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Softwind's Tale: Companions of the Valley (upd 04/01/04) - REALLY!
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<blockquote data-quote="Softwind" data-source="post: 1279121" data-attributes="member: 13893"><p><strong>Reinforcements arrive</strong></p><p></p><p><strong>Twentieth Session (Mar 03)</strong></p><p></p><p>The Companions decide that they have satisfied the dictates of Harncar, Guildmaster of the Mining and Merchants Guild, and start the journey back to Merikest to inform him of their discoveries. As night is rapidly falling, they end up seeking shelter from the night in a road-side tavern/way station. As they belly up to the bar inside, they realize that one of the patrons is none other than Guy, the guild messenger. He is as surprised as the party, and ushers them to a table to discuss what they have discovered.</p><p></p><p>His manner becomes grim as the full realization hits him. Without a stronger force, the mines may not be reclaimable. He begs the party to give him some time to arrange for reinforcements to be summoned from town, and as an inducement, offers to not only pay for food and lodging, but also give the party the other 125 gold coins owed them. After a brief consultation with each other, the Companions agree to accept the coins and hospitality while waiting on the Guild warriors.</p><p></p><p>Two days pass before four men are seen to be riding towards the tavern. The shine of the sun off their polished metal armor makes details difficult to discern, and it is only when they draw their horses to a stop that the party can look them over. Their first impression is not favorable; based on the environment of the mines, plate armor is definitely not what to wear. And yet, it is in that very gear that the foursome is clad. Their superior demeanor, lack of delving knowledge, and names that closely match those of comedic characters soon earns them the designation of the “Four Stooges”. </p><p></p><p>(<em>OOC: Even I forgot their original names, and they ended up being Larry, Curly, Moe, and Shemp)</em></p><p></p><p>Being ready to go for several days, the party quickly gets on the road and returns to the Silverhall Mine that afternoon. Knowing that time of day matters little within, they waste no time in reentering. They notice that the previous tremor they felt before must have returned in strength, based on the amount of fresh rubble scattered on the mine floor. With the assistance of the four guards, they make a quick circuit of the first level, and finding nothing threatening there; descend to the second level, 30 feet below the first.</p><p></p><p>The Companions, having reached the second level, watch in amusement and concern as the four guards, following behind, manage to destroy an elevator by first dropping, then having it abruptly stop upon the ground below. Stunned and not a little injured, they stagger out of the wreckage, to be tended by an exasperated Athena. “We’ve not even seen a creature here yet, and you’re already banged up.” They look suitably abashed.</p><p> </p><p>The party continues onward, Brynn, Grimnyr, and Tombit in the lead, Skylar, Athena and Genoa in the middle, and the four guards bringing up the rear. After a short distance, they give up all hopes of catching anything by surprise as they listen to the rattle-clank of the guards’ armor. None too quiet before, the fall seems to have worsened the effect. The Companions subconsciously try to put space between themselves and their “backup”.</p><p></p><p>As they approach the southern end of a particularly large, worked cavern, they spot two of the insectoid monsters, maws buried in the decomposed flesh of what they believe to be a dwarven miner. As the guards close ranks with the party, the creatures raise their heads, looking at the adventurers, gore dripping from black carapace and sharp mandibles. Evil clicking issues from them as they abandon the old meal, rushing forward for fresher prey.</p><p></p><p>Neither Brynn nor Grimnyr is fazed as the expected darkness falls. However, the Guild guards are completely caught off guard, and sounds of fumbling for weapons and cursing can be heard. “Never had *this* problem on the caravan routes” one is heard to complain.</p><p></p><p>*WHAT??!??* thinks Brynn. *We got sent Caravan Guards?!? Greeeaaaaaat* The stout dwarven ranger tunes out the ruckus of the apparently inept guardsmen, and readies his weapons, head cocked to the side, listening for the approach of the giant insects. Grimnyr too makes ready for a charge, axe in hand and grin on his face. Tombit moves to the side, hoping to exit the pitch blackness.</p><p></p><p>Athena, on the other hand, moves forward, through the darkness, relying on her heightened senses to let her know when her quarry is nearby. Genoa calls upon her magic to grant her the same kind of abilities within the inky blackness. Skylar is nonplussed, but nonchalantly fires several times, her shafts scoring at least once, based on the horrible clacking that is heard an instant later after release.</p><p></p><p>Once again, as in previous combats, the party senses that these bugs *know* how they fight. The creatures close only to snap at the members with their mandibles, then retreat to use their wicked stingers on the next attack. Duck and dodge, weaving in and out of reach, the ant-scorpions manage to cause impressive damage before they ultimately succumb to the onslaught of the party’s weapons.</p><p></p><p>When combat has ceased, the party discovers that the four stooges are at least good at watching their back; the corpse of a third creature in mute testimony to their prowess in battle, although the deep cuts and scratches belie the ease of combat the four of them claim. Athena and Genoa tend to the wounded, and by their spells, the party and guards are made healthy and whole again.</p></blockquote><p></p>
[QUOTE="Softwind, post: 1279121, member: 13893"] [b]Reinforcements arrive[/b] [b]Twentieth Session (Mar 03)[/b] The Companions decide that they have satisfied the dictates of Harncar, Guildmaster of the Mining and Merchants Guild, and start the journey back to Merikest to inform him of their discoveries. As night is rapidly falling, they end up seeking shelter from the night in a road-side tavern/way station. As they belly up to the bar inside, they realize that one of the patrons is none other than Guy, the guild messenger. He is as surprised as the party, and ushers them to a table to discuss what they have discovered. His manner becomes grim as the full realization hits him. Without a stronger force, the mines may not be reclaimable. He begs the party to give him some time to arrange for reinforcements to be summoned from town, and as an inducement, offers to not only pay for food and lodging, but also give the party the other 125 gold coins owed them. After a brief consultation with each other, the Companions agree to accept the coins and hospitality while waiting on the Guild warriors. Two days pass before four men are seen to be riding towards the tavern. The shine of the sun off their polished metal armor makes details difficult to discern, and it is only when they draw their horses to a stop that the party can look them over. Their first impression is not favorable; based on the environment of the mines, plate armor is definitely not what to wear. And yet, it is in that very gear that the foursome is clad. Their superior demeanor, lack of delving knowledge, and names that closely match those of comedic characters soon earns them the designation of the “Four Stooges”. ([i]OOC: Even I forgot their original names, and they ended up being Larry, Curly, Moe, and Shemp)[/i] Being ready to go for several days, the party quickly gets on the road and returns to the Silverhall Mine that afternoon. Knowing that time of day matters little within, they waste no time in reentering. They notice that the previous tremor they felt before must have returned in strength, based on the amount of fresh rubble scattered on the mine floor. With the assistance of the four guards, they make a quick circuit of the first level, and finding nothing threatening there; descend to the second level, 30 feet below the first. The Companions, having reached the second level, watch in amusement and concern as the four guards, following behind, manage to destroy an elevator by first dropping, then having it abruptly stop upon the ground below. Stunned and not a little injured, they stagger out of the wreckage, to be tended by an exasperated Athena. “We’ve not even seen a creature here yet, and you’re already banged up.” They look suitably abashed. The party continues onward, Brynn, Grimnyr, and Tombit in the lead, Skylar, Athena and Genoa in the middle, and the four guards bringing up the rear. After a short distance, they give up all hopes of catching anything by surprise as they listen to the rattle-clank of the guards’ armor. None too quiet before, the fall seems to have worsened the effect. The Companions subconsciously try to put space between themselves and their “backup”. As they approach the southern end of a particularly large, worked cavern, they spot two of the insectoid monsters, maws buried in the decomposed flesh of what they believe to be a dwarven miner. As the guards close ranks with the party, the creatures raise their heads, looking at the adventurers, gore dripping from black carapace and sharp mandibles. Evil clicking issues from them as they abandon the old meal, rushing forward for fresher prey. Neither Brynn nor Grimnyr is fazed as the expected darkness falls. However, the Guild guards are completely caught off guard, and sounds of fumbling for weapons and cursing can be heard. “Never had *this* problem on the caravan routes” one is heard to complain. *WHAT??!??* thinks Brynn. *We got sent Caravan Guards?!? Greeeaaaaaat* The stout dwarven ranger tunes out the ruckus of the apparently inept guardsmen, and readies his weapons, head cocked to the side, listening for the approach of the giant insects. Grimnyr too makes ready for a charge, axe in hand and grin on his face. Tombit moves to the side, hoping to exit the pitch blackness. Athena, on the other hand, moves forward, through the darkness, relying on her heightened senses to let her know when her quarry is nearby. Genoa calls upon her magic to grant her the same kind of abilities within the inky blackness. Skylar is nonplussed, but nonchalantly fires several times, her shafts scoring at least once, based on the horrible clacking that is heard an instant later after release. Once again, as in previous combats, the party senses that these bugs *know* how they fight. The creatures close only to snap at the members with their mandibles, then retreat to use their wicked stingers on the next attack. Duck and dodge, weaving in and out of reach, the ant-scorpions manage to cause impressive damage before they ultimately succumb to the onslaught of the party’s weapons. When combat has ceased, the party discovers that the four stooges are at least good at watching their back; the corpse of a third creature in mute testimony to their prowess in battle, although the deep cuts and scratches belie the ease of combat the four of them claim. Athena and Genoa tend to the wounded, and by their spells, the party and guards are made healthy and whole again. [/QUOTE]
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Softwind's Tale: Companions of the Valley (upd 04/01/04) - REALLY!
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