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[IC] - TIDERULER OF MARAN
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<blockquote data-quote="Archon Basileus" data-source="post: 6928329" data-attributes="member: 6855545"><p><strong>‘Calm, friendsss.... All we ask is for jussticcce.... And then you can passss.” – the sinuous voice goes on, in response to Reynard’s attempt at dialog. “We know for a fact you have among your belongingssss something of ourssss, sssomething sstolen long ago… the dwarvesss would never return it, but you…. I believe in you… You have a sense of… jusssticcce…. Yeeeesssss?” – the creature steps forward, flanked by the archers.</strong></p><p><strong></strong></p><p><strong>“Now, now, massssster dwarf….” – he looks straight at Morgrym – “Precaution is one think, but… Let’sss not hassste ourselvessss, yeeeesssss?” – he points out to the rocky completion of the druid, leaving it quite clear that they can see in the dark. “Be patient, yeeeesssss? Do not take offense on my wordsss…. But not all of your companionsss play with honesty. You <em>have</em> something of ours, and we would like to have it back, yeeessss? Handle it and we will gladly let you passss….” – he stops, allowing his companions to secure him by aiming at the door and the dwarf.</strong></p><p><strong></strong></p><p><strong>“Now, within your possessionsss surely you have a dagger of peculiar handle and look…. A dagger given to you by a dwarf leader…. That’ssss all we want…. We assure you, handle us the piece and we’ll open the gatesssss… Sssimple, is it not?” – his sharp smile assumes a bestial shape as he reaches out, waiting for an answer. All around, slowly, you see more lancers coming from the shadows, weapons up, bodies half-covered by strange pieces of leathery armor. They watch carefully the dwarf, focusing on his moves, but apparently unaware of the others’ exact positions.</strong></p><p><strong></strong></p><p><strong></strong><span style="color: #ff0000"><em>[Please roll for initiative. From now on each post will represent a turn. Move is restricted to the number of squares dictated by your stats and by actions’ rules. Please watch your placement at the map, as well as enemies’ placement. As usual, free actions, such as talking, are allowed freely. Archers are beginning to aim and front lancers are watchful of their surroundings.]</em></span></p><p><span style="color: #ff0000"><em></em></span> </p><p><strong>REYNARD</strong></p><p><strong></strong></p><p><strong>You’ve seen this before. It’ll go sower.</strong></p><p><strong></strong></p><p><strong>As the beast insinuates its’ apologetic monologue, you notice his interest arising. It clearly intends to get the dagger one way or another. You seen cutthroats subtler than this thing. It certainly isn’t used to deal with humans. They’re tribal types, hunters and vultures, all of them. They love to kill, the seadogs. Even so, the excuses it offers are not far-fetched. The dagger has, after all, some odd themes decorating it’s hilt, things that would suggest sea-like origins. The material, if you recall precisely, is also quite odd for a combat blade, resembling the coral reefs you swim through when fishing or looking for pearls. The same goes for the blade: you’ve seen some shells deep under that could have served to build the sharp little tooth, but then again, you’ve only seen the weapon for a second. Your instinct betrays you for a moment, almost making you go look for the dagger, either on you or on your companions, but you realize <em>wants</em> you to do it. An old cutpurse trick, you think to yourself.</strong></p><p><strong></strong></p><p><strong>You hold back your moves and carefully listen to it’s words. As it mentions the flying horror for the second time, you feel it’s voice crackling. It’s <em>afraid</em>, and they do not work together for sure. Nevertheless, the beast somehow knows about the rebellion plans. </strong></p><p><strong></strong></p><p><strong>Possibly spies, maybe traitors... It knew where, how and when to find you all, and it’s been waiting. That settles it for you: they’re <em>prepared</em>, and they <em>will</em> do anything in their power to retrieve the thing. They might get it willingly and kill you for the laughs, or they might take it from your corpses. But they will not leave without it. Either you get some real leverage to barter real quick, or you kill them faster than they can call for help. Like two packs of seawolves down for the prey. </strong></p><p><strong></strong></p><p><strong>You’ve seen this before. </strong></p><p><strong></strong></p><p><strong>It’ll go sower for sure.</strong></p><p><strong></strong></p><p><strong>MARIUS</strong></p><p> <strong></strong></p><p><strong>Sliding through the shadows, you contort your body to shrink in size as you pass through the portcullis, nearly crawling as attentions turn to Morgrym’s sudden metamorphosis. Years of training join your muscles and tendons in a controlled effort of precise and calculated moves. Most people would focus on their own steps and moves, ignoring rhythm and opportunity... But you are not most people. </strong></p><p><strong></strong></p><p><strong>You’ve learned to love the shadows and what they represent, and you’ve learned to embrace them. You’ve also learned that even in plain sight a man can hide. All you need is a second of distraction. As the dwarf muttered an incantation and solidified his skin, all attention turned towards him. It was more than enough for you to dance through the passage, arriving at the other side just before the lancers closed in to defend it. </strong></p><p><strong></strong></p><p><strong>Right now you are at a vantage point, being able to locate more ichtians as you move. Sound and shadow betray the other two spellcasters. They are in the back, turned towards each other, as if to perform a short-term ritual. </strong></p><p><strong></strong><em></em></p><p><em><span style="color: #ff0000">[The map is updated. Feel free to position yourself anywhere within the pink area]</span></em></p><p> </p><p><strong>MORGRYM</strong></p><p><strong></strong></p><p><strong>You move, feeling the density of your skin increase as the stone upon it cracks and turns. Once you’ve heard this was your legacy, as if stone ran in your mountaineer’s blood. It would not matter. What matters is that it works. Your practical sense takes over your focus as you feel the fortitude of your new armor, and you begin to study your enemies as you would the wolf hunting your sheep. If those did not pose a threat, mere ichtians could not do you harm. </strong></p><p><strong></strong></p><p><strong>Ichtians are no more than animals, you tell yourself, and should be treated as such. Most would consider this as a mere display of despise. You do not make moral judgements, though, but you do understand that, like all animals, they’ll look for comfortable places, and they’ll seek to hunt in advantageous terrain. Their eyes are wide and certainly can see in the dark – they’re comfortable studying the area you now occupy. Also, they seem to be as fast as humans while walking dry areas. They breath normally – you see their chest moving – and the gills at the side of the shaman’s head suggest they can breathe underwater as easily. Possibly remarkable swimmers, they’re somehow wet, as their scales reflect some moist and oil-like appearance. They do not look overwhelmingly strong, but can certainly work with weapons. Some of these species can have toxins attached to claws and stingers, but not these. Lastly, as you’ve noticed before, they’re <em>stalling,</em> meaning they are not born predators and would prefer to hunt using guile and wits instead of strength. </strong></p><p><strong></strong><em><span style="color: #ff0000">[You can place your move as you wish. I’ll keep an eye out, if you want to unmake it, ok?]</span></em></p><p> </p><p><strong>VA’ARAHKIR</strong></p><p><strong></strong></p><p><strong>You feel your reptilian self awakening with the promise of battle. Something primordial rattles within your skull, a killing instinct that speaks of ancestry. Your senses sharpen and your body assumes a stiff, precise position. The barbarian, the primordial warrior within you, forces your jaws open as a deadly trap, as your muscles focus on quick and pristine strikes. The taste of a trap, the glory of the hunt and the hunger for hot blood are all together in you, as the elders of your tribe described so many times. </strong></p><p><strong></strong><span style="color: #ff0000"><em></em></span></p><p><span style="color: #ff0000"><em>[Ok, so I'm trying to get into the descriptions of your characters a bit better as we play. I'm always going to try and make the descriptions and responses to tests fit your own unique points of view. Please let me know if I got this right and if this appeals to you, or if it's not a good mechanism, ok?]</em></span></p><p><span style="color: #ff0000"><em></em></span></p><p><span style="color: #ff0000"><em><em>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6801450" target="_blank">Trogdor1992</a></u></strong></em> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=24380" target="_blank">Neurotic</a></u></strong></em> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6855130" target="_blank">Jago</a></u></strong></em> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6801311" target="_blank">KahlessNestor</a></u></strong></em></em></em></span></p><p><span style="color: #ff0000"><em></em></span></p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 6928329, member: 6855545"] [B]‘Calm, friendsss.... All we ask is for jussticcce.... And then you can passss.” – the sinuous voice goes on, in response to Reynard’s attempt at dialog. “We know for a fact you have among your belongingssss something of ourssss, sssomething sstolen long ago… the dwarvesss would never return it, but you…. I believe in you… You have a sense of… jusssticcce…. Yeeeesssss?” – the creature steps forward, flanked by the archers. “Now, now, massssster dwarf….” – he looks straight at Morgrym – “Precaution is one think, but… Let’sss not hassste ourselvessss, yeeeesssss?” – he points out to the rocky completion of the druid, leaving it quite clear that they can see in the dark. “Be patient, yeeeesssss? Do not take offense on my wordsss…. But not all of your companionsss play with honesty. You [I]have[/I] something of ours, and we would like to have it back, yeeessss? Handle it and we will gladly let you passss….” – he stops, allowing his companions to secure him by aiming at the door and the dwarf. “Now, within your possessionsss surely you have a dagger of peculiar handle and look…. A dagger given to you by a dwarf leader…. That’ssss all we want…. We assure you, handle us the piece and we’ll open the gatesssss… Sssimple, is it not?” – his sharp smile assumes a bestial shape as he reaches out, waiting for an answer. All around, slowly, you see more lancers coming from the shadows, weapons up, bodies half-covered by strange pieces of leathery armor. They watch carefully the dwarf, focusing on his moves, but apparently unaware of the others’ exact positions. [/B][COLOR=#ff0000][I][Please roll for initiative. From now on each post will represent a turn. Move is restricted to the number of squares dictated by your stats and by actions’ rules. Please watch your placement at the map, as well as enemies’ placement. As usual, free actions, such as talking, are allowed freely. Archers are beginning to aim and front lancers are watchful of their surroundings.] [/I][/COLOR] [B]REYNARD You’ve seen this before. It’ll go sower. As the beast insinuates its’ apologetic monologue, you notice his interest arising. It clearly intends to get the dagger one way or another. You seen cutthroats subtler than this thing. It certainly isn’t used to deal with humans. They’re tribal types, hunters and vultures, all of them. They love to kill, the seadogs. Even so, the excuses it offers are not far-fetched. The dagger has, after all, some odd themes decorating it’s hilt, things that would suggest sea-like origins. The material, if you recall precisely, is also quite odd for a combat blade, resembling the coral reefs you swim through when fishing or looking for pearls. The same goes for the blade: you’ve seen some shells deep under that could have served to build the sharp little tooth, but then again, you’ve only seen the weapon for a second. Your instinct betrays you for a moment, almost making you go look for the dagger, either on you or on your companions, but you realize [I]wants[/I] you to do it. An old cutpurse trick, you think to yourself. You hold back your moves and carefully listen to it’s words. As it mentions the flying horror for the second time, you feel it’s voice crackling. It’s [I]afraid[/I], and they do not work together for sure. Nevertheless, the beast somehow knows about the rebellion plans. Possibly spies, maybe traitors... It knew where, how and when to find you all, and it’s been waiting. That settles it for you: they’re [I]prepared[/I], and they [I]will[/I] do anything in their power to retrieve the thing. They might get it willingly and kill you for the laughs, or they might take it from your corpses. But they will not leave without it. Either you get some real leverage to barter real quick, or you kill them faster than they can call for help. Like two packs of seawolves down for the prey. You’ve seen this before. It’ll go sower for sure. MARIUS Sliding through the shadows, you contort your body to shrink in size as you pass through the portcullis, nearly crawling as attentions turn to Morgrym’s sudden metamorphosis. Years of training join your muscles and tendons in a controlled effort of precise and calculated moves. Most people would focus on their own steps and moves, ignoring rhythm and opportunity... But you are not most people. You’ve learned to love the shadows and what they represent, and you’ve learned to embrace them. You’ve also learned that even in plain sight a man can hide. All you need is a second of distraction. As the dwarf muttered an incantation and solidified his skin, all attention turned towards him. It was more than enough for you to dance through the passage, arriving at the other side just before the lancers closed in to defend it. Right now you are at a vantage point, being able to locate more ichtians as you move. Sound and shadow betray the other two spellcasters. They are in the back, turned towards each other, as if to perform a short-term ritual. [/B][I] [COLOR=#ff0000][The map is updated. Feel free to position yourself anywhere within the pink area][/COLOR][/I] [B]MORGRYM You move, feeling the density of your skin increase as the stone upon it cracks and turns. Once you’ve heard this was your legacy, as if stone ran in your mountaineer’s blood. It would not matter. What matters is that it works. Your practical sense takes over your focus as you feel the fortitude of your new armor, and you begin to study your enemies as you would the wolf hunting your sheep. If those did not pose a threat, mere ichtians could not do you harm. Ichtians are no more than animals, you tell yourself, and should be treated as such. Most would consider this as a mere display of despise. You do not make moral judgements, though, but you do understand that, like all animals, they’ll look for comfortable places, and they’ll seek to hunt in advantageous terrain. Their eyes are wide and certainly can see in the dark – they’re comfortable studying the area you now occupy. Also, they seem to be as fast as humans while walking dry areas. They breath normally – you see their chest moving – and the gills at the side of the shaman’s head suggest they can breathe underwater as easily. Possibly remarkable swimmers, they’re somehow wet, as their scales reflect some moist and oil-like appearance. They do not look overwhelmingly strong, but can certainly work with weapons. Some of these species can have toxins attached to claws and stingers, but not these. Lastly, as you’ve noticed before, they’re [I]stalling,[/I] meaning they are not born predators and would prefer to hunt using guile and wits instead of strength. [/B][I][COLOR=#ff0000][You can place your move as you wish. I’ll keep an eye out, if you want to unmake it, ok?][/COLOR][/I] [B]VA’ARAHKIR You feel your reptilian self awakening with the promise of battle. Something primordial rattles within your skull, a killing instinct that speaks of ancestry. Your senses sharpen and your body assumes a stiff, precise position. The barbarian, the primordial warrior within you, forces your jaws open as a deadly trap, as your muscles focus on quick and pristine strikes. The taste of a trap, the glory of the hunt and the hunger for hot blood are all together in you, as the elders of your tribe described so many times. [/B][COLOR=#ff0000][I] [Ok, so I'm trying to get into the descriptions of your characters a bit better as we play. I'm always going to try and make the descriptions and responses to tests fit your own unique points of view. Please let me know if I got this right and if this appeals to you, or if it's not a good mechanism, ok?] [I]@[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6801450"]Trogdor1992[/URL][/U][/B][/I] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=24380"]Neurotic[/URL][/U][/B][/I] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6855130"]Jago[/URL][/U][/B][/I] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6801311"]KahlessNestor[/URL][/U][/B][/I][/I] [/I][/COLOR] [/QUOTE]
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