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Adventures in the Eastern Provinces
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<blockquote data-quote="the Jester" data-source="post: 5151431" data-attributes="member: 1210"><p>Our heroes are moving up in the world!</p><p></p><p>Co-Governors Shifty and Shar, now married by Bishop Ulric, unite the families of the Ynarlslands and the Swaysacks into the Ynarlsacks. Cavemouth becomes Sheriff Cavemouth; Karl is appointed Magus Incarna, and Kane is made the Governor’s Fist. For the most part, they are making up titles as they go, but that’s okay; you gotta start somewhere!</p><p></p><p>The party has a large ceremony in the market square of Grumbleford, ensuring that the locals know their names and recognize their authority. Then they depart, marching overland and stopping briefly in the ruined city of Thrushton to poke around on the way to first Woodcut and then Overland, where they plan to again announce their new positions. Since they have agreed to pay taxes to Count D’Aara- one copper piece per ten people, as well as three men-at-arms that they will send to the count- they figure they might as well see if they can find any treasure on the way.</p><p></p><p>In the ruins, they fight off a pack of wolves, deal with a cloud of stirges and put most of a small group of bandits to the sword. They spare one- Farlo- and tell him that he is the new leader of the rest of his men, wherever they are, and that he had best lead them to a straight and proper lifestyle, one that does not involve banditry, theft or abuse of peasants. Farlo departs straight away with assurances that he will do so, and our heroes continue along their way. </p><p></p><p>On the way out of the city, they are ambushed by a group of spiders and a strange beast that seems to mix the worst qualities of spider and man (Karl later identifies it as an <em>ettercap</em>). Our heroes find the leaping spiders difficult to pin down, but soon enough they triumph, and in their search of the monsters’ lair, they find a pair of magical items: a spear that drips poison and a holy symbol.*</p><p></p><p>Not bad, for a side trek. </p><p></p><p>They keep walking, and eventually reach Woodcut, a small lumber town. They announce themselves and then spend the night in the Hayfork Inn. They stick around and spend some of the money they acquired in the ruins of Thrushton, partying with their subjects for three days. </p><p></p><p>While they are there, Cavemouth deputizes a man called Big Turly and the party appoints a group of four representatives who can come to their tower with concerns or problems: two human men named Bradford and Mane, a dwarf named Tunnek and a woman, Cawdri. </p><p></p><p>Their initial round of rulership done here, the party then hits the road, heading north and east towards their original home, Overland- although none of them are sure whether they will reside there much longer, as the Governor’s Tower is now theirs to do with as they will. But it needs work, and so, as they travel, they start to plan on hiring masons, carpenters and other skilled workers to make repairs. </p><p></p><p>In Overland, they recruit a mason and a pair of men-at-arms. </p><p></p><p>***</p><p></p><p>Within a few days, the party has returned to the Governor’s Tower. At one point, Shifty finds his shoes have been tied together, and they decide that they had best start leaving snacks and drinks out for the local fey. </p><p></p><p>Shar carves a dueling circle in the courtyard. <em>Now we need more warriors,</em> she thinks. <em>Praise the Sword Emperor.</em></p><p></p><p>***</p><p></p><p>Having declared their authority everywhere important in their territory, the party decides that their next move will be to return to the bottom of the Earthquake Rift, where the wererats lair with their dragon- ally? pet? master?- and take the strange entity in the ice pool’s quest. </p><p></p><p>Travel to the Earthquake Rift only takes a few hours, and the group has become practiced at making their descent. Before long, they reach the bottom. The wererats are delighted to see our heroes again, and to take ten gold pieces for the right to see Katimah, the strange green-haired woman who swims below the ice sheet. </p><p></p><p>“You have returned!” she exclaims upon seeing them.</p><p></p><p>“As we said we would,” declares Shifty pompously. “We are willing to attempt to help you, if you can impart the ability to breathe water upon us.”</p><p></p><p>“Come closer,” she replies. “Touch the surface of the ice.”</p><p></p><p>Cavemouth steps forward and kneels, putting one hand upon the chill surface. Katimah swims closer, beneath the ice, and reaches out until her fingers are below his, separated only by the glassy layer that imprisons her. An aquamarine glow seems to emanate upwards from her hand, and she says, “You are ready.”</p><p></p><p>Since no harm came to Cavemouth- being a burly goliath, he’s kind of like the party’s canary- the rest of the group files up and, one by one, receives Katimah’s touch. “Good luck,” she offers; then the party troops out to the central pool of water at the bottom of the rift. According to her, their path lies through a mostly- submerged canal that will lead them deeper into an old duergar city. Once they have entered the canal, they find themselves able to breathe as easily as if they were above the surface. It’s a very interesting experience, albeit a little cold in the chest. Fish dart by them periodically, and dead rats are virtually omnipresent. </p><p></p><p>“What exactly are duergar?” asks Shar. </p><p></p><p>“They’re also known as gray dwarves,” Karl informs her. “They’re an offshoot of the dwarven race given to deviltry and evil. They were driven below the ground long ago by their kinfolk, and now they toil in the depths.”</p><p></p><p>“So they are probably not really friendly, is what you’re saying.”</p><p></p><p>“Who knows?” quips Cavemouth. “We seem able to negotiate with anyone.”</p><p></p><p>Shifty grumbles under his breath and Shar adds, “As long as my esteemed husband doesn’t act first.” He shoots her an amused grin. </p><p></p><p>The party travels for about fifteen minutes before the canal enters the duergar works.</p><p></p><p><em><strong>Next Time:</strong></em> Into the duergar works!</p><p></p><p></p><p>*In Cydra, a magical holy symbol is actually a device with a face that can be detached and replaced with one’s own deity’s symbol. The actual symbol isn’t magical, it’s the device carrying it. Otherwise, when you loot the Orcus priest’s body and get his <em>+2 holy symbol of stuff and things</em>, your own god would get pissed at you!</p></blockquote><p></p>
[QUOTE="the Jester, post: 5151431, member: 1210"] Our heroes are moving up in the world! Co-Governors Shifty and Shar, now married by Bishop Ulric, unite the families of the Ynarlslands and the Swaysacks into the Ynarlsacks. Cavemouth becomes Sheriff Cavemouth; Karl is appointed Magus Incarna, and Kane is made the Governor’s Fist. For the most part, they are making up titles as they go, but that’s okay; you gotta start somewhere! The party has a large ceremony in the market square of Grumbleford, ensuring that the locals know their names and recognize their authority. Then they depart, marching overland and stopping briefly in the ruined city of Thrushton to poke around on the way to first Woodcut and then Overland, where they plan to again announce their new positions. Since they have agreed to pay taxes to Count D’Aara- one copper piece per ten people, as well as three men-at-arms that they will send to the count- they figure they might as well see if they can find any treasure on the way. In the ruins, they fight off a pack of wolves, deal with a cloud of stirges and put most of a small group of bandits to the sword. They spare one- Farlo- and tell him that he is the new leader of the rest of his men, wherever they are, and that he had best lead them to a straight and proper lifestyle, one that does not involve banditry, theft or abuse of peasants. Farlo departs straight away with assurances that he will do so, and our heroes continue along their way. On the way out of the city, they are ambushed by a group of spiders and a strange beast that seems to mix the worst qualities of spider and man (Karl later identifies it as an [i]ettercap[/i]). Our heroes find the leaping spiders difficult to pin down, but soon enough they triumph, and in their search of the monsters’ lair, they find a pair of magical items: a spear that drips poison and a holy symbol.* Not bad, for a side trek. They keep walking, and eventually reach Woodcut, a small lumber town. They announce themselves and then spend the night in the Hayfork Inn. They stick around and spend some of the money they acquired in the ruins of Thrushton, partying with their subjects for three days. While they are there, Cavemouth deputizes a man called Big Turly and the party appoints a group of four representatives who can come to their tower with concerns or problems: two human men named Bradford and Mane, a dwarf named Tunnek and a woman, Cawdri. Their initial round of rulership done here, the party then hits the road, heading north and east towards their original home, Overland- although none of them are sure whether they will reside there much longer, as the Governor’s Tower is now theirs to do with as they will. But it needs work, and so, as they travel, they start to plan on hiring masons, carpenters and other skilled workers to make repairs. In Overland, they recruit a mason and a pair of men-at-arms. *** Within a few days, the party has returned to the Governor’s Tower. At one point, Shifty finds his shoes have been tied together, and they decide that they had best start leaving snacks and drinks out for the local fey. Shar carves a dueling circle in the courtyard. [i]Now we need more warriors,[/i] she thinks. [i]Praise the Sword Emperor.[/i] *** Having declared their authority everywhere important in their territory, the party decides that their next move will be to return to the bottom of the Earthquake Rift, where the wererats lair with their dragon- ally? pet? master?- and take the strange entity in the ice pool’s quest. Travel to the Earthquake Rift only takes a few hours, and the group has become practiced at making their descent. Before long, they reach the bottom. The wererats are delighted to see our heroes again, and to take ten gold pieces for the right to see Katimah, the strange green-haired woman who swims below the ice sheet. “You have returned!” she exclaims upon seeing them. “As we said we would,” declares Shifty pompously. “We are willing to attempt to help you, if you can impart the ability to breathe water upon us.” “Come closer,” she replies. “Touch the surface of the ice.” Cavemouth steps forward and kneels, putting one hand upon the chill surface. Katimah swims closer, beneath the ice, and reaches out until her fingers are below his, separated only by the glassy layer that imprisons her. An aquamarine glow seems to emanate upwards from her hand, and she says, “You are ready.” Since no harm came to Cavemouth- being a burly goliath, he’s kind of like the party’s canary- the rest of the group files up and, one by one, receives Katimah’s touch. “Good luck,” she offers; then the party troops out to the central pool of water at the bottom of the rift. According to her, their path lies through a mostly- submerged canal that will lead them deeper into an old duergar city. Once they have entered the canal, they find themselves able to breathe as easily as if they were above the surface. It’s a very interesting experience, albeit a little cold in the chest. Fish dart by them periodically, and dead rats are virtually omnipresent. “What exactly are duergar?” asks Shar. “They’re also known as gray dwarves,” Karl informs her. “They’re an offshoot of the dwarven race given to deviltry and evil. They were driven below the ground long ago by their kinfolk, and now they toil in the depths.” “So they are probably not really friendly, is what you’re saying.” “Who knows?” quips Cavemouth. “We seem able to negotiate with anyone.” Shifty grumbles under his breath and Shar adds, “As long as my esteemed husband doesn’t act first.” He shoots her an amused grin. The party travels for about fifteen minutes before the canal enters the duergar works. [i][b]Next Time:[/b][/i][b][/b] Into the duergar works! *In Cydra, a magical holy symbol is actually a device with a face that can be detached and replaced with one’s own deity’s symbol. The actual symbol isn’t magical, it’s the device carrying it. Otherwise, when you loot the Orcus priest’s body and get his [i]+2 holy symbol of stuff and things[/i], your own god would get pissed at you! [/QUOTE]
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