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Story Hour
the Jester's OLD story hour, UPDATED AT LAST!
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<blockquote data-quote="the Jester" data-source="post: 316354" data-attributes="member: 1210"><p>A few days journey overland and the party finds themselves looking at what appears to be an interesting fortress standing tall before what is an obviously well-worn battleground. There are no trees on the field, no grass; it shows the signs of many a recent battle. The fortress is walled, with a moat and a symmetrical layout. After some discussion, the party decides to send a scout in. Sith renders himself invisible and flying, and shortly is much closer to the place than he should be. He flies in over the walls.</p><p></p><p>The rest of the party hangs out off the field of battle and waits. After about half an hour they notice some dust on the horizon: it looks like a large band of approaching creatures. The party isn’t too worried just yet; they can always retreat, right? All they have to do is wait for Sith to return.</p><p></p><p>A large red winged flying reptilian form comes out of the advancing army, which the party can’t quite make out yet, but they can tell it’s a large force. And the dragon seems to fly over the fortress, then swoops in and breathes a huge gout of fire on the wall... leaving a few scorches on it, but not much. It swings around for another pass, then returns to the oncoming army.</p><p></p><p>The party is now officially becoming worried about Sith. He’s been gone about an hour, and it looks like this big-ass army coming towards the fortress he’s scouting is planning to attack it. Not a good thing to be caught in the middle of- especially because it seems as though there are a lot of different big things in the army. Giants, demon and angel looking things both.... what’s going on here?</p><p></p><p>Then, suddenly, a pair of humanoid frogs appears from out of nowhere! The party reacts, scrambling for weapons, but the slaadi croak that they’re here to ask for help.</p><p></p><p>“That,” they explain, gesturing to the fortress, “is the Bastion of Law. Every week there’s a great battle between the forces of Law and Chaos here, and there is destined to be a stalemate. None of the forces here can swing the battle. Only outside intervention can do that. We want your help. Sneak in, open the gates- and the forces of Chaos can be victorious at last!”</p><p></p><p>The slaadi depart. The party immediately falls into a vigorous debate. “I’m not getting involved in this,” Anvar maintains, and Krunkshank agrees. Most of the rest are chaotic through and through, but none of them are suicidal. Still, they’re becoming worried about Sith, and it looks like another army is marching in from the hills to the side of the fortress. Another chaos army? Nobody can tell just yet. Meanwhile, the Bastion’s army of Law is also drawing up into ranks, issuing forth from the fortress.</p><p></p><p>The party’s debate is growing heated when Sith returns, visible but still flying. He claims that the party’s best interests are served by staying out of this mess. They decide to just watch the battle take place, and take place it does. Angelic figures clash with each other, some serving chaos, some serving law. Dragons, giants, humanoids of all sorts, bizarre monsters they’ve never seen- an incredible battle soon develops, with quarter neither asked for not given on either side. The party moves a few times as it gets closer to them, and once an angel with a flying sword comes close enough to warn them to stay out of it. They do, never stopping to wonder why Sith has urged them to do so as well.</p><p></p><p>As night falls the battle still rages, and another debate springs up among them: what to do next. After some discussion they decide to keep heading on their way and hope to find either a waterway to follow or a town. The group circles around the battlefield, leaving the eternal conflict behind.</p><p></p><p>Another two days' journey finds the party reaching first the coast and then a small fishing village, where they find out where they are: a chain of islands called the Serpent's Tail. The water is shallow and full of jagged rocks; and though the party desperately wants to charter a ship to get them home, very few actual seaworthy ships come to this place. In fact, the jagged shallows (which may indicate that this area was once subjected to some sort of massive force or disaster) pretty much preclude getting home by normal ship. The group tries waving some gold around, but finds that prices are outrageous. "5 gold for a beer??" Horbin exclaims... and is told that gold is common here. </p><p></p><p>When the party asks what's more valuable, they're told... copper.</p><p></p><p>What mid-level adventurer keeps his copper anyway?</p><p></p><p>But there is one ray of hope to be found: tales of strange steel ships that used to raid the area, using strange metal bugs "as long as a man's arm" according to the local gossip. About a year and a half ago, the raids stopped and the ships, as near as any of the locals can tell, went inactive. Apparently, their metal hulls allowed them to sail the jagged shallows with relative impunity. And apparently, one of the ships is nearby- inactive and ripe for the taking!</p><p></p><p>Our heroes set out, water walking thanks to Horbin's magic...</p></blockquote><p></p>
[QUOTE="the Jester, post: 316354, member: 1210"] A few days journey overland and the party finds themselves looking at what appears to be an interesting fortress standing tall before what is an obviously well-worn battleground. There are no trees on the field, no grass; it shows the signs of many a recent battle. The fortress is walled, with a moat and a symmetrical layout. After some discussion, the party decides to send a scout in. Sith renders himself invisible and flying, and shortly is much closer to the place than he should be. He flies in over the walls. The rest of the party hangs out off the field of battle and waits. After about half an hour they notice some dust on the horizon: it looks like a large band of approaching creatures. The party isn’t too worried just yet; they can always retreat, right? All they have to do is wait for Sith to return. A large red winged flying reptilian form comes out of the advancing army, which the party can’t quite make out yet, but they can tell it’s a large force. And the dragon seems to fly over the fortress, then swoops in and breathes a huge gout of fire on the wall... leaving a few scorches on it, but not much. It swings around for another pass, then returns to the oncoming army. The party is now officially becoming worried about Sith. He’s been gone about an hour, and it looks like this big-ass army coming towards the fortress he’s scouting is planning to attack it. Not a good thing to be caught in the middle of- especially because it seems as though there are a lot of different big things in the army. Giants, demon and angel looking things both.... what’s going on here? Then, suddenly, a pair of humanoid frogs appears from out of nowhere! The party reacts, scrambling for weapons, but the slaadi croak that they’re here to ask for help. “That,” they explain, gesturing to the fortress, “is the Bastion of Law. Every week there’s a great battle between the forces of Law and Chaos here, and there is destined to be a stalemate. None of the forces here can swing the battle. Only outside intervention can do that. We want your help. Sneak in, open the gates- and the forces of Chaos can be victorious at last!” The slaadi depart. The party immediately falls into a vigorous debate. “I’m not getting involved in this,” Anvar maintains, and Krunkshank agrees. Most of the rest are chaotic through and through, but none of them are suicidal. Still, they’re becoming worried about Sith, and it looks like another army is marching in from the hills to the side of the fortress. Another chaos army? Nobody can tell just yet. Meanwhile, the Bastion’s army of Law is also drawing up into ranks, issuing forth from the fortress. The party’s debate is growing heated when Sith returns, visible but still flying. He claims that the party’s best interests are served by staying out of this mess. They decide to just watch the battle take place, and take place it does. Angelic figures clash with each other, some serving chaos, some serving law. Dragons, giants, humanoids of all sorts, bizarre monsters they’ve never seen- an incredible battle soon develops, with quarter neither asked for not given on either side. The party moves a few times as it gets closer to them, and once an angel with a flying sword comes close enough to warn them to stay out of it. They do, never stopping to wonder why Sith has urged them to do so as well. As night falls the battle still rages, and another debate springs up among them: what to do next. After some discussion they decide to keep heading on their way and hope to find either a waterway to follow or a town. The group circles around the battlefield, leaving the eternal conflict behind. Another two days' journey finds the party reaching first the coast and then a small fishing village, where they find out where they are: a chain of islands called the Serpent's Tail. The water is shallow and full of jagged rocks; and though the party desperately wants to charter a ship to get them home, very few actual seaworthy ships come to this place. In fact, the jagged shallows (which may indicate that this area was once subjected to some sort of massive force or disaster) pretty much preclude getting home by normal ship. The group tries waving some gold around, but finds that prices are outrageous. "5 gold for a beer??" Horbin exclaims... and is told that gold is common here. When the party asks what's more valuable, they're told... copper. What mid-level adventurer keeps his copper anyway? But there is one ray of hope to be found: tales of strange steel ships that used to raid the area, using strange metal bugs "as long as a man's arm" according to the local gossip. About a year and a half ago, the raids stopped and the ships, as near as any of the locals can tell, went inactive. Apparently, their metal hulls allowed them to sail the jagged shallows with relative impunity. And apparently, one of the ships is nearby- inactive and ripe for the taking! Our heroes set out, water walking thanks to Horbin's magic... [/QUOTE]
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