Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
Playing the Game
Play by Post
[Lakelands] Six For Adventure
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Raven Crowking" data-source="post: 2257426" data-attributes="member: 18280"><p><span style="color: Red"><strong>OOG: Glad to hear you're not contesting my ruling. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </strong></span></p><p><span style="color: Red"><strong></strong></span></p><p><span style="color: Red"><strong>Obviously, the idea here is not to be a "stab of a needle," but obviously someone trying to be quiet does not always succeed, nor is the difficulty of hearing them a set value. It depends, at least in part, on the circumstances of the conversation, and on the perception of the individual involved. The party is not a tight group set aside from the miller. In order to be heard by his companions, but not heard by the miller, Horsom has to guage roughly what he thinks the miller will hear and understand.</strong></span></p><p><span style="color: Red"><strong></strong></span></p><p><span style="color: Red"><strong>A whispered conversation 15 feet away is not quite the same as whispering in the vicinity of someone whose fate you may well be deciding. The miller certainly has incentive to be paying attention!</strong></span></p><p><span style="color: Red"><strong></strong></span></p><p><span style="color: Red"><strong>Innuendo might not be the best skill to choose, but it seemed closest in terms of what the character is trying to do. Without any other skill to fall back on, this would be a Wisdom check, which, in Horsom's case, is the same thing. I might be willing to accept Bluff as an alternative, or at least something that allows a synergy bonus, because one can assume that Bluff includes the idea of avoiding attention (i.e., distraction).</strong></span></p><p><span style="color: Red"><strong></strong></span></p><p><span style="color: Red"><strong>In any event, it is obvious to Horsom that his intent failed as soon as the miller speaks. I explained my ruling only to prevent the assumption that the miller had maxed out ranks in Listen for some reason. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </strong></span></p><p><span style="color: Red"><strong></strong></span></p><p><span style="color: Red"><strong>It doesn't really affect what happens next. Obviously, though, if you disagree with my reasoning, then by all means make your counter-argument. I won't be offended. Since this is a circumstance that might come up in the future, it's better for all concerned to be on the same page! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </strong></span></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>"There is more than one voice in the mill," Salwerk Miller says, eyes downcast. "It is the cold, old voice of which I speak. It said that the Staff of Winter had been broken." He looked up. As he spoke, the words came faster. It was as if a floodgate had been released. "There are fey, strong Faerie Lords yet, in this world, who may manifest their will. The Old Bone Man had been tricked of his Staff, and it had been broken. The Dead could feel it break, the coldness in their bones. There had to be a sacrifice, there had to be blood, to restore the balance. To contain that which had been released!"</p><p></p><p>The villagers murmered. Some nodded. There had been reason for the sacrifices they had made. The horror of making such a sacrifice without need was too horrible to consider.</p><p></p><p>Then Amalric stepped forward.</p><p></p><p>"This world is rife with gods," he said. "But the Seven hold our fealty and allegiance. Not because of their power -- great though it may be -- but because, of all the gods, we know that the Seven love us. They protect us, and guide us. They shelter us when they are able. They are on our side." He looked at the crowd, meeting the eyes of individuals as he spoke. "Well we know there are other powers, some older and stronger than the Seven. So there is a chance that the miller is right, and had he not acted, the winter would never end."</p><p></p><p>The villagers murmered, reassured. But Amalric did not intend to reasure them.</p><p></p><p>"Even so," he continued. "Even if the world itself should wither and be lost for our refusal, there are powers we should never aid. Never do the bidding of. And you" -- he pointed at the miller -- "you <em>revelled</em> in your secret knowledge."</p><p></p><p>Amalric looked at the miller, forced the man to meet his gaze.</p><p></p><p>"I asked these men to look upon you with pity, for the man you once were. Mellador would have us show mercy, even to once such as you. If I were to show you mercy now, it would be only the mercy of the swift death for which you begged. At last I see you clearly, Salwerk Miller. I see how far you have fallen. That ritual you performed, those children you sacrificed -- it was not enough to roast them, was it? It was your sin that called this beast to us." Amalric indicated the manticore with a sweep of his arm. Then he hissed at the miller, accusingly: "You partook of their flesh."</p><p></p><p>The crowd murmered angrily.</p><p></p><p>The miller grovelled. "You don't understand. Everything I've done...."</p><p></p><p>"Everything you have done, you say, you have done to protect your family. Was every name on the ballots your wrote? Or were your children never at risk?"</p><p></p><p>The miller looked away. The crowd grew uglier.</p><p></p><p>"Answer me!"</p><p></p><p>"No," the miller said. It was almost a whisper. "I had to protect them....."</p><p></p><p>"My Branda died," someone said. It was clear that, if it were not for the adventurers and the priests, the miller would have been lynched on the spot.</p><p></p><p>"You have given yourself to these heroes to be judged," Amalric said. "So be it. But you are still excommunicate, and accursed among men. If they find pity enough to let you live, go far from this place. We will tolerate you no longer."</p><p></p><p>As he turned to leave, Brother Hengist caught his arm, and leaning in, spoke softly and urgently.</p><p></p><p>"Forgive me," Amalric said to the lay brother. "I am no saint, and I am sick at heart."</p><p></p><p>He turned back and addressed the adventurers. "I leave the miller for you to judge," he said. "Kill him, or take him to Selby, or release him as you will. Or give him to his neighbors, and let them settle their debts."</p><p></p><p>The crowd murmered, a restive animal, eager to lay hands on the miller. Amalric addressed the miller, and the crowd. "Rats or ghosts, we can no longer allow this evil to reamin among us. On the morrow, we must tear the mill down, and scatter its stones. Whatever dwells within or beneath it must be expunged."</p><p></p><p>"No!" the miller cried. He threw himself upon the ground and wept.</p><p></p><p>Sparing him not even a backwards glance, Amalric entered the church. The crowd surged forward, calling for blood. "Give him to us! Give him to us!" The cry was taken up by young and old alike.</p><p></p><p>Brother Hengist stepped forward and spoke urgently to the closest adventurer, who happened to be Glom.</p><p></p><p>"No!" he cried. "Do not set justice aside so easily. Whatever evil this is, it is feeding upon the village. Act with justice or mercy, but not with blood lust, or you will tip us all over the edge!"</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2257426, member: 18280"] [COLOR=Red][B]OOG: Glad to hear you're not contesting my ruling. ;) Obviously, the idea here is not to be a "stab of a needle," but obviously someone trying to be quiet does not always succeed, nor is the difficulty of hearing them a set value. It depends, at least in part, on the circumstances of the conversation, and on the perception of the individual involved. The party is not a tight group set aside from the miller. In order to be heard by his companions, but not heard by the miller, Horsom has to guage roughly what he thinks the miller will hear and understand. A whispered conversation 15 feet away is not quite the same as whispering in the vicinity of someone whose fate you may well be deciding. The miller certainly has incentive to be paying attention! Innuendo might not be the best skill to choose, but it seemed closest in terms of what the character is trying to do. Without any other skill to fall back on, this would be a Wisdom check, which, in Horsom's case, is the same thing. I might be willing to accept Bluff as an alternative, or at least something that allows a synergy bonus, because one can assume that Bluff includes the idea of avoiding attention (i.e., distraction). In any event, it is obvious to Horsom that his intent failed as soon as the miller speaks. I explained my ruling only to prevent the assumption that the miller had maxed out ranks in Listen for some reason. :uhoh: It doesn't really affect what happens next. Obviously, though, if you disagree with my reasoning, then by all means make your counter-argument. I won't be offended. Since this is a circumstance that might come up in the future, it's better for all concerned to be on the same page! :) [/B][/COLOR] "There is more than one voice in the mill," Salwerk Miller says, eyes downcast. "It is the cold, old voice of which I speak. It said that the Staff of Winter had been broken." He looked up. As he spoke, the words came faster. It was as if a floodgate had been released. "There are fey, strong Faerie Lords yet, in this world, who may manifest their will. The Old Bone Man had been tricked of his Staff, and it had been broken. The Dead could feel it break, the coldness in their bones. There had to be a sacrifice, there had to be blood, to restore the balance. To contain that which had been released!" The villagers murmered. Some nodded. There had been reason for the sacrifices they had made. The horror of making such a sacrifice without need was too horrible to consider. Then Amalric stepped forward. "This world is rife with gods," he said. "But the Seven hold our fealty and allegiance. Not because of their power -- great though it may be -- but because, of all the gods, we know that the Seven love us. They protect us, and guide us. They shelter us when they are able. They are on our side." He looked at the crowd, meeting the eyes of individuals as he spoke. "Well we know there are other powers, some older and stronger than the Seven. So there is a chance that the miller is right, and had he not acted, the winter would never end." The villagers murmered, reassured. But Amalric did not intend to reasure them. "Even so," he continued. "Even if the world itself should wither and be lost for our refusal, there are powers we should never aid. Never do the bidding of. And you" -- he pointed at the miller -- "you [I]revelled[/I] in your secret knowledge." Amalric looked at the miller, forced the man to meet his gaze. "I asked these men to look upon you with pity, for the man you once were. Mellador would have us show mercy, even to once such as you. If I were to show you mercy now, it would be only the mercy of the swift death for which you begged. At last I see you clearly, Salwerk Miller. I see how far you have fallen. That ritual you performed, those children you sacrificed -- it was not enough to roast them, was it? It was your sin that called this beast to us." Amalric indicated the manticore with a sweep of his arm. Then he hissed at the miller, accusingly: "You partook of their flesh." The crowd murmered angrily. The miller grovelled. "You don't understand. Everything I've done...." "Everything you have done, you say, you have done to protect your family. Was every name on the ballots your wrote? Or were your children never at risk?" The miller looked away. The crowd grew uglier. "Answer me!" "No," the miller said. It was almost a whisper. "I had to protect them....." "My Branda died," someone said. It was clear that, if it were not for the adventurers and the priests, the miller would have been lynched on the spot. "You have given yourself to these heroes to be judged," Amalric said. "So be it. But you are still excommunicate, and accursed among men. If they find pity enough to let you live, go far from this place. We will tolerate you no longer." As he turned to leave, Brother Hengist caught his arm, and leaning in, spoke softly and urgently. "Forgive me," Amalric said to the lay brother. "I am no saint, and I am sick at heart." He turned back and addressed the adventurers. "I leave the miller for you to judge," he said. "Kill him, or take him to Selby, or release him as you will. Or give him to his neighbors, and let them settle their debts." The crowd murmered, a restive animal, eager to lay hands on the miller. Amalric addressed the miller, and the crowd. "Rats or ghosts, we can no longer allow this evil to reamin among us. On the morrow, we must tear the mill down, and scatter its stones. Whatever dwells within or beneath it must be expunged." "No!" the miller cried. He threw himself upon the ground and wept. Sparing him not even a backwards glance, Amalric entered the church. The crowd surged forward, calling for blood. "Give him to us! Give him to us!" The cry was taken up by young and old alike. Brother Hengist stepped forward and spoke urgently to the closest adventurer, who happened to be Glom. "No!" he cried. "Do not set justice aside so easily. Whatever evil this is, it is feeding upon the village. Act with justice or mercy, but not with blood lust, or you will tip us all over the edge!" [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
[Lakelands] Six For Adventure
Top