Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
[PF] Old Gods, new tricks
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="Doc Donuts" data-source="post: 7814634" data-attributes="member: 6999815"><p><strong>Session 6: Part 1</strong></p><p></p><p>They tie up her companion who had slept through all this while Marq retrieves Legion's gear from the bag.</p><p></p><p>Vanal writes a note and leaves it with the unconscious companion:</p><p></p><p>"We will let her go once we are sure we are not being pursued, have a nice day!" He hands it to her.</p><p></p><p>"Up to you know. Come with us or not, your choice. If you come, leave the note”</p><p></p><p>"You'll let me go?"</p><p></p><p>"Yup, not your fault you are stuck in this" he shrugs.</p><p></p><p>She stands there as they walk away, then follows, swearing under her breath as she trots to catch up.</p><p></p><p>They decide to head to head to Karthin, one of the two main dwarven kingdoms in the world. Karthin is located hundreds of miles to the south-east, across a narrow sea. </p><p></p><p>The Karthin dwarves don't get along well with the Cluvian dwarves, the other major kingdom located on a large island continent almost a third of the way around the world. According to Karthin legends, Cluvian dwarves were expelled by the Karthins some time in antiquity, and the Karthins are the source of true dwarven culture. </p><p></p><p>The Cluvians disagree, and say they left because they could no longer stand to be part of the corrupt degenerate practices of the Karthins. </p><p></p><p>The only thing the two nations agree on is that they need to maintain formal relations with each other, because after all, at least the other side are dwarves, not lesser races.</p><p></p><p>To outsiders, including dwarves not associated with either nation, this rift makes no sense, because the two cultures are almost identical. Because the two nations have almost completely static cultures, the party hopes that this tendency combined with their longer lifespans would preserve information that other races might have forgotten. </p><p></p><p>Or as Ryll puts it, dwarves are stubborn and hold grudges for so long that a battle among gods almost three millennia earlier would still be fresh in at least some of their minds.</p><p></p><p>Vanal laughs and doesn't disagree. He tries to keep his tone light, but both Ryll and Mel notice that he seems pained.</p><p></p><p>The first step on their journey is to drop off Marq's mule and dog with a friend who lives on a farm not too far away. Then they continue on, skirting the main roads to Avenal. </p><p></p><p>The woman gradually opens up, and introduces herself as Marissa. Its pretty obvious when she talks that she thinks they are idiots to let her travel with them. She seems fatalistic about it and seems like she is waiting for them to come to their senses and kill her. Mel and Figorna privately agree with her, but they are committed now, so they are willing to roll with it. </p><p></p><p>Marissa tells them little about her past, other than that she worked for the Brotherhood. She tells them that Rainbow is the son of a woman named Cadradabu, a high ranking priestess of Raggok. While not directly associated with the Brotherhood, she does wield enormous influence, partially because she works with the guild leadership, partially because they fear her. </p><p></p><p>In essence the guild has become Cadradabu's tool. It says a lot about the church of Raggok that Cadradabu uses a feared guild of thieves and assassins to present a better public image.</p><p></p><p>They travel on for three days, still avoiding major roads, until they reach a small fishing village. Figorna has a friend there, a man named Setarra, a retired caravan guard who took up fishing before discovering that he hated it. He had a boat though, one large enough to handle the sea journey, as long as the weather was good. Better yet, he owed is life to Figorna when his last caravan was attacked. </p><p></p><p>Two days later they sail into Karthin waters. Setarra skillfully brings the boat into a small bay and drops them off. From his familiarity with the area they suspect that he likes smuggling better than fishing.</p><p></p><p>By this point Marissa has relaxed enough, and the group has relaxed enough around her that she has let her guard down, at least partially. </p><p></p><p>It turns out she has a very sharp tongue, and enjoys bantering with Figorna, Ryll and Mell. She tries bantering with Marq but he doesn't seem to understand the concept, so she quickly gives up. </p><p></p><p>The only person she seems uncomfortable with is Vanal. Everyone else enjoys the cheerful personable dwarf, but once she saw him without his disguise on she kept her distance, and seems almost in fear of him, even though he is the main reason she is still alive. He seems to recognize this and keeps his distance.</p><p></p><p>Mel is even quieter than usual during this time. He is lost in his thoughts. He is concerned about their quest, and the divine gifts they have all apparently received, and resents feeling like a pawn in some conflict among the gods. After a lot of thought he vows not to use these gifts anymore. When they stop for the evening one night he takes out his needles and inks, and gives himself a new tattoo over his heart to symbolize his rejection of these gifts. The tattoo forms the Draconic rune for the word “self”.</p><p></p><p>When they reach shore they find out whether or not she can hold her own in a fight. They barely make it to shore when they are ambushed by some enterprising trolls who decided to prey on the smugglers that use the bay.</p><p></p><p>The Trolls, while stupid, have decent tactics, and attack just as they pull the small launch from Serrata's boat onto the sand. </p><p></p><p>Five Trolls rise out of the darkness and rush the launch. Vanal, Figorna and Marissa jump out to meet them. Mel immediately Hastes the party, while Marq stares at one of the Trolls, causing him to trip and fall into the surf right in front of Figona, who obligingly stabs him. </p><p></p><p>Vanal moves out slightly in front of the rest, skillfully attacking one Troll with his flail, while hitting two others as they try to get by him to get to the rest of the party.</p><p></p><p>Marissa's form blurs, and she attacks with her quarterstaff. She doesn't do much damage, but the Troll attacking her can't seem to hit her either. </p><p></p><p>Serrata picks up an oar, and clumsily tries to use it to hold off the final Troll.</p><p></p><p>Its over in a matter of seconds. Once Mel manages to switch up the spells he has memorized and starts casting spells using acid and fire the Trolls try to break off the fight and retreat, but are quickly overwhelmed. They drag the bodies together, cover them with fire and burn them. Serrata wastes no time getting back to his boat, worried other Trolls might be nearby.</p><p></p><p>The Trolls were wealthy. While they had no magic items, the largest Troll was carrying a small pouch with gems and coins worth a fortune. The party wastes little time, and as soon as the Trolls are immolated they move inland and find a spot to camp.</p></blockquote><p></p>
[QUOTE="Doc Donuts, post: 7814634, member: 6999815"] [B]Session 6: Part 1[/B] They tie up her companion who had slept through all this while Marq retrieves Legion's gear from the bag. Vanal writes a note and leaves it with the unconscious companion: "We will let her go once we are sure we are not being pursued, have a nice day!" He hands it to her. "Up to you know. Come with us or not, your choice. If you come, leave the note” "You'll let me go?" "Yup, not your fault you are stuck in this" he shrugs. She stands there as they walk away, then follows, swearing under her breath as she trots to catch up. They decide to head to head to Karthin, one of the two main dwarven kingdoms in the world. Karthin is located hundreds of miles to the south-east, across a narrow sea. The Karthin dwarves don't get along well with the Cluvian dwarves, the other major kingdom located on a large island continent almost a third of the way around the world. According to Karthin legends, Cluvian dwarves were expelled by the Karthins some time in antiquity, and the Karthins are the source of true dwarven culture. The Cluvians disagree, and say they left because they could no longer stand to be part of the corrupt degenerate practices of the Karthins. The only thing the two nations agree on is that they need to maintain formal relations with each other, because after all, at least the other side are dwarves, not lesser races. To outsiders, including dwarves not associated with either nation, this rift makes no sense, because the two cultures are almost identical. Because the two nations have almost completely static cultures, the party hopes that this tendency combined with their longer lifespans would preserve information that other races might have forgotten. Or as Ryll puts it, dwarves are stubborn and hold grudges for so long that a battle among gods almost three millennia earlier would still be fresh in at least some of their minds. Vanal laughs and doesn't disagree. He tries to keep his tone light, but both Ryll and Mel notice that he seems pained. The first step on their journey is to drop off Marq's mule and dog with a friend who lives on a farm not too far away. Then they continue on, skirting the main roads to Avenal. The woman gradually opens up, and introduces herself as Marissa. Its pretty obvious when she talks that she thinks they are idiots to let her travel with them. She seems fatalistic about it and seems like she is waiting for them to come to their senses and kill her. Mel and Figorna privately agree with her, but they are committed now, so they are willing to roll with it. Marissa tells them little about her past, other than that she worked for the Brotherhood. She tells them that Rainbow is the son of a woman named Cadradabu, a high ranking priestess of Raggok. While not directly associated with the Brotherhood, she does wield enormous influence, partially because she works with the guild leadership, partially because they fear her. In essence the guild has become Cadradabu's tool. It says a lot about the church of Raggok that Cadradabu uses a feared guild of thieves and assassins to present a better public image. They travel on for three days, still avoiding major roads, until they reach a small fishing village. Figorna has a friend there, a man named Setarra, a retired caravan guard who took up fishing before discovering that he hated it. He had a boat though, one large enough to handle the sea journey, as long as the weather was good. Better yet, he owed is life to Figorna when his last caravan was attacked. Two days later they sail into Karthin waters. Setarra skillfully brings the boat into a small bay and drops them off. From his familiarity with the area they suspect that he likes smuggling better than fishing. By this point Marissa has relaxed enough, and the group has relaxed enough around her that she has let her guard down, at least partially. It turns out she has a very sharp tongue, and enjoys bantering with Figorna, Ryll and Mell. She tries bantering with Marq but he doesn't seem to understand the concept, so she quickly gives up. The only person she seems uncomfortable with is Vanal. Everyone else enjoys the cheerful personable dwarf, but once she saw him without his disguise on she kept her distance, and seems almost in fear of him, even though he is the main reason she is still alive. He seems to recognize this and keeps his distance. Mel is even quieter than usual during this time. He is lost in his thoughts. He is concerned about their quest, and the divine gifts they have all apparently received, and resents feeling like a pawn in some conflict among the gods. After a lot of thought he vows not to use these gifts anymore. When they stop for the evening one night he takes out his needles and inks, and gives himself a new tattoo over his heart to symbolize his rejection of these gifts. The tattoo forms the Draconic rune for the word “self”. When they reach shore they find out whether or not she can hold her own in a fight. They barely make it to shore when they are ambushed by some enterprising trolls who decided to prey on the smugglers that use the bay. The Trolls, while stupid, have decent tactics, and attack just as they pull the small launch from Serrata's boat onto the sand. Five Trolls rise out of the darkness and rush the launch. Vanal, Figorna and Marissa jump out to meet them. Mel immediately Hastes the party, while Marq stares at one of the Trolls, causing him to trip and fall into the surf right in front of Figona, who obligingly stabs him. Vanal moves out slightly in front of the rest, skillfully attacking one Troll with his flail, while hitting two others as they try to get by him to get to the rest of the party. Marissa's form blurs, and she attacks with her quarterstaff. She doesn't do much damage, but the Troll attacking her can't seem to hit her either. Serrata picks up an oar, and clumsily tries to use it to hold off the final Troll. Its over in a matter of seconds. Once Mel manages to switch up the spells he has memorized and starts casting spells using acid and fire the Trolls try to break off the fight and retreat, but are quickly overwhelmed. They drag the bodies together, cover them with fire and burn them. Serrata wastes no time getting back to his boat, worried other Trolls might be nearby. The Trolls were wealthy. While they had no magic items, the largest Troll was carrying a small pouch with gems and coins worth a fortune. The party wastes little time, and as soon as the Trolls are immolated they move inland and find a spot to camp. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
[PF] Old Gods, new tricks
Top