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John play: Hero for hire
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<blockquote data-quote="megamania" data-source="post: 5807224" data-attributes="member: 9255"><p>JOHN PLAY</p><p>“PLAY FOR THE MONEY”</p><p>SEGMENT 26</p><p>“THE DAY THE DWARVES CAME TO VISIT ME”</p><p></p><p></p><p>Aryth 25 996</p><p></p><p>We begin this tale within a tall tower between Morgrave University and the Platinate towers. Located on the Menthis Plateau in Sharn, the Osborne Tower is noted for two things. The penthouse levels are owned by the government of Breland (thus rumored to have Dark lantern / Sword connections) but run by the halflings of Jorasco. The levels below that are exclusive condos sold to government friends and agents. Several of the 100 Year War greatest generals live here. Others live within the penthouse complex. The Jorasco Veteran’s Home was a joint attempt by Breland and the halflings to make the last years of the aged or disabled generals and top soldiers of Breland comfortable.</p><p></p><p>The “hero” of this Storyhour is John Play. He lives within this tower. As an ex-Dark lantern he has certain specials rights. But most agree he has a room here because of his father and mother. His mother was a Wands agent and a non-Cannith weapons builder for the government and his father was a top personal body guard for the king himself. He died saving the king from an assassin’s arrow. More on this in another later storyhour.</p><p></p><p>His apartment / condo overlook The Dancing Dragon. It is a very popular night time spot on the edge of the University that is the home of a huge (30x30ft) stained glass window image of a dancing Copper Dragon. It is rumored to be magical (it is, the dragon is a stain-glass golem) and a favorite place of John’s. He enjoys the drinks here, the company of the university’s young female students, and the intel provided by the owner. But enough of the Dancing Dragon, the story for John Play begins at his apartment within the Osborne Tower. </p><p></p><p>John Play is relaxing after a less than happy ending mission involving an Aundairan aristocrat, her assassin brother, a known demonic possessor and possible bad things to come Cannith employee. He lays on his favorite couch with a Jorasco fruit drink at his side and reading a book about demons, devils and their evil kin. He hears a knock on the door and tries to ignore it. A second series homing knocks can be heard now. Frowning, he sets down the book and takes a quick sip from the glass and goes to the door.</p><p></p><p>“Look I don’t have any money to……. Oh!” Play opens the door abruptly and expects money collectors for one of the many of the post-war city false charities. Instead he is faced with the stony stares of two dwarves. Kundarak Dwarves that is.</p><p></p><p>“Sir John Play I presume.” Says the lead dwarf. This dwarf is weighed down by shining jewelry of various makes and types. Some magical. The symbol of the Dragonmarked house of wards (the bankers and protection of material stuff) hangs as a badge with gold and platinum wire thread. A large dragonmark tattoo covers half of his face and can be seen reaching out from his cuff of his leather armor. Either a greater mark or a Siberys mark…..</p><p></p><p>“Who is asking?”</p><p></p><p>“High Warden Disney d’Kundarak. This is my associate and records keeper- Balderk d’Kundarak. May we come in?”</p><p></p><p>Play looks over his “records keeper” and notes his Heavy mace, and a slight bulge at his belt that could be a wand….or two. Kundarak….trouble. “Sure- Please come on in. Drink? I have some Karrnathi cheese…..”</p><p></p><p>“No. We are here on business.”</p><p></p><p>Play tries to remember if he has forgotten any outstanding bills but can think of nothing. “Business?”</p><p>Balderk faces forward but his eyes roam the room. He notes the possessions within the room and loses his posture slightly as his eyes read the title of the book Play was reading when they arrived.</p><p></p><p>“We have come to you to offer work and considerable payment for services rendered.” The High Warden notes the sigh of relief Play lets out. He makes a mental note to research if Play or his family does still owe the house anything. “Do you have possible interest in working with us on a sensitive subject matter close to us?”</p><p></p><p>Thinking if he says no he will be black listed from future encounters with the banking dwarves, he decides he has no real choice in the matter. “What kind of subject?”</p><p></p><p>“I have been told as an operative for the Breland Government you have traveled into the Mournland before. Each time you have succeeded in your set mission and survived. We, as the world’s greatest bankers, have little to do with the Mournland normally. We have no agents of our own that have ventured into the lands (….and returned). We have need of an educated scout. One whom has been there before, survived and most important of all…. Be discrete about it.”</p><p></p><p>The dwarf is silent for a moment or two. Finally Play breaks the silence. “So you want me to go into the Mournland as a scout? Whom am I scouting for?”</p><p></p><p>“I have hand-picked seven of my best agents to enter the land of the Mists. We have lost something of great value to us and wish it returned.” </p><p></p><p>“What part of the Mournland?”</p><p></p><p>“The expedition will begin in Metrol and follow the electric rail lines to the west.”</p><p></p><p>“Metrol!?! That’s in the NE section of the lands. I have been to the north and the SW. From what I have seen and read, the entire country of Cyre has changed. Metrol may be nothing like before or any of the areas I have been before.”</p><p></p><p>“But you are known for your…. Adaptability. You seem to always know how to survive despite any odds. That is a trait we require our scout to have. As I said, we will pay you for your services and this expedition is important to us as a family and as a house.”</p><p></p><p>Play smells money.</p><p></p><p>“Tell me more.”</p></blockquote><p></p>
[QUOTE="megamania, post: 5807224, member: 9255"] JOHN PLAY “PLAY FOR THE MONEY” SEGMENT 26 “THE DAY THE DWARVES CAME TO VISIT ME” Aryth 25 996 We begin this tale within a tall tower between Morgrave University and the Platinate towers. Located on the Menthis Plateau in Sharn, the Osborne Tower is noted for two things. The penthouse levels are owned by the government of Breland (thus rumored to have Dark lantern / Sword connections) but run by the halflings of Jorasco. The levels below that are exclusive condos sold to government friends and agents. Several of the 100 Year War greatest generals live here. Others live within the penthouse complex. The Jorasco Veteran’s Home was a joint attempt by Breland and the halflings to make the last years of the aged or disabled generals and top soldiers of Breland comfortable. The “hero” of this Storyhour is John Play. He lives within this tower. As an ex-Dark lantern he has certain specials rights. But most agree he has a room here because of his father and mother. His mother was a Wands agent and a non-Cannith weapons builder for the government and his father was a top personal body guard for the king himself. He died saving the king from an assassin’s arrow. More on this in another later storyhour. His apartment / condo overlook The Dancing Dragon. It is a very popular night time spot on the edge of the University that is the home of a huge (30x30ft) stained glass window image of a dancing Copper Dragon. It is rumored to be magical (it is, the dragon is a stain-glass golem) and a favorite place of John’s. He enjoys the drinks here, the company of the university’s young female students, and the intel provided by the owner. But enough of the Dancing Dragon, the story for John Play begins at his apartment within the Osborne Tower. John Play is relaxing after a less than happy ending mission involving an Aundairan aristocrat, her assassin brother, a known demonic possessor and possible bad things to come Cannith employee. He lays on his favorite couch with a Jorasco fruit drink at his side and reading a book about demons, devils and their evil kin. He hears a knock on the door and tries to ignore it. A second series homing knocks can be heard now. Frowning, he sets down the book and takes a quick sip from the glass and goes to the door. “Look I don’t have any money to……. Oh!” Play opens the door abruptly and expects money collectors for one of the many of the post-war city false charities. Instead he is faced with the stony stares of two dwarves. Kundarak Dwarves that is. “Sir John Play I presume.” Says the lead dwarf. This dwarf is weighed down by shining jewelry of various makes and types. Some magical. The symbol of the Dragonmarked house of wards (the bankers and protection of material stuff) hangs as a badge with gold and platinum wire thread. A large dragonmark tattoo covers half of his face and can be seen reaching out from his cuff of his leather armor. Either a greater mark or a Siberys mark….. “Who is asking?” “High Warden Disney d’Kundarak. This is my associate and records keeper- Balderk d’Kundarak. May we come in?” Play looks over his “records keeper” and notes his Heavy mace, and a slight bulge at his belt that could be a wand….or two. Kundarak….trouble. “Sure- Please come on in. Drink? I have some Karrnathi cheese…..” “No. We are here on business.” Play tries to remember if he has forgotten any outstanding bills but can think of nothing. “Business?” Balderk faces forward but his eyes roam the room. He notes the possessions within the room and loses his posture slightly as his eyes read the title of the book Play was reading when they arrived. “We have come to you to offer work and considerable payment for services rendered.” The High Warden notes the sigh of relief Play lets out. He makes a mental note to research if Play or his family does still owe the house anything. “Do you have possible interest in working with us on a sensitive subject matter close to us?” Thinking if he says no he will be black listed from future encounters with the banking dwarves, he decides he has no real choice in the matter. “What kind of subject?” “I have been told as an operative for the Breland Government you have traveled into the Mournland before. Each time you have succeeded in your set mission and survived. We, as the world’s greatest bankers, have little to do with the Mournland normally. We have no agents of our own that have ventured into the lands (….and returned). We have need of an educated scout. One whom has been there before, survived and most important of all…. Be discrete about it.” The dwarf is silent for a moment or two. Finally Play breaks the silence. “So you want me to go into the Mournland as a scout? Whom am I scouting for?” “I have hand-picked seven of my best agents to enter the land of the Mists. We have lost something of great value to us and wish it returned.” “What part of the Mournland?” “The expedition will begin in Metrol and follow the electric rail lines to the west.” “Metrol!?! That’s in the NE section of the lands. I have been to the north and the SW. From what I have seen and read, the entire country of Cyre has changed. Metrol may be nothing like before or any of the areas I have been before.” “But you are known for your…. Adaptability. You seem to always know how to survive despite any odds. That is a trait we require our scout to have. As I said, we will pay you for your services and this expedition is important to us as a family and as a house.” Play smells money. “Tell me more.” [/QUOTE]
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