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<blockquote data-quote="the Jester" data-source="post: 2320574" data-attributes="member: 1210"><p><strong>To Get Paid</strong></p><p></p><p><em><strong>11/4/369 O.L.G., Noon, Sritivara</strong></em></p><p></p><p>Our heroes have officially returned to civilization. </p><p></p><p>The deep halflings (Nara and Erasmuz) have, of course, never been anywhere like this city in the upper world. The ocean amazes them- they have underground seas, yes, but <em>nothing</em> like this. Humans, barely known to their kind, are everywhere, along with strange, light-skinned elves and a smattering of scowling dwarves.</p><p></p><p>“Are there halflings here?” inquires Nara.</p><p></p><p>“We should probably avoid the halfling quarter,” Naomi says hurriedly.</p><p></p><p>“Why?” the two deep halflings and Ari chorus at once.</p><p></p><p>“Mistakes were made.” She will not elaborate.</p><p></p><p>***</p><p></p><p>Most of the group spends the first portion of the day at their inn. Erasmuz <em>identifies</em> the party’s two wands- they are a <em>wand of cure moderate wounds</em> (taken off Sandy’s corpse) and a <em>wand of fireballs</em> (used by the serpent-folk in the initial battle in the cave of death). While he does that, Ari visits a local druid of some repute named Monli, and they discuss the problem of the serpent folk. Monli knows little about them, and has never encountered them personally. He listens attentively to Ari’s tale but has little to add to it. </p><p></p><p>In the afternoon, Martini manages to charter passage for them to Methwo. The ship sails on the morning tide. </p><p></p><p>That evening, despite the warnings of the others, Erasmuz and Nara make a trip to the halfling quarter. When they leave after a good meal and a few drinks, they are quite puzzled as to why they shouldn’t go to such a friendly, welcoming place.</p><p></p><p>Well, it doesn’t really matter. In the morning they will leave for Methwo. </p><p></p><p>***</p><p></p><p><em><strong>11/9/369 O.L.G., Noon, Methwo</strong></em></p><p></p><p>Our heroes disembark, happy to be off the rolling seas. Immediately, Ari leads his friends to a nice-looking wooden mansion in the nicer part of town. When he announces who he is, and that he has the ring that he was sent to retrieve, the group is ushered to a waiting area for a very brief time, then shown to an older human gentleman named Vrem. He is extremely pleased to have the ring back, and gives the group two platinum trade bars. According to their marks, each is worth 1200 gp. Quite a nice reward!</p><p></p><p>The party discusses with Vrem the issue of Zacradose and its “king” Stackler. “They have territorial ambitions,” Martini states, “on Dyshim.”</p><p></p><p>“We need to go there in order to prevent a war,” adds Naomi.</p><p></p><p>“That’s a worthy cause,” remarks Ari.</p><p></p><p>“Can you help us find discrete passage?” </p><p></p><p>Vrem looks thoughtful. “I believe so, but it will cost you.”</p><p></p><p>“How much?”</p><p></p><p>He shrugs. “I will have to find out. Tell me where you are staying and I will send you word when I know something.”</p><p></p><p>Naomi, always fearful of treachery, uses her empathic powers to read the man. He seems merely pleased at the return of his ring, and he is feeling magnanimous. The increasingly obese Naomi relaxes. </p><p></p><p>The group sells off what loot they can and divides up treasure. The <em>wand of fireballs</em> goes to Naomi; as an elementalist she can make good use of it. The healing wand goes to Nara. Various other items are dispersed. The party does some shopping; most of it is unremarkable, but Erasmuz does hoodwink a retired adventurer out of a <em>ring of water breathing,</em> trading what he claims is a <em>potion of longevity</em> for it. The old adventurer falls for it, as they say, hook line and sinker, and trades straight across for the potion, which is as yet unidentified but is in reality a <em>potion of spider climb.</em></p><p></p><p>For the next three days, our heroes keep a low profile, mostly staying in their rooms. They don’t <em>know</em> that anyone’s after them, but they fear agents of the snake-folk, agents of Zacradose, and even perhaps revenge-dedicated friends of Heather Peachtree (well, only most of our heroes fear them at this point). Finally, word comes from Vrem, and they hurry to his very nice home.</p><p></p><p>He tells them that he has arranged passage on a vessel called the <em>Proud Pentor</em> for them. It is a very fast and very discrete ship, and very reliable; but it will cost each of them 250 gp. Grumbling, they reach for their coins, but he shakes his head. “Pay the ship’s captain, not me. I only arranged things to help you because you helped me.” He smiles. “Now, good luck to you!”</p><p></p><p>Thanking him for the well-wishing, our heroes return to the inn and proceed to have dinner. As another pitcher of beer is coming their way, another patron bumps into the waitress, and Ari and Erasmuz notice him drop some kind of powder into it. With a muttered apology, the fellow leaves the building. </p><p></p><p>“Hey, buddies, nobody drink the beer, that guy just put something in it!” Erasmuz declares.</p><p></p><p>“What?” exclaims Jawbreaker. “Someone try to poison Jawbreaker’s beer?”</p><p></p><p>Ari, meanwhile, slips out the door after the man. Catching sight of him down the street, the little druid <em>wild shapes</em> into a dog and follows.</p><p></p><p><em><strong>Next Time:</strong></em> Where is the guy going? Who else is there? And what’s going on??</p></blockquote><p></p>
[QUOTE="the Jester, post: 2320574, member: 1210"] [b]To Get Paid[/b] [i][b]11/4/369 O.L.G., Noon, Sritivara[/b][/i][b][/b] Our heroes have officially returned to civilization. The deep halflings (Nara and Erasmuz) have, of course, never been anywhere like this city in the upper world. The ocean amazes them- they have underground seas, yes, but [i]nothing[/i] like this. Humans, barely known to their kind, are everywhere, along with strange, light-skinned elves and a smattering of scowling dwarves. “Are there halflings here?” inquires Nara. “We should probably avoid the halfling quarter,” Naomi says hurriedly. “Why?” the two deep halflings and Ari chorus at once. “Mistakes were made.” She will not elaborate. *** Most of the group spends the first portion of the day at their inn. Erasmuz [i]identifies[/i] the party’s two wands- they are a [i]wand of cure moderate wounds[/i] (taken off Sandy’s corpse) and a [i]wand of fireballs[/i] (used by the serpent-folk in the initial battle in the cave of death). While he does that, Ari visits a local druid of some repute named Monli, and they discuss the problem of the serpent folk. Monli knows little about them, and has never encountered them personally. He listens attentively to Ari’s tale but has little to add to it. In the afternoon, Martini manages to charter passage for them to Methwo. The ship sails on the morning tide. That evening, despite the warnings of the others, Erasmuz and Nara make a trip to the halfling quarter. When they leave after a good meal and a few drinks, they are quite puzzled as to why they shouldn’t go to such a friendly, welcoming place. Well, it doesn’t really matter. In the morning they will leave for Methwo. *** [i][b]11/9/369 O.L.G., Noon, Methwo[/b][/i][b][/b] Our heroes disembark, happy to be off the rolling seas. Immediately, Ari leads his friends to a nice-looking wooden mansion in the nicer part of town. When he announces who he is, and that he has the ring that he was sent to retrieve, the group is ushered to a waiting area for a very brief time, then shown to an older human gentleman named Vrem. He is extremely pleased to have the ring back, and gives the group two platinum trade bars. According to their marks, each is worth 1200 gp. Quite a nice reward! The party discusses with Vrem the issue of Zacradose and its “king” Stackler. “They have territorial ambitions,” Martini states, “on Dyshim.” “We need to go there in order to prevent a war,” adds Naomi. “That’s a worthy cause,” remarks Ari. “Can you help us find discrete passage?” Vrem looks thoughtful. “I believe so, but it will cost you.” “How much?” He shrugs. “I will have to find out. Tell me where you are staying and I will send you word when I know something.” Naomi, always fearful of treachery, uses her empathic powers to read the man. He seems merely pleased at the return of his ring, and he is feeling magnanimous. The increasingly obese Naomi relaxes. The group sells off what loot they can and divides up treasure. The [i]wand of fireballs[/i] goes to Naomi; as an elementalist she can make good use of it. The healing wand goes to Nara. Various other items are dispersed. The party does some shopping; most of it is unremarkable, but Erasmuz does hoodwink a retired adventurer out of a [i]ring of water breathing,[/i] trading what he claims is a [i]potion of longevity[/i] for it. The old adventurer falls for it, as they say, hook line and sinker, and trades straight across for the potion, which is as yet unidentified but is in reality a [i]potion of spider climb.[/i] For the next three days, our heroes keep a low profile, mostly staying in their rooms. They don’t [i]know[/i] that anyone’s after them, but they fear agents of the snake-folk, agents of Zacradose, and even perhaps revenge-dedicated friends of Heather Peachtree (well, only most of our heroes fear them at this point). Finally, word comes from Vrem, and they hurry to his very nice home. He tells them that he has arranged passage on a vessel called the [i]Proud Pentor[/i] for them. It is a very fast and very discrete ship, and very reliable; but it will cost each of them 250 gp. Grumbling, they reach for their coins, but he shakes his head. “Pay the ship’s captain, not me. I only arranged things to help you because you helped me.” He smiles. “Now, good luck to you!” Thanking him for the well-wishing, our heroes return to the inn and proceed to have dinner. As another pitcher of beer is coming their way, another patron bumps into the waitress, and Ari and Erasmuz notice him drop some kind of powder into it. With a muttered apology, the fellow leaves the building. “Hey, buddies, nobody drink the beer, that guy just put something in it!” Erasmuz declares. “What?” exclaims Jawbreaker. “Someone try to poison Jawbreaker’s beer?” Ari, meanwhile, slips out the door after the man. Catching sight of him down the street, the little druid [i]wild shapes[/i] into a dog and follows. [i][b]Next Time:[/b][/i][b][/b] Where is the guy going? Who else is there? And what’s going on?? [/QUOTE]
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