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Aphonion Tales: Adventures in the Spice Lands and the War in Hanal, a tween and teen D&D game (edited notes, posts Tuesdays, most recent 3/7/23)
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<blockquote data-quote="CPaladin" data-source="post: 8277021" data-attributes="member: 7030144"><p>Session 8 (7/5/20)</p><p>12 Tar-Skard</p><p></p><p>They continue following the road. They have two more days in the Spice Lands, and then they travel through open territory—a few minor more or less independent baronies and towns, and lots of wild land between.</p><p></p><p>The day passes uneventfully as they follow the cobbled road alongside the Great River.</p><p></p><p>During the night, there is movement in the woods near their camp, but nothing bothers them.</p><p></p><p>13 Tar-Skard</p><p></p><p>Early in the morning, they have an encounter. 19 on the die, followed by a 92 on the percentile dice.</p><p></p><p>Elyn is scouting ahead a bit, she’s about 30 feet ahead of the group. An enormous herd of elephants is blocking the road ahead. There are several calves playing in the river plains. There are also several large bulls guarding the herd, including one directly on the road in their path.</p><p></p><p>She tells the group and then goes ahead to check them out.</p><p></p><p>Noah gathers a bundle of vegetation, and offers it to the sentinel bull elephant.</p><p></p><p>They decide to go around, through the jungle. They load up the horses with cinnamon, and lead them through the jungle.</p><p></p><p>Meanwhile, Noah tries to convince the bull elephant that he means no harm. The elephant is clearly agitated, but hasn’t attacked. Noah asks the ancestral spirits what he should do. An ancestral spirit looks at him and says, “Just wait.”</p><p></p><p>The elephants continue to play in the water. After Noah sits down, the elder bull elephant sits down and watches him. After about 3 hours, the entire herd moves back into the jungle.</p><p></p><p>The big bull is the last one to leave, with a one-eyed glare at Noah.</p><p></p><p>They proceed onward, still bickering about how they handled it.</p><p></p><p>(Quarter day lost.)</p><p></p><p>The night passes peacefully, except for Elyn stealing Noah’s orkish dictionary so she can try to teach herself orkish.</p><p></p><p>14 Tar-Skard</p><p></p><p>The day passes peacefully, and they leave the Spice Lands.</p><p></p><p>The night passes.</p><p></p><p>15 Tar-Skard</p><p></p><p>Another day passes peacefully, in a very wild, uncontrolled section.</p><p></p><p>The night passes peacefully.</p><p></p><p>16 Tar-Skard</p><p></p><p>Day and night pass peacefully.</p><p></p><p>17 Tar-Skard</p><p></p><p>The jungle is getting less jungly, giving way to temperate plains.</p><p></p><p>That night, they have an encounter. 20 on the die. 68 on percentile dice, then 2 on a d2. Middle of the night, around 1 in the morning, while Noah is on watch, he hears some very deep humming and heavy footsteps. He calls out, “hello?”</p><p></p><p>“Did you hear that Margaret?”</p><p></p><p>“I did, Floyd. Sounds like a little person.”</p><p></p><p>“They can be dangerous. Let me get my club.”</p><p></p><p>Noah switches to Giantish. “We are little people, but we don’t want to hurt you.”</p><p></p><p>“Oh, they are little people, but they speak like us.”</p><p></p><p>A pair of rock giants make their way around the corner. They’re holding hands.</p><p></p><p>“Hello, little people. You say you don’t want to hurt us. How we know this?”</p><p></p><p>“We’re transporting spices.”</p><p></p><p>“Oh, you’re merchants?”</p><p></p><p>“Yes, we’re merchants.”</p><p></p><p>“Merchants usually okay. Soldiers not like giants, but merchants usually okay. We not hit you with club, you not shoot us with darts?”</p><p></p><p>“Yeah, that sounds fair. What are you up to?”</p><p></p><p>“This Margaret.” Digs one foot in earth. “Margaret is my… friend!”</p><p></p><p>Noah asks if they know any songs, and offers to beat a barrel with some hide on it as a drum. The giants happily sing along, keeping the whole camp awake, and they stay for a couple of hours.</p><p></p><p>“Watch out two days along.”</p><p></p><p>18 Tar-Skard</p><p></p><p>Things continue to get wilder and more dangerous.</p><p></p><p>Midway through the day, they have an encounter. 19 on the die. A pretty large herd of deer, probably 20-25 deer, are on the road. They’ll bound out of the way as the PCs approach.</p><p></p><p>The night passes uneventfully, although they hear some sounds that suggest the deer herd is under attack.</p><p></p><p>19 Tar-Skard</p><p></p><p>Absolutely nothing is near them in the morning as they continue along the path. Shortly after noon, they see a medium sized encampment of brightly colored tents, and a man on a donkey who rides out to greet them as they approach.</p><p></p><p>“You approach the camp of Sir Jeffrey. None may pass without a test of arms.”</p><p></p><p>“Against whom?”</p><p></p><p>“Good Sir Jeffrey contests all who pass along this way, on behalf of the Barony of Augurt.”</p><p></p><p>Noah gladly accepts the challenge, to three falls by the lance.</p><p></p><p>Noah speaks with Sir Jeffrey about his loss of memories, and the raven sigil on the wizards.</p><p></p><p>Sir Jeffrey tells him that he is an expert in heraldry as are all of his lineage, and that that is surely the sign of a Hanalian house, of the Green. A despicable folk, all of them—you’d best be careful. Noah thanks him for the information, and then with a courtly manner insists on the competition.</p><p></p><p>On the first pass, they both hit solidly, but both keep their seats in the saddle. On the second pass, Noah gets a critical, but they both stay seated. Sir Jeffrey wavers this time, but Noah does not. On the third pass they both hit solidly. They both stay on their horses.</p><p></p><p>“Well done, sir, well done.”</p><p></p><p>They both dismount and Sir Jeffrey starts unstrapping his armor.</p><p></p><p>“I will record you as Noah the Anonymous, since you do not know your lineage. If you seek your heritage, seek to the northwest, but be aware—there is great violence going on there.”</p><p></p><p>The rest of the day passes peacefully because Sir Jeffrey has been there for days.</p><p></p><p>That night has an encounter. They hear very loud hissing from out of the jungle. Noah and Elyn are on watch (they have the midnight to dawn watch). Out of the tree dart two enormous lizards—larger than their horses. They are not charging at the PCs, but they are charging at one of the horses. Noah jumps on and attempts to hug it in an attempt to stop it.</p><p></p><p>Elyn offers the other some rations, trying to distract it. It prefers the fresh prey and heads straight for the horse. Elyn stands out of the way, and the lizard leaps at the horse, sinking its teeth into the throat of the horse. Noah offers the dying horse to the lizard that he was wrestling. While they eat the horse and drag it off into the woods, Noah pets it. But it still leaves.</p><p></p><p>They now have one riding horse left and the two cart horses.</p><p></p><p>20 Tar-Skard</p><p></p><p>The next day, they have an encounter. A 19 on the die, rerolled to a 9.</p><p></p><p>They begin to see like this land is at least timbered, so they’re probably approaching some form of civilization. Iados notes out of the corner of his eyes a group of poorly dressed but armored humans watching from the side of the road. He notes that there’s also some very odd sort of contraption that looks like a bunch of logs behind a bunch of upright beams. If those beams gave way, the logs would roll down into the road very rapidly.</p><p></p><p>Iados jumps out of the tree where he was looking out, and he runs back and warns the group. They stop, and the watchers clearly know that they’ve been made. One of the bandits trots down into the middle of the road and proclaims, “passage is 3 silver.” They pay them. The bandits shrug, and let them move on.</p><p></p><p>That eventide, they arrive at a small, hardened town of several hundred people. It has a small inn, a handful of locally organized militia, and a ring of farms outside them.</p><p>[End Session 8]</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8277021, member: 7030144"] Session 8 (7/5/20) 12 Tar-Skard They continue following the road. They have two more days in the Spice Lands, and then they travel through open territory—a few minor more or less independent baronies and towns, and lots of wild land between. The day passes uneventfully as they follow the cobbled road alongside the Great River. During the night, there is movement in the woods near their camp, but nothing bothers them. 13 Tar-Skard Early in the morning, they have an encounter. 19 on the die, followed by a 92 on the percentile dice. Elyn is scouting ahead a bit, she’s about 30 feet ahead of the group. An enormous herd of elephants is blocking the road ahead. There are several calves playing in the river plains. There are also several large bulls guarding the herd, including one directly on the road in their path. She tells the group and then goes ahead to check them out. Noah gathers a bundle of vegetation, and offers it to the sentinel bull elephant. They decide to go around, through the jungle. They load up the horses with cinnamon, and lead them through the jungle. Meanwhile, Noah tries to convince the bull elephant that he means no harm. The elephant is clearly agitated, but hasn’t attacked. Noah asks the ancestral spirits what he should do. An ancestral spirit looks at him and says, “Just wait.” The elephants continue to play in the water. After Noah sits down, the elder bull elephant sits down and watches him. After about 3 hours, the entire herd moves back into the jungle. The big bull is the last one to leave, with a one-eyed glare at Noah. They proceed onward, still bickering about how they handled it. (Quarter day lost.) The night passes peacefully, except for Elyn stealing Noah’s orkish dictionary so she can try to teach herself orkish. 14 Tar-Skard The day passes peacefully, and they leave the Spice Lands. The night passes. 15 Tar-Skard Another day passes peacefully, in a very wild, uncontrolled section. The night passes peacefully. 16 Tar-Skard Day and night pass peacefully. 17 Tar-Skard The jungle is getting less jungly, giving way to temperate plains. That night, they have an encounter. 20 on the die. 68 on percentile dice, then 2 on a d2. Middle of the night, around 1 in the morning, while Noah is on watch, he hears some very deep humming and heavy footsteps. He calls out, “hello?” “Did you hear that Margaret?” “I did, Floyd. Sounds like a little person.” “They can be dangerous. Let me get my club.” Noah switches to Giantish. “We are little people, but we don’t want to hurt you.” “Oh, they are little people, but they speak like us.” A pair of rock giants make their way around the corner. They’re holding hands. “Hello, little people. You say you don’t want to hurt us. How we know this?” “We’re transporting spices.” “Oh, you’re merchants?” “Yes, we’re merchants.” “Merchants usually okay. Soldiers not like giants, but merchants usually okay. We not hit you with club, you not shoot us with darts?” “Yeah, that sounds fair. What are you up to?” “This Margaret.” Digs one foot in earth. “Margaret is my… friend!” Noah asks if they know any songs, and offers to beat a barrel with some hide on it as a drum. The giants happily sing along, keeping the whole camp awake, and they stay for a couple of hours. “Watch out two days along.” 18 Tar-Skard Things continue to get wilder and more dangerous. Midway through the day, they have an encounter. 19 on the die. A pretty large herd of deer, probably 20-25 deer, are on the road. They’ll bound out of the way as the PCs approach. The night passes uneventfully, although they hear some sounds that suggest the deer herd is under attack. 19 Tar-Skard Absolutely nothing is near them in the morning as they continue along the path. Shortly after noon, they see a medium sized encampment of brightly colored tents, and a man on a donkey who rides out to greet them as they approach. “You approach the camp of Sir Jeffrey. None may pass without a test of arms.” “Against whom?” “Good Sir Jeffrey contests all who pass along this way, on behalf of the Barony of Augurt.” Noah gladly accepts the challenge, to three falls by the lance. Noah speaks with Sir Jeffrey about his loss of memories, and the raven sigil on the wizards. Sir Jeffrey tells him that he is an expert in heraldry as are all of his lineage, and that that is surely the sign of a Hanalian house, of the Green. A despicable folk, all of them—you’d best be careful. Noah thanks him for the information, and then with a courtly manner insists on the competition. On the first pass, they both hit solidly, but both keep their seats in the saddle. On the second pass, Noah gets a critical, but they both stay seated. Sir Jeffrey wavers this time, but Noah does not. On the third pass they both hit solidly. They both stay on their horses. “Well done, sir, well done.” They both dismount and Sir Jeffrey starts unstrapping his armor. “I will record you as Noah the Anonymous, since you do not know your lineage. If you seek your heritage, seek to the northwest, but be aware—there is great violence going on there.” The rest of the day passes peacefully because Sir Jeffrey has been there for days. That night has an encounter. They hear very loud hissing from out of the jungle. Noah and Elyn are on watch (they have the midnight to dawn watch). Out of the tree dart two enormous lizards—larger than their horses. They are not charging at the PCs, but they are charging at one of the horses. Noah jumps on and attempts to hug it in an attempt to stop it. Elyn offers the other some rations, trying to distract it. It prefers the fresh prey and heads straight for the horse. Elyn stands out of the way, and the lizard leaps at the horse, sinking its teeth into the throat of the horse. Noah offers the dying horse to the lizard that he was wrestling. While they eat the horse and drag it off into the woods, Noah pets it. But it still leaves. They now have one riding horse left and the two cart horses. 20 Tar-Skard The next day, they have an encounter. A 19 on the die, rerolled to a 9. They begin to see like this land is at least timbered, so they’re probably approaching some form of civilization. Iados notes out of the corner of his eyes a group of poorly dressed but armored humans watching from the side of the road. He notes that there’s also some very odd sort of contraption that looks like a bunch of logs behind a bunch of upright beams. If those beams gave way, the logs would roll down into the road very rapidly. Iados jumps out of the tree where he was looking out, and he runs back and warns the group. They stop, and the watchers clearly know that they’ve been made. One of the bandits trots down into the middle of the road and proclaims, “passage is 3 silver.” They pay them. The bandits shrug, and let them move on. That eventide, they arrive at a small, hardened town of several hundred people. It has a small inn, a handful of locally organized militia, and a ring of farms outside them. [End Session 8] [/QUOTE]
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