Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Play by Post
The Heroes of Dyvers Chapter Six
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Diarmadhim" data-source="post: 7488978" data-attributes="member: 6855110"><p><strong>A Good Host</strong></p><p></p><p><strong>Moonday, Reaping 3, CY 964</strong></p><p></p><p>Dressed in a black satin tunic shirt, dark leggings, dark boots, a broad black leather belt studded with three moonstones, a platinum amulet with the rune of Eihwaz, fine black leather gloves, and a draping black cloak that sparkles like tiny cascading stars. I personally greet every guest as they arrive. There are 255 guests, including my teams, staff, and visitors. A banquet twice as lavish, and expensive, as a typical banquet is available for all of them. For refreshments, 50 gallons of Elven Mead – something even dwarves grudgingly approve of – are made available. In addition, every guest receives a bottle of Frostwine as thanks for attending. The party has six different events for our entertainment: a Grand Illusion contest, a Dweomerlist, Conjurer's Chess, an Archery contest, a Joust, and a Melee Duel. The rewards for each competition are 600 gp to whomever comes in first place, 300 gp to second place, and 100 gp to third place. Vendors are allowed on my lands and able to sell their wares, with no fee required, and the public happily invited to join in the festivities. </p><p></p><p>Moving to Lathir, I quietly speak with him. <span style="color: #0000FF">“My thanks for attending. You are the only Druid to have chosen to and I appreciate it. Feel free to watch or even join in on the competitions. I think you might do particularly well in Conjurer's Chess.”</span> </p><p></p><p>Noticing Tam's semi-loneliness, I approach him with a chuckle and a wink, <span style="color: #0000FF">“Others might socialize a bit more if you look at them as potential contacts instead of as potential marks. You have quiet a few stories to tell, Giantslayer. Mayhaps you'd like to try your hand in one of the competitions?”</span> I add, friendly clapping him on the back.</p><p></p><p>My butler, Mael Bancroft, quietly approaches and whispers something in my ear. I quietly leave the room, following him and am delighted with what I am handed. I remove my cloak and shirt to don the gifted undershirt. After redressing, I thank Bancroft for informing me and search for Vale. Upon finding him on the terrace I grasp his arm in a warrior's grip. <span style="color: #0000FF">“My thanks for the gift! This must have cost a hefty sum! I'm surprised to find you here and not out watching the festivities – or even participating! Enjoy yourself and I hope the Frostwine is to your liking.”</span></p><p></p><p>After excusing myself, I continue to mingle with my guests. Upon ensuring that I have properly thanked all in attendance, I work my way around the various competitions, cheering the contestants on while offering words of encouragement and my condolences to those that don't prevail.</p><p></p><p><u>The Grand Illusion</u></p><p>Mages utilize their illusion spells to create spectacular and fanciful images. Mundane, epic, and even impossible creations pulled from their imaginations are put on display for the delight of the crowd. Size, sophistication, fidelity, and imagination are scored to judge each contestant's entry. Those that compete do so with the hope of becoming renowned and invited to banquets and balls for years to come.</p><p></p><p><u>The Dweomerlist</u></p><p>A test of arcane skill and combative mettle between mages that are randomly paired against each other for battle in nonlethal spell duels. Lethal spells are forbidden – meaning no death effects, nor spells such as disintegrate or internal fire. Spells with energy, force, or shadow descriptors are “pulled” for half damage. Spells that require melee attack rolls are utilized as nonlethal (-4 to attack to deal nonlethal damage instead of normal damage). Summoned creatures are directed to attack with nonlethal damage (-4 again).</p><p></p><p><u>Conjurer's Chess</u></p><p>Two mages utilize summons to entertain the crowd. A 10-by-10 square battle grid is mapped out, the competitors taking place on opposite sides. Over four rounds, a referee rolls a die and calls out a number. The two conjurer's each cast a summon spell, choosing a monster from the list that corresponds to the number rolled. In example, if the referee rolls a 4, the conjurers can summon any monster from Summon Monster IV or Summon Nature's Ally IV. They need not cast Summon Monster IV though – they can use Summon Monster V or VI to get 1d3 or 1d4+1 monsters from the respective list.</p><p></p><p>In subsequent calling rounds, the conjurers cast their summons again based on the new die roll, and monsters summoned may move one square in any direction. If the summons disobey and move further, that conjurer forfeits the contest. If the summons wind up in the same square, they fight at the direction of their summoner. Once calling rounds are over, the conjurer's continue to direct their creatures until the time limit of 1 minute is reached. At that point, whichever conjurer has creatures in the most squares of the grid wins.</p><p></p><p><u>The Archery Contest</u></p><p>A simple contest involving round targets divided into three concentric sections at a range of 150 feet. The outermost section is Tiny (AC 7), the next section is Dimunitive (AC 9), and the inner bullseye is Fine (AC 13). Each archer gets five arrows, earning 4 points for a bullseye, 2 points for hitting the outer circle, and 1 point for hitting the edge of the target. In the case of a tie, the targets are moved 100 feet further and the archers that tied shoot five more arrows. To split an arrow that's already lodged in the bullseye requires beating an AC of 35.</p><p></p><p><u>The Joust</u></p><p>Two competitors on horseback charge each other with blunted lances, separated by a rail that divides two parallel tracks. The make three passes at each other. One point is awarded for breaking a lance on the opponent between the waist and the neck, two points for breaking on the helmet, and three points for bearing a rider to the ground. Should a rider be knocked from the saddle, they lose and the other rider continues in the competition.</p><p></p><p><u>The Melee Duel</u></p><p>Contestants face-off 1v1 in melee combat. The weapons they use are nonlethal practice weapons. They fight until a person has scored five hits or the other combatant is unable to continue.</p></blockquote><p></p>
[QUOTE="Diarmadhim, post: 7488978, member: 6855110"] [b]A Good Host[/b] [B]Moonday, Reaping 3, CY 964[/B] Dressed in a black satin tunic shirt, dark leggings, dark boots, a broad black leather belt studded with three moonstones, a platinum amulet with the rune of Eihwaz, fine black leather gloves, and a draping black cloak that sparkles like tiny cascading stars. I personally greet every guest as they arrive. There are 255 guests, including my teams, staff, and visitors. A banquet twice as lavish, and expensive, as a typical banquet is available for all of them. For refreshments, 50 gallons of Elven Mead – something even dwarves grudgingly approve of – are made available. In addition, every guest receives a bottle of Frostwine as thanks for attending. The party has six different events for our entertainment: a Grand Illusion contest, a Dweomerlist, Conjurer's Chess, an Archery contest, a Joust, and a Melee Duel. The rewards for each competition are 600 gp to whomever comes in first place, 300 gp to second place, and 100 gp to third place. Vendors are allowed on my lands and able to sell their wares, with no fee required, and the public happily invited to join in the festivities. Moving to Lathir, I quietly speak with him. [COLOR="#0000FF"]“My thanks for attending. You are the only Druid to have chosen to and I appreciate it. Feel free to watch or even join in on the competitions. I think you might do particularly well in Conjurer's Chess.”[/COLOR] Noticing Tam's semi-loneliness, I approach him with a chuckle and a wink, [COLOR="#0000FF"]“Others might socialize a bit more if you look at them as potential contacts instead of as potential marks. You have quiet a few stories to tell, Giantslayer. Mayhaps you'd like to try your hand in one of the competitions?”[/COLOR] I add, friendly clapping him on the back. My butler, Mael Bancroft, quietly approaches and whispers something in my ear. I quietly leave the room, following him and am delighted with what I am handed. I remove my cloak and shirt to don the gifted undershirt. After redressing, I thank Bancroft for informing me and search for Vale. Upon finding him on the terrace I grasp his arm in a warrior's grip. [COLOR="#0000FF"]“My thanks for the gift! This must have cost a hefty sum! I'm surprised to find you here and not out watching the festivities – or even participating! Enjoy yourself and I hope the Frostwine is to your liking.”[/COLOR] After excusing myself, I continue to mingle with my guests. Upon ensuring that I have properly thanked all in attendance, I work my way around the various competitions, cheering the contestants on while offering words of encouragement and my condolences to those that don't prevail. [U]The Grand Illusion[/U] Mages utilize their illusion spells to create spectacular and fanciful images. Mundane, epic, and even impossible creations pulled from their imaginations are put on display for the delight of the crowd. Size, sophistication, fidelity, and imagination are scored to judge each contestant's entry. Those that compete do so with the hope of becoming renowned and invited to banquets and balls for years to come. [U]The Dweomerlist[/U] A test of arcane skill and combative mettle between mages that are randomly paired against each other for battle in nonlethal spell duels. Lethal spells are forbidden – meaning no death effects, nor spells such as disintegrate or internal fire. Spells with energy, force, or shadow descriptors are “pulled” for half damage. Spells that require melee attack rolls are utilized as nonlethal (-4 to attack to deal nonlethal damage instead of normal damage). Summoned creatures are directed to attack with nonlethal damage (-4 again). [U]Conjurer's Chess[/U] Two mages utilize summons to entertain the crowd. A 10-by-10 square battle grid is mapped out, the competitors taking place on opposite sides. Over four rounds, a referee rolls a die and calls out a number. The two conjurer's each cast a summon spell, choosing a monster from the list that corresponds to the number rolled. In example, if the referee rolls a 4, the conjurers can summon any monster from Summon Monster IV or Summon Nature's Ally IV. They need not cast Summon Monster IV though – they can use Summon Monster V or VI to get 1d3 or 1d4+1 monsters from the respective list. In subsequent calling rounds, the conjurers cast their summons again based on the new die roll, and monsters summoned may move one square in any direction. If the summons disobey and move further, that conjurer forfeits the contest. If the summons wind up in the same square, they fight at the direction of their summoner. Once calling rounds are over, the conjurer's continue to direct their creatures until the time limit of 1 minute is reached. At that point, whichever conjurer has creatures in the most squares of the grid wins. [U]The Archery Contest[/U] A simple contest involving round targets divided into three concentric sections at a range of 150 feet. The outermost section is Tiny (AC 7), the next section is Dimunitive (AC 9), and the inner bullseye is Fine (AC 13). Each archer gets five arrows, earning 4 points for a bullseye, 2 points for hitting the outer circle, and 1 point for hitting the edge of the target. In the case of a tie, the targets are moved 100 feet further and the archers that tied shoot five more arrows. To split an arrow that's already lodged in the bullseye requires beating an AC of 35. [U]The Joust[/U] Two competitors on horseback charge each other with blunted lances, separated by a rail that divides two parallel tracks. The make three passes at each other. One point is awarded for breaking a lance on the opponent between the waist and the neck, two points for breaking on the helmet, and three points for bearing a rider to the ground. Should a rider be knocked from the saddle, they lose and the other rider continues in the competition. [U]The Melee Duel[/U] Contestants face-off 1v1 in melee combat. The weapons they use are nonlethal practice weapons. They fight until a person has scored five hits or the other combatant is unable to continue. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
The Heroes of Dyvers Chapter Six
Top