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The Risen Goddess (Updated 3.10.08)
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<blockquote data-quote="(contact)" data-source="post: 1142" data-attributes="member: 41"><p><strong>22-- Into the Delve, for once and for all.</strong></p><p></p><p>The grateful (and slightly embarrassed) druid behind them, Indy and Gorquen follow his directions to the wild elf camp where their friends are waiting. In their new bodies, and perhaps just a bit wiser for their most recent experience, the two friends exchange pleasant conversation until they reach the camp.</p><p></p><p>After they tell their story (each of them conveniently leaving out their foolish fascination with the lake-nymph), the group puts their heads together and decides next steps. In between chasing the wild elven women, Taran has managed to get back to the Iskian refugee camp and retrieve Rex. Rex tells the group that their gifts were appreciated, and much needed. Thelbar and Kyreel have been back to scout the lake-fortress twice since their fated battle with the bugbears, but have seen no sign of further occupation.</p><p></p><p>The group decides that they must press on, take the fortress and present their case to the goblins, who hold the "Iron Position" (to quote one of Taran's war-manuals) at the Gates of the Great Delve.</p><p></p><p>Rex and Taran will leave a day early, and attempt to recruit some fighters from the refugee camp to help the group hold the fort. Indy and Thelbar have some studying to do, and Gorquen tells the group she could use some rest. Kyreel, although treated with deep suspicion by the wood elves due to her drow background, still wishes to take the time to learn more about her cousins.</p><p></p><p>By the time everyone makes the rendezvous in the cove where the goblin's assault boat is hidden, Taran has a round dozen elves, all of the Ishlokian faith, who are willing to join them. He guiltily tells the group that he felt so sorry for their impoverished state that he promised them about five times the normal soldier's salary, plus combat bonuses if necessary. Kyreel smiles a secret smile and assures Taran that he has done no wrong to think gently about another being's plight.</p><p></p><p>The adventuring group uses a combination of <em>flying</em> magic and <em>water-walking</em> to get inside the fort, and find that everything is just as they left it, if a bit more foul-smelling. Boating the elves across, the erstwhile refugees get their first taste of what being a soldier is really about: bugbear fatality detail. The elves haul the hairy bodies up to the first balcony and throw them into the lake, where they sink (presumably) to the bottom. Taran watches over this work, calling out encouragement and privately muttering to his brother, "You know, if there are sea-serpents in this lake, we're asking for trouble this way. Still, there's no help for it. A pyre would bring flying predators and I'm not digging a grave that big!"</p><p></p><p>Once the place is clean, and mopping details have been formed, Taran lays out the watch-and-watch order that the elves are to follow. They are armed extremely well, thanks to the party's fallen enemies, and are looking like the makings of a real crack unit.</p><p></p><p>That settled, the group composes a missive, and sets out in a boat to deliver it to the Goblin Court. The letter reads: "In the name of House Tar-Ilou, in the name of Thelbar and the name of Taran, cordial greetings to the Goblin high-chief, Prince of the Delve. This is a letter to inform you that your enemies in the lake-fortress are no more. They have been put to death by sword and spell at the hands of Taran Tar-Ilou and his band, the new masters of the fortress. </p><p></p><p>"In two days time, we will expect you or your chosen representative to meet with us regarding your dragon problem, and our helpful offer to solve it. In the meantime, and until further notice, the following rules must be in place between us:</p><p></p><p>"1. No goblins in any group larger than three may approach within 100 yards of the fortress at any time. Violators will be killed without warning or question.</p><p></p><p>"2. No goblins in any size group may approach within 100 yards of the fortress from sundown to sunup. Violators will be killed without warning or question.</p><p></p><p>"3. Any group bearing an official message from the Goblin Prince must bear a banner or pennant displaying his Royal Sigil, visible out to 100 yards.</p><p></p><p>"These rules are for the safety of your subjects, unfortunate as they are to live in such dangerous times as these. We wish no hostility, but neither do we harbor any fear. May this missive find you in Abundant Health, In the name of the Goddess Ishlok, Mother of All Creation, signed, Taran Tar-Ilou."</p><p></p><p>-----</p><p></p><p>Two days later, the guards call out "A boat! A boat bearing their banner!" The party rushes to the battlements of the central tower, where they see a small craft, filled to the brim with goblins, including an unusually shifty-looking female, and a goblin who must be the Prince, judging by the size of his hat.</p><p></p><p>"Open the portcullis and hold your positions!" Taran yells, as the party prepares to meet the goblin Prince.</p><p></p><p>The Prince and his retinue of goblins and hobgoblins make their way into the fortresses' inner docks. The goblin leader proves to be a savvy and intelligent negotiator, and in the end, a canny fellow. The group manages to weasel out of his demand for fealty, but must promise on their honor to remain non-hostile against the goblins if they wish to have access to the delve.</p><p></p><p>Arrangements are made for the party to fly a special banner upon their approach that will signal to the goblin guards that they wish to enter the delve. The goblins will let them in to fight dragons, and let them out again when they are victorious, but the main gates must remain closed at all times.</p><p></p><p>The goblins are exceptionally close-mouthed about what else awaits in the Great Delve, save that there are strange dwarves in the deeps. Strange dwarves, indeed.</p></blockquote><p></p>
[QUOTE="(contact), post: 1142, member: 41"] [b]22-- Into the Delve, for once and for all.[/b] The grateful (and slightly embarrassed) druid behind them, Indy and Gorquen follow his directions to the wild elf camp where their friends are waiting. In their new bodies, and perhaps just a bit wiser for their most recent experience, the two friends exchange pleasant conversation until they reach the camp. After they tell their story (each of them conveniently leaving out their foolish fascination with the lake-nymph), the group puts their heads together and decides next steps. In between chasing the wild elven women, Taran has managed to get back to the Iskian refugee camp and retrieve Rex. Rex tells the group that their gifts were appreciated, and much needed. Thelbar and Kyreel have been back to scout the lake-fortress twice since their fated battle with the bugbears, but have seen no sign of further occupation. The group decides that they must press on, take the fortress and present their case to the goblins, who hold the "Iron Position" (to quote one of Taran's war-manuals) at the Gates of the Great Delve. Rex and Taran will leave a day early, and attempt to recruit some fighters from the refugee camp to help the group hold the fort. Indy and Thelbar have some studying to do, and Gorquen tells the group she could use some rest. Kyreel, although treated with deep suspicion by the wood elves due to her drow background, still wishes to take the time to learn more about her cousins. By the time everyone makes the rendezvous in the cove where the goblin's assault boat is hidden, Taran has a round dozen elves, all of the Ishlokian faith, who are willing to join them. He guiltily tells the group that he felt so sorry for their impoverished state that he promised them about five times the normal soldier's salary, plus combat bonuses if necessary. Kyreel smiles a secret smile and assures Taran that he has done no wrong to think gently about another being's plight. The adventuring group uses a combination of [i]flying[/i] magic and [i]water-walking[/i] to get inside the fort, and find that everything is just as they left it, if a bit more foul-smelling. Boating the elves across, the erstwhile refugees get their first taste of what being a soldier is really about: bugbear fatality detail. The elves haul the hairy bodies up to the first balcony and throw them into the lake, where they sink (presumably) to the bottom. Taran watches over this work, calling out encouragement and privately muttering to his brother, "You know, if there are sea-serpents in this lake, we're asking for trouble this way. Still, there's no help for it. A pyre would bring flying predators and I'm not digging a grave that big!" Once the place is clean, and mopping details have been formed, Taran lays out the watch-and-watch order that the elves are to follow. They are armed extremely well, thanks to the party's fallen enemies, and are looking like the makings of a real crack unit. That settled, the group composes a missive, and sets out in a boat to deliver it to the Goblin Court. The letter reads: "In the name of House Tar-Ilou, in the name of Thelbar and the name of Taran, cordial greetings to the Goblin high-chief, Prince of the Delve. This is a letter to inform you that your enemies in the lake-fortress are no more. They have been put to death by sword and spell at the hands of Taran Tar-Ilou and his band, the new masters of the fortress. "In two days time, we will expect you or your chosen representative to meet with us regarding your dragon problem, and our helpful offer to solve it. In the meantime, and until further notice, the following rules must be in place between us: "1. No goblins in any group larger than three may approach within 100 yards of the fortress at any time. Violators will be killed without warning or question. "2. No goblins in any size group may approach within 100 yards of the fortress from sundown to sunup. Violators will be killed without warning or question. "3. Any group bearing an official message from the Goblin Prince must bear a banner or pennant displaying his Royal Sigil, visible out to 100 yards. "These rules are for the safety of your subjects, unfortunate as they are to live in such dangerous times as these. We wish no hostility, but neither do we harbor any fear. May this missive find you in Abundant Health, In the name of the Goddess Ishlok, Mother of All Creation, signed, Taran Tar-Ilou." ----- Two days later, the guards call out "A boat! A boat bearing their banner!" The party rushes to the battlements of the central tower, where they see a small craft, filled to the brim with goblins, including an unusually shifty-looking female, and a goblin who must be the Prince, judging by the size of his hat. "Open the portcullis and hold your positions!" Taran yells, as the party prepares to meet the goblin Prince. The Prince and his retinue of goblins and hobgoblins make their way into the fortresses' inner docks. The goblin leader proves to be a savvy and intelligent negotiator, and in the end, a canny fellow. The group manages to weasel out of his demand for fealty, but must promise on their honor to remain non-hostile against the goblins if they wish to have access to the delve. Arrangements are made for the party to fly a special banner upon their approach that will signal to the goblin guards that they wish to enter the delve. The goblins will let them in to fight dragons, and let them out again when they are victorious, but the main gates must remain closed at all times. The goblins are exceptionally close-mouthed about what else awaits in the Great Delve, save that there are strange dwarves in the deeps. Strange dwarves, indeed. [/QUOTE]
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