. He feels the calling of complete entropy…</p><p></p><p>Some unseen force pulls the hound off of Killian. He is roughly turned over, and Killian sees a manservant looking harshly at him. He removes the lockbox from Killian’s grasp, as well as his sword and daggers. Killian cannot move, yet he hears the servant admonishing him, saying that he will go summon the Harmonium. The Harmonium (also known as the Hardheads in certain circles) act as the city guardsmen, policing Sigil and upholding the codes. Then he leaves Killian’s sight, leaving him to his fate for the moment.</p><p></p><p>It seems an eternity. Then Killian notices that the paralysis seems to be wearing off. And with it comes the pain. Killian senses that the hound is still in the room, so he tries to stay still until he’s sure he can move. After a few minutes, he leaps up and launches a dagger at the hound, but his aim is off. Without waiting to see what will happen, Killian turns and runs out to the balcony where he first entered. He leaps up on the rail, and hears the paralyzing sound of the hound once more. His muscles lock into place as he plummets off of the balcony and to the ground.</p><p></p><p>The paralysis doesn’t seem to last as long this time, so when he recovers, he limps off into the shadows. Bruised, bloodied, and weaponless, he travels through the side alleys until he reaches the Exchange. Gunther lets him in through the back door and shakes his head at the state he’s in. He offers him a potion at a price, but Killian refuses (due to his faction restriction). Gunther has an alternate plan, and takes him to a shoddy sawbones doctor who stitches up his rear for a few jink. They give him a few more to keep quiet about the operation. As Killian ends the night, he decides that it is time to create a list of those who must die by his hands. First and foremost, the dog…</p><p></p><p>[ DM’s note: You gotta just love Killian and his player. He’s proud, he’s wicked, and he’s a GM toy. He doesn’t mind going out and trying things that may very well fly in his face. We’ve gotten a lot of mileage in jokes about this, but it’s one of my personal highlights. ]</p></blockquote><p></p>
[QUOTE="Ruined, post: 10779, member: 113"] Spar 22nd [ Day 12 – part two ] At the Fortune’s Wheel, everyone sits down and has a drink. Quinn catches the same bartender as he’s changing shifts, and he subtly points out the table where Shemeska the Marauder sits. Quinn sees the King of the Cross-Trade, who is apparently a fox-like arcanaloth. Loitering around her table are a group of armed tieflings – possibly bodyguards yet they look more like assassins. One in particular is hefting a man-sized mirror with which the ‘loth is using to groom herself. Killian and Tira watch as the minotaur approaches the table. Two of the tiefling move directly in front of him, barring his advance. Quinn pauses until the arcanoloth motions for the guards to let him approach. He begins to socialize with Shemeska, and finds that she already knows a bit about the group. She lets it slip that she knows they work for the Fiery Blades, although she doesn’t know why he is there. He presents her with the package from Selazzj, and she is pleased. Since the three of them work for hire, Shemeska asks, would they be interested in a job for her? Quinn acts interested, but requests that all three of them come to speak with her. Shemeska agrees, sending a few of her cronies over to ‘fetch’ them. The group has a delicate conversation with the arcanoloth, who at times seems more interested in preening herself than what they have to say. She drops an occasional hint that she knows far more about them than they suspect, keepiing them onedge. Shemeska is sure she will have work for them, if they are interested. With a promise that she will come calling, the three are escorted back to their own table. After listening to the bard play (note that this is not Estrella from the night before), Killian decides to begin the job he received earlier this day. Tira and Quinn ask what he’s off to do, but he evades their questions and leaves. He leaves and heads to the Market Ward, donning a black cloak to conceal himself. He locates the house and scouts around for signs of life. There is a light at a window that he takes note of, since the house should be empty for the night. After trying a door and finding it locked, he decides to climb up to the outside balcony and try the doors there. They too are locked, but he takes a little time and opens it with his lockpicks. Moving inside the house, he finds that he is inside a study with a few books and a desk. He considers checking around in the room, but the light he had seen bothers him. He slides out of the room and moves down the hall. The light comes from downstairs, but he hears no sounds from below. He moves into a secondary bedroom, why by his map must be where guests occasionally stay. Killian searches about and finds the strongbox where the medallion should be kept. He considers opening it, but decides to take the entire strongbox with him. It makes a bit of noise, but he feels that he is safe. He sneaks back through the hallway, and then he hears something padding up the steps. A quick glance back reveals that it is an Aoskian hound, a white, two-headed dog that is bred almost exclusively in Sigil. The dog sees him and gives chase. Killian dashes into the study and moves for the window, but disaster strikes. The dog follows and barks, using one of the hound’s peculiar magical abilities. Killian hears the bark and his muscles freeze up, causing him to fall on the floor. He feels the two heads of the hound tear into his backside. He feels the calling of complete entropy… Some unseen force pulls the hound off of Killian. He is roughly turned over, and Killian sees a manservant looking harshly at him. He removes the lockbox from Killian’s grasp, as well as his sword and daggers. Killian cannot move, yet he hears the servant admonishing him, saying that he will go summon the Harmonium. The Harmonium (also known as the Hardheads in certain circles) act as the city guardsmen, policing Sigil and upholding the codes. Then he leaves Killian’s sight, leaving him to his fate for the moment. It seems an eternity. Then Killian notices that the paralysis seems to be wearing off. And with it comes the pain. Killian senses that the hound is still in the room, so he tries to stay still until he’s sure he can move. After a few minutes, he leaps up and launches a dagger at the hound, but his aim is off. Without waiting to see what will happen, Killian turns and runs out to the balcony where he first entered. He leaps up on the rail, and hears the paralyzing sound of the hound once more. His muscles lock into place as he plummets off of the balcony and to the ground. The paralysis doesn’t seem to last as long this time, so when he recovers, he limps off into the shadows. Bruised, bloodied, and weaponless, he travels through the side alleys until he reaches the Exchange. Gunther lets him in through the back door and shakes his head at the state he’s in. He offers him a potion at a price, but Killian refuses (due to his faction restriction). Gunther has an alternate plan, and takes him to a shoddy sawbones doctor who stitches up his rear for a few jink. They give him a few more to keep quiet about the operation. As Killian ends the night, he decides that it is time to create a list of those who must die by his hands. First and foremost, the dog… [ DM’s note: You gotta just love Killian and his player. He’s proud, he’s wicked, and he’s a GM toy. He doesn’t mind going out and trying things that may very well fly in his face. We’ve gotten a lot of mileage in jokes about this, but it’s one of my personal highlights. ] [/QUOTE]
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