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<blockquote data-quote="megamania" data-source="post: 6091912" data-attributes="member: 9255"><p>JOHN PLAY</p><p>“02 PLAY FOR THE MONEY”</p><p>SEGMENT 50</p><p>“THE TREE AND ITS FRUIT”</p><p></p><p>Vult 13 996- </p><p></p><p>Play agrees with Karson- healing within a bag is unpleasant. Except for when being healed / harmed by a Karrnathi necromancer during the war, he has always found the power of healing being pleasant…. Even sensual. But the healing within the bag has little sensation and leaves one confused and distracted.</p><p></p><p>It is morning now. There were strange sounds in the forest at night but nothing occurred. Play eats well as the Dwarves served fried meat, eggs and ale, Strong Ale. Play leaves the car and steps up to the base of the tree. The climb will not be easy. The dwarves form a semi-circle around him. He begins to climb using vines, bark grooves and when he has to his dagger. He notes the wood is extremely hard and resistant to the sharp edge of the magical dagger. Several times he lacks a good purchase and has to find a different way. He begins to wonder if he should have used a potion to fly up but where is the fun and adventure in that?</p><p></p><p>Eventually he makes it to a thick large branch. He sets up the first climbing rope here. The dwarves begin to climb as he goes higher to the first car. Play grabs a vine to steady himself when it begins to rapidly twist around his arm. “Damned animated vines!” he grumbles at the Assassin Vine. He allows it to twist around the one arm as he eyes it with his dagger. He hacks at the vine and cuts himself free. The non-severed end withdraws quickly from him into the canopy higher up than the car he is trying to reach. The dwarves all look up at the sound as Play struggles briefly with first the vine then re-attaining his grip on the thick bark.</p><p></p><p>Play reaches the car which is wrapped in thick vines but also one end is setting on a large tree limb. His last few steps are not very graceful (I put few points into climb- my bad) but he sits up there and takes a few moments to look around before securing another line to the dwarves below. The next car is close but higher up. He decides to check out this car first.</p><p></p><p>Looking into the windows he sees lumber. He thinks it is Soar Wood. Nothing of great note.</p><p></p><p>Drumark reaches the first limb and encourages the others to climb. He is watchful of the vines. He recognized the Assassin Vine after seeing it attack Play. He draws on his knowledge of Nature and plants and watches for any other possible threats.</p><p></p><p>Play sets up some more lines and tries to hold off investigating the treasure car. Balderk and Veit are to go first. Doc and Sleepy.</p><p></p><p>So he checks out the lumber car again. It is Soar wood. Elven wood that is incredibly light and prized to build Lyrandar airships. </p><p></p><p>Finally, the two dwarves climb up to the heavily damaged cash car. Veit d’Kundarak, the team’s artificer and possibly the last living dwarf to see the treasure before the Day of Mourning, looks it over as best as he can without touching it or climbing onto it. Balderk d’Kundarak also looks it over. His cleric talents will not be as helpful here as Veit’s artificer powers but he insists on being there.</p><p></p><p>Veit pulls out the magical key they procured within Metrol and carefully climbs onto the railing of the craft. The windows are magically darkened and the car itself designed to block scrying and detection. Veit makes a short and quiet prayer and places the key into the input and flashes his signet ring before the door. Magical runes appear and pulse briefly then stop glowing. They remain as dark etchings along the door frame. Veit breathes out slowly and touches the door. Nothing. He touches the door knob and after feeling safe grasps it and opens the door.</p><p></p><p>The two dwarves go inside to check it out. Adrik struggles on the ropes but reaches the highest car and calls to them before going in. Play finally moves over as the other dwarves look up from either the ground or the car below filled with the riches of the Soar wood. Seeing Adrik still near the door, Play calls out to him. “Is it safe for a non- Kundarak or Dwarf to enter?” He is told that is it is safe so he climbs up onto the railing and peers in.</p><p></p><p>It is dark but he can see the outlines of the dwarves inside. He pulls out his goggles of Dark Vision. They are still unclear as he stands outside but once he enters the car he can see the three dwarves looking at dozens of reinforced chests that have fallen to the floor and in many cases slid to the far wall. Balderk is writing in his journal the serial numbers of the chest. He doesn’t even see Play enter the car as he documents everything.</p><p></p><p>Play estimates the chests to total about 30 and each, if being filled with coins, are about 75 pounds. Even if only gold and silver there is a lot of money here. Once he finishes documenting these Balderk then tells Veit to open the secret departments. Play looks quizzical at Adrik whom smiles his steel toothed grin. Veit waves the key before them and his dragonmark family signet ring and several secret planar pockets open up on the walls. Bags of treasure are here. Payments from various countries as they raided other warring neighbors. Play is saddened as much as amazed with this realization.</p><p></p><p>“Tomorrow we begin to lower it and pack it.” Declares Balderk.</p></blockquote><p></p>
[QUOTE="megamania, post: 6091912, member: 9255"] JOHN PLAY “02 PLAY FOR THE MONEY” SEGMENT 50 “THE TREE AND ITS FRUIT” Vult 13 996- Play agrees with Karson- healing within a bag is unpleasant. Except for when being healed / harmed by a Karrnathi necromancer during the war, he has always found the power of healing being pleasant…. Even sensual. But the healing within the bag has little sensation and leaves one confused and distracted. It is morning now. There were strange sounds in the forest at night but nothing occurred. Play eats well as the Dwarves served fried meat, eggs and ale, Strong Ale. Play leaves the car and steps up to the base of the tree. The climb will not be easy. The dwarves form a semi-circle around him. He begins to climb using vines, bark grooves and when he has to his dagger. He notes the wood is extremely hard and resistant to the sharp edge of the magical dagger. Several times he lacks a good purchase and has to find a different way. He begins to wonder if he should have used a potion to fly up but where is the fun and adventure in that? Eventually he makes it to a thick large branch. He sets up the first climbing rope here. The dwarves begin to climb as he goes higher to the first car. Play grabs a vine to steady himself when it begins to rapidly twist around his arm. “Damned animated vines!” he grumbles at the Assassin Vine. He allows it to twist around the one arm as he eyes it with his dagger. He hacks at the vine and cuts himself free. The non-severed end withdraws quickly from him into the canopy higher up than the car he is trying to reach. The dwarves all look up at the sound as Play struggles briefly with first the vine then re-attaining his grip on the thick bark. Play reaches the car which is wrapped in thick vines but also one end is setting on a large tree limb. His last few steps are not very graceful (I put few points into climb- my bad) but he sits up there and takes a few moments to look around before securing another line to the dwarves below. The next car is close but higher up. He decides to check out this car first. Looking into the windows he sees lumber. He thinks it is Soar Wood. Nothing of great note. Drumark reaches the first limb and encourages the others to climb. He is watchful of the vines. He recognized the Assassin Vine after seeing it attack Play. He draws on his knowledge of Nature and plants and watches for any other possible threats. Play sets up some more lines and tries to hold off investigating the treasure car. Balderk and Veit are to go first. Doc and Sleepy. So he checks out the lumber car again. It is Soar wood. Elven wood that is incredibly light and prized to build Lyrandar airships. Finally, the two dwarves climb up to the heavily damaged cash car. Veit d’Kundarak, the team’s artificer and possibly the last living dwarf to see the treasure before the Day of Mourning, looks it over as best as he can without touching it or climbing onto it. Balderk d’Kundarak also looks it over. His cleric talents will not be as helpful here as Veit’s artificer powers but he insists on being there. Veit pulls out the magical key they procured within Metrol and carefully climbs onto the railing of the craft. The windows are magically darkened and the car itself designed to block scrying and detection. Veit makes a short and quiet prayer and places the key into the input and flashes his signet ring before the door. Magical runes appear and pulse briefly then stop glowing. They remain as dark etchings along the door frame. Veit breathes out slowly and touches the door. Nothing. He touches the door knob and after feeling safe grasps it and opens the door. The two dwarves go inside to check it out. Adrik struggles on the ropes but reaches the highest car and calls to them before going in. Play finally moves over as the other dwarves look up from either the ground or the car below filled with the riches of the Soar wood. Seeing Adrik still near the door, Play calls out to him. “Is it safe for a non- Kundarak or Dwarf to enter?” He is told that is it is safe so he climbs up onto the railing and peers in. It is dark but he can see the outlines of the dwarves inside. He pulls out his goggles of Dark Vision. They are still unclear as he stands outside but once he enters the car he can see the three dwarves looking at dozens of reinforced chests that have fallen to the floor and in many cases slid to the far wall. Balderk is writing in his journal the serial numbers of the chest. He doesn’t even see Play enter the car as he documents everything. Play estimates the chests to total about 30 and each, if being filled with coins, are about 75 pounds. Even if only gold and silver there is a lot of money here. Once he finishes documenting these Balderk then tells Veit to open the secret departments. Play looks quizzical at Adrik whom smiles his steel toothed grin. Veit waves the key before them and his dragonmark family signet ring and several secret planar pockets open up on the walls. Bags of treasure are here. Payments from various countries as they raided other warring neighbors. Play is saddened as much as amazed with this realization. “Tomorrow we begin to lower it and pack it.” Declares Balderk. [/QUOTE]
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