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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Tecklenburg" data-source="post: 6569296" data-attributes="member: 6781356"><p>Otthor is more than happy to let the king pay us out of his own treasury for releasing the refugees to us <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=":)" /> He can gladly have 50 gold of the 100 that he paid us, so long as the refugees are well-kept and safe here until we return. I'm sure the political capital of making it appear that he is dictating the terms here is helpful to him in dealing with his subjects. I'm perfectly fine with giving him that. We lose nothing. If Saerie disagrees, I'll try to convince her otherwise. We have basically won on all fronts here.</p><p></p><p>I don't have anything for the constable but I'll be gracious and thank him for the accomodations and for relaying us the good news.</p><p></p><p>Before I settle in, I'm going to approach Saerie and remove the leather choker with the yellow-stone encrusted silver amulet from my neck. I'll nod to her to lower her head. When she does, I'm going to put put it around her neck and set the clasp to her dimensions. When she looks at it and sees the engraving I'll say "...it means sun. Feel the warmth? It should protect you against this terrible place. But perhaps more important than that, if things go south with the white dragon..." I let my words trail off and give her a foreboding look. </p><p></p><p>[sblock]From a metagame perspective, I've got means for hit point restoration. I think it would be more sensible for Saerie to wear the "choker of cold protection." Agreed [MENTION=6775039]Binks[/MENTION]?[/sblock]</p><p></p><p>Once we get an opportunity to settle in, I'm going to have the dog near me after it has eaten its meal. Resting its head on my lap, giving it the comfort and companionship it surely longs for, I'm going to stroke its fur and pat its flank. I will speak to Saerie about our mission here. "The dragon, while a typical ally for the Winter Court, may prove a powerful barrier against the Far Realm threat to this place, and our home by proxy, if we can convince it. I think the bureaucrats of the Summer Court might understand, even if they are not pleased."</p><p></p><p>Mostly out of curiosity, I'll watch the goblin handler feed the wolves. Then I'll address the two brothers in their native tongue. "We have a difficult and extremely dangerous journey ahead of us. There is no shame in bowing out. Whatever loyalty you may feel you owe us has been repaid by getting us to this place." Whatever their response might be, I will defer to their decision. If they continue with us, I swear to myself that I will show them the virtue of mercy when it is justified. </p><p></p><p>When everyone is unwinding and settling in for the night's sleep, I'll fill the chamber with pleasing elven song to take the edge off and unfray all of our nerves.</p><p></p><p>[sblock]My <strong><em>Bolster </em></strong>move for 1 prep.[/sblock]</p><p></p><p>I'm going to defer to Saerie to spend the 25 coins in the morning. She needs some Ammo and we definitely need rations.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>End of Session</em></strong> Move and xp</p><p></p><p>Bonds - </p><p></p><p>I resolved my bond with The Art of the Bladesong. I uncovered its mysteries and learned that it is as more blessing or nature than it is nurture. I now know that instruction can only reveal it. It cannot create it.</p><p></p><p>I resolved my bond with The Weak. While we are dealing with them here out of necessity, I'm under no illusion that the king and his constable are goodly creatures. Ultimately, they are evil, tyrannical, and their justice is anything but. Dictating to them that they will release the vulnerable refugees to us, which is a commodity to them, fills me with satisfaction as I know things are set right.</p><p></p><p>2 xp</p><p></p><p>My new bonds in their place will be:</p><p></p><p><em>* I will make a powerful ally in this world for <strong>the Feywild elves</strong>. </em></p><p><em>* I will show the merits of mercy to <strong>our goblin companions</strong>. </em></p><p></p><p>Alignment - "Endanger yourself to combat an unnatural threat." More than once with three immature aboleth's slain! I'm going to keep this alignment. 1 xp.</p><p></p><p></p><p>* <strong>Did we learn something new and important about the world?</strong></p><p></p><p>Let us see...</p><p></p><p>...we confirmed that there are refugees alive and secured the release of a few of them. Others are in the Coldlands so there we shall go.</p><p></p><p>...Aboleth's from the Far Realm are invading this world. Their means for multiplying their numbers involve infecting sentient creatures with some kind of parasitic madness. This then causes them to change into little aboleths. </p><p></p><p>...Earthmaw was under siege by an invasion of these immature aboleths. They probably have to feed to gain maturity and grow. It is probably the best source of food in all of these highlands. </p><p></p><p>...While the goblinoid kingdom of Earthmaw is ultimately evil, they can be civilly dealt with and they honor their word.</p><p></p><p>1 xp</p><p></p><p>* <strong>Did we overcome a notable monster or enemy?</strong></p><p></p><p>At the very least, that second, advanced aboleth in the king's chamber was certainly notable!</p><p></p><p>1 xp</p><p></p><p>* <strong>Did we loot a memorable treasure?</strong></p><p></p><p>The amulet in the boneyard basement of Earthmaw is memorable. It will definitely come in handy in the future.</p><p></p><p>1 xp</p><p></p><p>So that is 18 xp total now.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>Level Up</em></strong> Move</p><p></p><p>18 xp </p><p></p><p>Current level 3 + 7 = 10</p><p></p><p>18 - 10 = 8 xp and I level up.</p><p></p><p>I'm going to take the <strong><em>Bladesong </em></strong>Move that you made and I'll move Charisma up 1 to 13. The reason I'm moving Charisma up 1 is because I had my modifier screwed up before. 12 should have been 0 instead of +1. At 13 now, it is + 1 as I had been playing it. Sorry!</p><p></p><p>[HR][/HR]</p><p></p><p>After Rest and Level Up but before any supplies changes</p><p></p><p>Otthor</p><p></p><p>HP 21/21</p><p>AG 1</p><p>AM 1 </p><p>DR 2</p><p>XP 8</p></blockquote><p></p>
[QUOTE="Tecklenburg, post: 6569296, member: 6781356"] Otthor is more than happy to let the king pay us out of his own treasury for releasing the refugees to us :) He can gladly have 50 gold of the 100 that he paid us, so long as the refugees are well-kept and safe here until we return. I'm sure the political capital of making it appear that he is dictating the terms here is helpful to him in dealing with his subjects. I'm perfectly fine with giving him that. We lose nothing. If Saerie disagrees, I'll try to convince her otherwise. We have basically won on all fronts here. I don't have anything for the constable but I'll be gracious and thank him for the accomodations and for relaying us the good news. Before I settle in, I'm going to approach Saerie and remove the leather choker with the yellow-stone encrusted silver amulet from my neck. I'll nod to her to lower her head. When she does, I'm going to put put it around her neck and set the clasp to her dimensions. When she looks at it and sees the engraving I'll say "...it means sun. Feel the warmth? It should protect you against this terrible place. But perhaps more important than that, if things go south with the white dragon..." I let my words trail off and give her a foreboding look. [sblock]From a metagame perspective, I've got means for hit point restoration. I think it would be more sensible for Saerie to wear the "choker of cold protection." Agreed [MENTION=6775039]Binks[/MENTION]?[/sblock] Once we get an opportunity to settle in, I'm going to have the dog near me after it has eaten its meal. Resting its head on my lap, giving it the comfort and companionship it surely longs for, I'm going to stroke its fur and pat its flank. I will speak to Saerie about our mission here. "The dragon, while a typical ally for the Winter Court, may prove a powerful barrier against the Far Realm threat to this place, and our home by proxy, if we can convince it. I think the bureaucrats of the Summer Court might understand, even if they are not pleased." Mostly out of curiosity, I'll watch the goblin handler feed the wolves. Then I'll address the two brothers in their native tongue. "We have a difficult and extremely dangerous journey ahead of us. There is no shame in bowing out. Whatever loyalty you may feel you owe us has been repaid by getting us to this place." Whatever their response might be, I will defer to their decision. If they continue with us, I swear to myself that I will show them the virtue of mercy when it is justified. When everyone is unwinding and settling in for the night's sleep, I'll fill the chamber with pleasing elven song to take the edge off and unfray all of our nerves. [sblock]My [B][I]Bolster [/I][/B]move for 1 prep.[/sblock] I'm going to defer to Saerie to spend the 25 coins in the morning. She needs some Ammo and we definitely need rations. [HR][/HR] [B][I]End of Session[/I][/B] Move and xp Bonds - I resolved my bond with The Art of the Bladesong. I uncovered its mysteries and learned that it is as more blessing or nature than it is nurture. I now know that instruction can only reveal it. It cannot create it. I resolved my bond with The Weak. While we are dealing with them here out of necessity, I'm under no illusion that the king and his constable are goodly creatures. Ultimately, they are evil, tyrannical, and their justice is anything but. Dictating to them that they will release the vulnerable refugees to us, which is a commodity to them, fills me with satisfaction as I know things are set right. 2 xp My new bonds in their place will be: [I]* I will make a powerful ally in this world for [B]the Feywild elves[/B]. * I will show the merits of mercy to [B]our goblin companions[/B]. [/I] Alignment - "Endanger yourself to combat an unnatural threat." More than once with three immature aboleth's slain! I'm going to keep this alignment. 1 xp. * [B]Did we learn something new and important about the world?[/B] Let us see... ...we confirmed that there are refugees alive and secured the release of a few of them. Others are in the Coldlands so there we shall go. ...Aboleth's from the Far Realm are invading this world. Their means for multiplying their numbers involve infecting sentient creatures with some kind of parasitic madness. This then causes them to change into little aboleths. ...Earthmaw was under siege by an invasion of these immature aboleths. They probably have to feed to gain maturity and grow. It is probably the best source of food in all of these highlands. ...While the goblinoid kingdom of Earthmaw is ultimately evil, they can be civilly dealt with and they honor their word. 1 xp * [B]Did we overcome a notable monster or enemy?[/B] At the very least, that second, advanced aboleth in the king's chamber was certainly notable! 1 xp * [B]Did we loot a memorable treasure?[/B] The amulet in the boneyard basement of Earthmaw is memorable. It will definitely come in handy in the future. 1 xp So that is 18 xp total now. [HR][/HR] [B][I]Level Up[/I][/B] Move 18 xp Current level 3 + 7 = 10 18 - 10 = 8 xp and I level up. I'm going to take the [B][I]Bladesong [/I][/B]Move that you made and I'll move Charisma up 1 to 13. The reason I'm moving Charisma up 1 is because I had my modifier screwed up before. 12 should have been 0 instead of +1. At 13 now, it is + 1 as I had been playing it. Sorry! [HR][/HR] After Rest and Level Up but before any supplies changes Otthor HP 21/21 AG 1 AM 1 DR 2 XP 8 [/QUOTE]
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