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The New Adventures of Thundina Seong! Completed May 4
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<blockquote data-quote="Ealli" data-source="post: 3321473" data-attributes="member: 804"><p><strong>Chapter 01: The New Adventures of Thundina Seong</strong></p><p></p><p>Thundina looked back towards the receding docks of Thronehold. It had served for two years, but had never truly been home. This is what she was meant for, the start of a new adventure. The silky rattle of mithril plates turned Thundina’s attention away from the island-city. Striding forward was Tourg, a holy man of the Lightbringer Guild; the mithril being the newly forged full plate from Thundina’s forge. </p><p></p><p>That mithril full plate had sparked the new adventure. A slip of the tongue by Tourg had revealed the formation of a new adventuring group to chase after a lost artifact. It had been Thundina’s quick talking, and threat of having insufficient motivation to otherwise have the armor set ready by the necessary mission start date, that had convinced Tourg to recruit her. As Thundina was packing her bags to move on, Krel, the artificer who owned the shop and had assisted in the forging of her new weapon, packed his bags as well.</p><p></p><p>“Krel, what are you doing? I’ve never known you to be interested in going outside urban environments.” </p><p></p><p>“Thundina, you’re not the only one who wants to see the rest of the world. I know there are infusions whose lost secrets I can only dream of. I’ve talked to Tourg, and he’s said that a ready supply of potions and scrolls could be of assistance to the expedition.”</p><p></p><p>Again, Thundina was startled back to the present and the rocking of the boat. Tourg was clearing his throat, apparently waiting for some sort of response.</p><p></p><p>“We are approaching Korth. There we will be catching a lightning rail onwards. Here is your rail pass. We have a car five reserved on the afternoon rail. You will have the afternoon to do any final shopping you need in Korth. I need to visit the guild headquarters here to pick up a couple items. Please be certain to be on time.”</p><p></p><p>For all her journeys, Thundina had never actually ridden on the lightning rails that criss-crossed the continent. Confident in her previous packing, Thundina immediately sought out the lightning rail station. The cars came in, passengers disgorged and embarked, all in a hustle. Not quite the experience she had hoped for. Soon the shouters were announcing that the lightning rail for Irontown was loading. Thundina passed through the train, finding coach five and peeking in. Four people were already there, Tourg and Krel, as well as Orning, the human paladin whom Thundina had also made a mithril full plate suit for, and a hobgoblin also with Lightbringer insignia.</p><p></p><p>“Is this the entire Lightbringer expedition?” Thundina enquired as she dropped into her seat.</p><p></p><p>At the question, Orning piped up, “I’m a Lightbringer!” Although he did not offer any further elaboration.</p><p></p><p>“Yes, this is our entire force.” Tourg announced. “We are Lightbringer Guild Expeditionary Force 2.3017, officially formed Eyre 20th, 998 YK. You and Krel may find reviewing the official chartering of this expedition helpful.” Tourg then placed on the table a document.</p><p></p><p>A quick scan of the document showed that this expedition would be more than just the recovery of the Sunsword. And there was something about the Sunsword being classified as a Class VIII artifact. The expedition would also be to locate a previous and missing expedition consisting of Ashlyn the paladin, Thendrick the cleric, and Mathilda the swordswoman. A transcription of the final <em>Sending</em> from the lost party told of an attack by undead upon Barovia and concluded with an assessment that the area could not be secured and back-up was urgently requested.</p><p></p><p>After the lightning rail reached its destination, horses were acquired and began to ride cross-country. As night fell, the party found itself in a nearly deserted inn. Suddenly a strange man strode through the door and directly to the table where Thundina and her companions were having dinner. He threw down on the table a paper and then turned to leave. BarBar began reading while everyone else was trying to formulate a question that made sense to ask. BarBar passed the note to Thundina who quickly read the note aloud and even then, no one seemed to know quite what the mysterious stranger was about. The letter was a request to mighty and valorous heroes to come rescue a girl cursed by witches near Barovia. The best part of the letter however, was the promise of great wealth of the community should assistance be rendered in the saving of the girl. Questions about how precisely the messenger knew that to find adventurers at this particular location were not answered as he quickly slipped back out the door.</p><p></p><p>Ominously perhaps, Orning muttered, “Stinks of evil,” as the stranger departed.</p><p></p><p>The next morning, once more the horses were saddled and everyone continued on towards Barovia. The morning fog never burned away as the party descended into a forest. A gate in the middle of the forest flanked by old, worn statues blocked the path. Thick forest on either side made going around the gate impractical. Suddenly, the gate swung open with no one apparent on the other side. Bravely Thundina and companions rode on, for Barovia was further down the road. Once all were past the gate, the doors swung back shut, and once more there was no force obvious.</p><p></p><p>Not long after the gate, the tree line moved back from the road and a glimpse of a village was spotted. A sign by the road told that the destination had been reached, it was Barovia, and it was under the protection of the Lightbringers. Thoughts of a warm inn and a hot meal danced to be followed by finding the Burgomaster to discuss the predicament that had prompted his plea for heroes danced through Thundina’s head. It was late and a long day slogging through the constant mist and drizzle were taking their toll on her.</p><p></p><p>It was not far into the town when trouble became obvious. Doors were boarded and barricaded and Thundina slowed her horse from a trot to a walk. An overturned hay cart in the intersection up ahead sent her hackles to raising. BarBar lit a sunrod and then wondered aloud why it was not improving his vision. He passed the brightly glowing rod over to Krel when reminded that a sunrod could not illuminate any further than his natural ability to see in the dark allowed anyway. Suddenly, chanting from the alley just passed. Tourg went rigid in his saddle and Thundina jumped ahead to see if it would be safe to pull Tourg and his mount forward. Quite the opposite proved to be true as just around the corner were some zombies shambling towards Thundina. She pulled her guisarme from her Quiver of Ehlonna and prepared. From other houses around the square, more zombies poured out. BarBar dismounted and disappeared down the narrow alley to engage whatever strange cultist could so affect Tourg in that way. Thundina was left holding the front line while Orning displayed his holy symbol to push back the undead. He was somewhat successful and forced two to flee, but that still left four more. Thundina’s horse was clobbered and killed almost immediately after she had dismounted. Enraged, Thundina layed into the approaching zombies tripping them and inflicting dire wounds as they attempted to swarm over the party. The zombies often refused to collapse even after taking numerous blasts of raw positive energy and vicious pounding. Just as it appeared that perhaps the zombies would be driven back, strange badger-like creatures burst out of the ground and hustled to join the fray on the side of the zombies. Once BarBar returned from the alley after pulverizing what he would later call a deathlock, he began to try beating on the zombies, but without having much effect. Thundina’s flashing, slashing cuts proved more effective than BarBar’s thundering punches. BarBar’s greatest surprise came as the dead horse started to rise again and attempt to pin him. Orning sliced the former horse to shreds and mop-up operations began. Though resilient, eventually the zombies were all nothing but dust and the badger-creatures were dead. </p><p></p><p>After the battle finishes, wounds are checked, but fortunately most are simply scratches. Tourg patches up any who need patching up and Orning touched himself in appropriate manners. With the crisis averted, Orning felt the most important task would be righting the overturned cart. He succeeded as much as one could succeed when the cart has a broken wheel and let out a hearty, “Bravo!” Meanwhile, Thundina felt checking for survivors in nearby houses was the highest concern. Huddled in the house nearest the battle scene, she found three peasants dressed as zombies. Once more battle ensued, but a timely turning forced all three to cower and all three were efficiently cut to dust.</p><p></p><p>Another house nearby, with a barricaded door instead of an unlocked door, did prove to have survivors. A family who said the town’s last stand was made in the town square and that no other survivors would be found on the eastern edge. A deal was struck that the locals would bring the expedition to the town square and the party would protect them in return. Half a block past the now upright but leaning hay cart, another ambush awaited. In three waves, different monsters attacked. First a pair of zombies, having freshly murdered some poor soul, then a pair of flying heads which we believe to be vargoyles, and finally a pair of slug-like creatures. Victory came more rapidly this second time as the party had a greater understanding of fighting together, although Orning was frequently paralyzed and the filth in the zombies’ claws finally worked into Thundina’s system sickening her. Tourg looked at the wound, but declared he could do nothing for her until the next morning when he could try a <em>Remove Disease</em> spell.</p><p></p><p>Further down the street and closer to the town square, a barricade blocked the road. Through the mist, a female figure could be seen holding back an advancing zombie hoard. Her cries to the Sovereign Host for aid and strength were about to be answered in a most unexpected fashion -- Thundina was prepared to charge to save this damsel in distress.</p><p></p><p></p><p>But here I must leave off the tale, at least for another week, for I grow weary. Have no fear, the exciting adventures of Thundina Seong are not done. Return next week and I will continue the tale from this exciting cliffhanger.</p></blockquote><p></p>
[QUOTE="Ealli, post: 3321473, member: 804"] [b]Chapter 01: The New Adventures of Thundina Seong[/b] Thundina looked back towards the receding docks of Thronehold. It had served for two years, but had never truly been home. This is what she was meant for, the start of a new adventure. The silky rattle of mithril plates turned Thundina’s attention away from the island-city. Striding forward was Tourg, a holy man of the Lightbringer Guild; the mithril being the newly forged full plate from Thundina’s forge. That mithril full plate had sparked the new adventure. A slip of the tongue by Tourg had revealed the formation of a new adventuring group to chase after a lost artifact. It had been Thundina’s quick talking, and threat of having insufficient motivation to otherwise have the armor set ready by the necessary mission start date, that had convinced Tourg to recruit her. As Thundina was packing her bags to move on, Krel, the artificer who owned the shop and had assisted in the forging of her new weapon, packed his bags as well. “Krel, what are you doing? I’ve never known you to be interested in going outside urban environments.” “Thundina, you’re not the only one who wants to see the rest of the world. I know there are infusions whose lost secrets I can only dream of. I’ve talked to Tourg, and he’s said that a ready supply of potions and scrolls could be of assistance to the expedition.” Again, Thundina was startled back to the present and the rocking of the boat. Tourg was clearing his throat, apparently waiting for some sort of response. “We are approaching Korth. There we will be catching a lightning rail onwards. Here is your rail pass. We have a car five reserved on the afternoon rail. You will have the afternoon to do any final shopping you need in Korth. I need to visit the guild headquarters here to pick up a couple items. Please be certain to be on time.” For all her journeys, Thundina had never actually ridden on the lightning rails that criss-crossed the continent. Confident in her previous packing, Thundina immediately sought out the lightning rail station. The cars came in, passengers disgorged and embarked, all in a hustle. Not quite the experience she had hoped for. Soon the shouters were announcing that the lightning rail for Irontown was loading. Thundina passed through the train, finding coach five and peeking in. Four people were already there, Tourg and Krel, as well as Orning, the human paladin whom Thundina had also made a mithril full plate suit for, and a hobgoblin also with Lightbringer insignia. “Is this the entire Lightbringer expedition?” Thundina enquired as she dropped into her seat. At the question, Orning piped up, “I’m a Lightbringer!” Although he did not offer any further elaboration. “Yes, this is our entire force.” Tourg announced. “We are Lightbringer Guild Expeditionary Force 2.3017, officially formed Eyre 20th, 998 YK. You and Krel may find reviewing the official chartering of this expedition helpful.” Tourg then placed on the table a document. A quick scan of the document showed that this expedition would be more than just the recovery of the Sunsword. And there was something about the Sunsword being classified as a Class VIII artifact. The expedition would also be to locate a previous and missing expedition consisting of Ashlyn the paladin, Thendrick the cleric, and Mathilda the swordswoman. A transcription of the final [I]Sending[/I] from the lost party told of an attack by undead upon Barovia and concluded with an assessment that the area could not be secured and back-up was urgently requested. After the lightning rail reached its destination, horses were acquired and began to ride cross-country. As night fell, the party found itself in a nearly deserted inn. Suddenly a strange man strode through the door and directly to the table where Thundina and her companions were having dinner. He threw down on the table a paper and then turned to leave. BarBar began reading while everyone else was trying to formulate a question that made sense to ask. BarBar passed the note to Thundina who quickly read the note aloud and even then, no one seemed to know quite what the mysterious stranger was about. The letter was a request to mighty and valorous heroes to come rescue a girl cursed by witches near Barovia. The best part of the letter however, was the promise of great wealth of the community should assistance be rendered in the saving of the girl. Questions about how precisely the messenger knew that to find adventurers at this particular location were not answered as he quickly slipped back out the door. Ominously perhaps, Orning muttered, “Stinks of evil,” as the stranger departed. The next morning, once more the horses were saddled and everyone continued on towards Barovia. The morning fog never burned away as the party descended into a forest. A gate in the middle of the forest flanked by old, worn statues blocked the path. Thick forest on either side made going around the gate impractical. Suddenly, the gate swung open with no one apparent on the other side. Bravely Thundina and companions rode on, for Barovia was further down the road. Once all were past the gate, the doors swung back shut, and once more there was no force obvious. Not long after the gate, the tree line moved back from the road and a glimpse of a village was spotted. A sign by the road told that the destination had been reached, it was Barovia, and it was under the protection of the Lightbringers. Thoughts of a warm inn and a hot meal danced to be followed by finding the Burgomaster to discuss the predicament that had prompted his plea for heroes danced through Thundina’s head. It was late and a long day slogging through the constant mist and drizzle were taking their toll on her. It was not far into the town when trouble became obvious. Doors were boarded and barricaded and Thundina slowed her horse from a trot to a walk. An overturned hay cart in the intersection up ahead sent her hackles to raising. BarBar lit a sunrod and then wondered aloud why it was not improving his vision. He passed the brightly glowing rod over to Krel when reminded that a sunrod could not illuminate any further than his natural ability to see in the dark allowed anyway. Suddenly, chanting from the alley just passed. Tourg went rigid in his saddle and Thundina jumped ahead to see if it would be safe to pull Tourg and his mount forward. Quite the opposite proved to be true as just around the corner were some zombies shambling towards Thundina. She pulled her guisarme from her Quiver of Ehlonna and prepared. From other houses around the square, more zombies poured out. BarBar dismounted and disappeared down the narrow alley to engage whatever strange cultist could so affect Tourg in that way. Thundina was left holding the front line while Orning displayed his holy symbol to push back the undead. He was somewhat successful and forced two to flee, but that still left four more. Thundina’s horse was clobbered and killed almost immediately after she had dismounted. Enraged, Thundina layed into the approaching zombies tripping them and inflicting dire wounds as they attempted to swarm over the party. The zombies often refused to collapse even after taking numerous blasts of raw positive energy and vicious pounding. Just as it appeared that perhaps the zombies would be driven back, strange badger-like creatures burst out of the ground and hustled to join the fray on the side of the zombies. Once BarBar returned from the alley after pulverizing what he would later call a deathlock, he began to try beating on the zombies, but without having much effect. Thundina’s flashing, slashing cuts proved more effective than BarBar’s thundering punches. BarBar’s greatest surprise came as the dead horse started to rise again and attempt to pin him. Orning sliced the former horse to shreds and mop-up operations began. Though resilient, eventually the zombies were all nothing but dust and the badger-creatures were dead. After the battle finishes, wounds are checked, but fortunately most are simply scratches. Tourg patches up any who need patching up and Orning touched himself in appropriate manners. With the crisis averted, Orning felt the most important task would be righting the overturned cart. He succeeded as much as one could succeed when the cart has a broken wheel and let out a hearty, “Bravo!” Meanwhile, Thundina felt checking for survivors in nearby houses was the highest concern. Huddled in the house nearest the battle scene, she found three peasants dressed as zombies. Once more battle ensued, but a timely turning forced all three to cower and all three were efficiently cut to dust. Another house nearby, with a barricaded door instead of an unlocked door, did prove to have survivors. A family who said the town’s last stand was made in the town square and that no other survivors would be found on the eastern edge. A deal was struck that the locals would bring the expedition to the town square and the party would protect them in return. Half a block past the now upright but leaning hay cart, another ambush awaited. In three waves, different monsters attacked. First a pair of zombies, having freshly murdered some poor soul, then a pair of flying heads which we believe to be vargoyles, and finally a pair of slug-like creatures. Victory came more rapidly this second time as the party had a greater understanding of fighting together, although Orning was frequently paralyzed and the filth in the zombies’ claws finally worked into Thundina’s system sickening her. Tourg looked at the wound, but declared he could do nothing for her until the next morning when he could try a [I]Remove Disease[/I] spell. Further down the street and closer to the town square, a barricade blocked the road. Through the mist, a female figure could be seen holding back an advancing zombie hoard. Her cries to the Sovereign Host for aid and strength were about to be answered in a most unexpected fashion -- Thundina was prepared to charge to save this damsel in distress. But here I must leave off the tale, at least for another week, for I grow weary. Have no fear, the exciting adventures of Thundina Seong are not done. Return next week and I will continue the tale from this exciting cliffhanger. [/QUOTE]
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