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<blockquote data-quote="the Jester" data-source="post: 2243848" data-attributes="member: 1210"><p><em><strong>10/10/369 O.L.G., 9 p.m., the town square, Rathla</strong></em></p><p></p><p>Our heroes settle in. Nobody is willing to rent them a room after their misadventure with the town’s headman, so they are consigned to the square. Naomi consoles herself with a fistful of sausages. All around the party are a collection of statues, a display by the famed sculptor Lelkor. One is a beautiful piece depicting a pair of men in a boat, pulling a great fish from the sea; another shows a proud kocho, ruffled and ready to attack. There are two abstract ones as well.</p><p></p><p>Local tales claim that a ghost sometimes emerges and kills people in the square. Our heroes are determined to use themselves as bait and see if they can lure it out. After all, everything seems to want to eat halflings- they are so plump and juicy!</p><p></p><p>But nothing obvious happens. The party lays about, yawning and sleeping in shifts while keeping a close watch. But their vigil among the five statues is unrewarded. While they watch, several of the halflings admire the art, but nothing assaults them. As morning creeps closer the party wakens again.</p><p></p><p>“Maybe it doesn’t eat halflings after all,” Sandy says, disappointed.</p><p></p><p>“There’s no accounting for taste,” comments Naomi.</p><p></p><p>“Stupid ghost,” growls Jawbreaker.</p><p></p><p>“HEY!” yells Arthur On-Tap. He is already in a haze of alcohol. “HEY! Theresh shomething- HEY!” He weaves over to the statues, glaring at them. “Theresh not enough. Or more. Or something.”</p><p></p><p>“What?” Beau cocks an eyebrow. “What are you talking about?”</p><p></p><p>“The statues. There’sh not... enough... of them.”</p><p></p><p>“The kocho, the fishermen, the two abstracts-“</p><p></p><p>“There were <em>three</em> abstracts when I was on watch,” Sandy says suddenly.</p><p></p><p>Pause for a beat. </p><p></p><p>“Where did it go, then? Where’s the missing statue?” demands Beau.</p><p></p><p>“Jawbreaker track,” the Chief grunts. His feathered headdress looks splendid on him in the early morning predawn light. He scampers through the square to where the third abstract had been and finds weird tracks leading to a manhole cover. </p><p></p><p>“Sewers,” Federico says apprehensively. For a few moments our heroes debate whether to follow the tracks into the town’s sewers. It would be stinky, and their dogs would not be able to maneuver down the hole and out again if necessary...</p><p></p><p>“Why we follow this thing? We go to dwarves,” Jawbreaker decides. </p><p></p><p>“Good choice, Chief Jawbreaker!” cries Federico.</p><p></p><p>Before they leave Rathla, Hortense insists on going to visit the headman, where she <em>restores</em> him to his faculties. He is gripped by a combination of anger, humiliation and gratitude to Hortense. The anger and humiliation win out, and he orders the party banished from Rathla. Unhappily they leave. “So much for that town,” comments Beau with a shrug.</p><p></p><p>The party thus departs, heading along the road that eventually becomes Grunder’s Pass through the mountains. They climb into the mountains by midday, and it’s early afternoon when they encounter a group of magma mephits that fly out and attack our heroes. The little beasties are easily defeated, and soon the survivors are fleeing for their lives. </p><p></p><p>***</p><p></p><p><em><strong>5:30 p.m., the foot of the Bloody Fist</strong></em></p><p></p><p>Hortense issues a <em>sending</em> announcing the group’s arrival to Hilge, Urnskurm, the leader of the dwarves of the Bloody Fist, and receives a terse reply: <em>We will send a scout to meet you.</em></p><p></p><p>The sky is growing dark. Our heroes set up camp and start cooking dinner.</p><p></p><p>***</p><p></p><p><em><strong>10/12/369 O.L.G., 8 a.m.</strong></em></p><p></p><p>The scout arrives and leads the party up the stony trail to a cave. Into the cave the scout leads them, and through a long delving into a dwarf-cut hall. The party is led past wondrous stonework of a quality far exceeding any they have seen before. Arthur shares his liquor with the scout, managing to get a grim nod of respect from the dwarf for the potency of it.</p><p></p><p>Soon our heroes are brought before Hilge Urnskurm, whom they at first take for a man. Her lush, thick beard is braided with small gems and gold wire. She looks them over sternly. “I did not know Sritivara was a halfling city,” she says ironically.</p><p></p><p>“Uh, it’s not,” admits Ezeekiel.</p><p></p><p>“They why would they send a halfling embassy?” The dwarven thane shakes her head. “What are you really here for?”</p><p></p><p>Hilge is skeptical of them. They spend a good amount of time trying to persuade her that they are bona fide representatives of the town, and she finally agrees to at least discuss the issue with her council. She also tells them that her dwarven forces smashed the northern prong of the Zacradosian fleet’s attack. “They tried to lead troops against us,” she sneers. “We smashed them against the side of the mountain. There’s a reason it’s called the Bloody Fist.”</p><p></p><p>“Is there anything we can do to prove ourselves to you? We are powerful adventurers,” Sandy offers. </p><p></p><p>Hilge seems to consider the offer for a moment. “Maybe,” she finally says. “We will have to discuss it in council.”</p><p></p><p>Our heroes are given accomodations and allowed to wander freely. Mostly they spend time along the Avenue of Exchange. That is where most of the shops, craftsmen and services are. The party finds a good selection of metal and stone goods, but not much in the way of good food. </p><p></p><p>And, four days later, Hilge summons our heroes to ask for their help.</p><p></p><p><em><strong>Next Time:</strong></em> What do the dwarves need help with? What will they do for the cause? And why will our heroes beat up dwarven miners?</p></blockquote><p></p>
[QUOTE="the Jester, post: 2243848, member: 1210"] [i][b]10/10/369 O.L.G., 9 p.m., the town square, Rathla[/b][/i][b][/b] Our heroes settle in. Nobody is willing to rent them a room after their misadventure with the town’s headman, so they are consigned to the square. Naomi consoles herself with a fistful of sausages. All around the party are a collection of statues, a display by the famed sculptor Lelkor. One is a beautiful piece depicting a pair of men in a boat, pulling a great fish from the sea; another shows a proud kocho, ruffled and ready to attack. There are two abstract ones as well. Local tales claim that a ghost sometimes emerges and kills people in the square. Our heroes are determined to use themselves as bait and see if they can lure it out. After all, everything seems to want to eat halflings- they are so plump and juicy! But nothing obvious happens. The party lays about, yawning and sleeping in shifts while keeping a close watch. But their vigil among the five statues is unrewarded. While they watch, several of the halflings admire the art, but nothing assaults them. As morning creeps closer the party wakens again. “Maybe it doesn’t eat halflings after all,” Sandy says, disappointed. “There’s no accounting for taste,” comments Naomi. “Stupid ghost,” growls Jawbreaker. “HEY!” yells Arthur On-Tap. He is already in a haze of alcohol. “HEY! Theresh shomething- HEY!” He weaves over to the statues, glaring at them. “Theresh not enough. Or more. Or something.” “What?” Beau cocks an eyebrow. “What are you talking about?” “The statues. There’sh not... enough... of them.” “The kocho, the fishermen, the two abstracts-“ “There were [i]three[/i] abstracts when I was on watch,” Sandy says suddenly. Pause for a beat. “Where did it go, then? Where’s the missing statue?” demands Beau. “Jawbreaker track,” the Chief grunts. His feathered headdress looks splendid on him in the early morning predawn light. He scampers through the square to where the third abstract had been and finds weird tracks leading to a manhole cover. “Sewers,” Federico says apprehensively. For a few moments our heroes debate whether to follow the tracks into the town’s sewers. It would be stinky, and their dogs would not be able to maneuver down the hole and out again if necessary... “Why we follow this thing? We go to dwarves,” Jawbreaker decides. “Good choice, Chief Jawbreaker!” cries Federico. Before they leave Rathla, Hortense insists on going to visit the headman, where she [i]restores[/i] him to his faculties. He is gripped by a combination of anger, humiliation and gratitude to Hortense. The anger and humiliation win out, and he orders the party banished from Rathla. Unhappily they leave. “So much for that town,” comments Beau with a shrug. The party thus departs, heading along the road that eventually becomes Grunder’s Pass through the mountains. They climb into the mountains by midday, and it’s early afternoon when they encounter a group of magma mephits that fly out and attack our heroes. The little beasties are easily defeated, and soon the survivors are fleeing for their lives. *** [i][b]5:30 p.m., the foot of the Bloody Fist[/b][/i][b][/b] Hortense issues a [i]sending[/i] announcing the group’s arrival to Hilge, Urnskurm, the leader of the dwarves of the Bloody Fist, and receives a terse reply: [i]We will send a scout to meet you.[/i] The sky is growing dark. Our heroes set up camp and start cooking dinner. *** [i][b]10/12/369 O.L.G., 8 a.m.[/b][/i][b][/b] The scout arrives and leads the party up the stony trail to a cave. Into the cave the scout leads them, and through a long delving into a dwarf-cut hall. The party is led past wondrous stonework of a quality far exceeding any they have seen before. Arthur shares his liquor with the scout, managing to get a grim nod of respect from the dwarf for the potency of it. Soon our heroes are brought before Hilge Urnskurm, whom they at first take for a man. Her lush, thick beard is braided with small gems and gold wire. She looks them over sternly. “I did not know Sritivara was a halfling city,” she says ironically. “Uh, it’s not,” admits Ezeekiel. “They why would they send a halfling embassy?” The dwarven thane shakes her head. “What are you really here for?” Hilge is skeptical of them. They spend a good amount of time trying to persuade her that they are bona fide representatives of the town, and she finally agrees to at least discuss the issue with her council. She also tells them that her dwarven forces smashed the northern prong of the Zacradosian fleet’s attack. “They tried to lead troops against us,” she sneers. “We smashed them against the side of the mountain. There’s a reason it’s called the Bloody Fist.” “Is there anything we can do to prove ourselves to you? We are powerful adventurers,” Sandy offers. Hilge seems to consider the offer for a moment. “Maybe,” she finally says. “We will have to discuss it in council.” Our heroes are given accomodations and allowed to wander freely. Mostly they spend time along the Avenue of Exchange. That is where most of the shops, craftsmen and services are. The party finds a good selection of metal and stone goods, but not much in the way of good food. And, four days later, Hilge summons our heroes to ask for their help. [i][b]Next Time:[/b][/i][b][/b] What do the dwarves need help with? What will they do for the cause? And why will our heroes beat up dwarven miners? [/QUOTE]
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