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The Runic Storyhour: An Oriental Adventure in The Dream
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<blockquote data-quote="Rune" data-source="post: 147044" data-attributes="member: 67"><p>Session 7, part 3</p><p></p><p>The monkey is still gone, but has headed toward the bookstore. So do we. After a short time, the tiger growls, smelling an unnatural madness. This is "The Reality Wrinkle." The front door is locked, but that does not keep Chameleon from opening the door. Inside, a startled man looks up. He clearly is not completely sane. He is drooling a bit and has a look of lunacy in his eyes. The tiger growls.</p><p></p><p>"Might I inquire of you why you have come to this store at this early hour of the night?"</p><p></p><p>Chameleon responds, "This is the time when I usually read."</p><p></p><p>"If there is anything you like, then we would be happy to sell to you."</p><p></p><p>"What types of books do you have here?"</p><p></p><p>The insane little man excuses himself for a moment and enters the back room, ducking quickly behind a beaded curtain which strongly resembles a mass of black tentacles. In the meantime, our adorable little halfling fidgets with a large book, obviously containing "secrets that halflings are not meant to know." He is clearly struggling to keep from opening the cover. In the end, his common sense prevails and the book is returned to a shelf. When the mousy little madman returns, we detain him and Chameleon magically changes his features to match those of the man—all without bothering the Dream. How does he manage that? I start to play a song again, just because the situation warrants it. The unbalanced shopkeeper, bless his heart, knows the value of a good tune; he is entirely <em>fascinated</em>! The shadows on the wall appear to dance in time with my song, as the Dream joins in.</p><p></p><p>Chameleon, in disguise, enters the next room and sees two men, obviously irrevocably insane, ranting and playing mahjong. There is an insane gibbering, unlike any noise that we have ever encountered, coming from behind a small, misshapen door.</p><p></p><p>The crazy men cannot sleep. They talk of the Blessed and of strange dream-messages from some "Speaker in Dreams" that make sleep uncomfortable. Naturally, Chameleon opens the door for a brief moment, then slams it shut.</p><p></p><p>Inside is a creature unlike anything that has ever come from the nightmare. It is eyes and mouths and teeth, but most of all, it is an unbearable assortment of unnatural sounds. Only, we do somehow manage to bear it. The two men at the table are not so lucky. Their troubled minds can take no more torment and they violently snap, assaulting each other and subduing each other into unconsciousness. That was convenient. It is when we hear the unmistakable sound of many footsteps on the staircase that we opt to retreat. Wisely, in my opinion.</p><p></p><p><em>DM note: this was actually a pretty funny, if abysmally safe encounter.</em></p><p></p><p>But before we go, the halfling has to get one last blow in. As we are leaving, he uses a minor magick to conjure a vaguely visible wispy hand (causing the Dream to stir, a bit, but ultimately ignore us) and open the door of the closet containing the gibbering monster.</p><p></p><p>We are content to write the whole expedition off as a failure, but unfortunately, Waterfall is still with us and insists that we must go back in to save her superior. If we will not, then she will go alone.</p><p></p><p>Drat that woman!</p><p></p><p><em>--Dashing Orcblood Croons</em></p><p></p><p><em>DM note: notable moments--this game lasted until 8 in the morning. By the time we quit, our brave note-taker (and author) was barely conscious and in danger of an epileptic fit. I could have gone on for hours. As a result the final page or two of notes is somewhat sketchy in comparison to the other ten.</em></p><p><em></em></p><p><em><strong>Dashing Orcblood Croons</strong> is what all half-orcs should aspire to be (although, there's no inter-racial breeding in my game, the stats are the same)! I needed a pseudo European, lace-and-ruffles wearing, "foreign devil" kind of culture somewhere. I decided that half-orcs would be perfect. It can be assumed that they came from the other side of the ocean (in the sky, remember) at some point, but no one really remembers. But then again, memory is a fleeting thing in the Dream, anyway.</em></p><p><em></em></p><p><em><strong>Intelligent Chameleon Survives</strong> is back! He's a very charismatic, outspoken character, a natural leader. He's also always arguing with his tiger (seems a lot like Fras, from (Contact)'s games, doesn't it? Well, if you're going to steal, steal from the best!)</em></p><p><em></em></p><p><em><strong>Fighting Man Dances</strong> is a crafty little pyromaniac, isn't he? It didn't take the player long to realize that he wasn't playing a Lawful Neutral, and change the little monk to Lawful Good. That really becomes evident in this session. In many ways, the halfling is to his monkey what the tiger is to Chameleon.</em></p><p><em></em></p><p><em>My favorite moment requires a little bit of out-of-game information. The player of Chameleon wanted to know if he could share his spells, specifically <strong>Spider Climb</strong>, with his familiar. I thougth it sounded kind of strange, so I had him look it up. He could.</em></p><p><em></em></p><p><em>At the beginning of the game, he was running the dwarves (the player of Strong Dwarf Stands could not make it to that session). When the tiger walked out on the ceiling, the player had a look of malice (which he denies, to this day) as he caught a glimpse of the depths of my evil DM soul and readied the dwarves' crossbows to fire at his other character's familiar. He asked for it.</em></p></blockquote><p></p>
[QUOTE="Rune, post: 147044, member: 67"] Session 7, part 3 The monkey is still gone, but has headed toward the bookstore. So do we. After a short time, the tiger growls, smelling an unnatural madness. This is "The Reality Wrinkle." The front door is locked, but that does not keep Chameleon from opening the door. Inside, a startled man looks up. He clearly is not completely sane. He is drooling a bit and has a look of lunacy in his eyes. The tiger growls. "Might I inquire of you why you have come to this store at this early hour of the night?" Chameleon responds, "This is the time when I usually read." "If there is anything you like, then we would be happy to sell to you." "What types of books do you have here?" The insane little man excuses himself for a moment and enters the back room, ducking quickly behind a beaded curtain which strongly resembles a mass of black tentacles. In the meantime, our adorable little halfling fidgets with a large book, obviously containing "secrets that halflings are not meant to know." He is clearly struggling to keep from opening the cover. In the end, his common sense prevails and the book is returned to a shelf. When the mousy little madman returns, we detain him and Chameleon magically changes his features to match those of the man—all without bothering the Dream. How does he manage that? I start to play a song again, just because the situation warrants it. The unbalanced shopkeeper, bless his heart, knows the value of a good tune; he is entirely [i]fascinated[/i]! The shadows on the wall appear to dance in time with my song, as the Dream joins in. Chameleon, in disguise, enters the next room and sees two men, obviously irrevocably insane, ranting and playing mahjong. There is an insane gibbering, unlike any noise that we have ever encountered, coming from behind a small, misshapen door. The crazy men cannot sleep. They talk of the Blessed and of strange dream-messages from some "Speaker in Dreams" that make sleep uncomfortable. Naturally, Chameleon opens the door for a brief moment, then slams it shut. Inside is a creature unlike anything that has ever come from the nightmare. It is eyes and mouths and teeth, but most of all, it is an unbearable assortment of unnatural sounds. Only, we do somehow manage to bear it. The two men at the table are not so lucky. Their troubled minds can take no more torment and they violently snap, assaulting each other and subduing each other into unconsciousness. That was convenient. It is when we hear the unmistakable sound of many footsteps on the staircase that we opt to retreat. Wisely, in my opinion. [i]DM note: this was actually a pretty funny, if abysmally safe encounter.[/i] But before we go, the halfling has to get one last blow in. As we are leaving, he uses a minor magick to conjure a vaguely visible wispy hand (causing the Dream to stir, a bit, but ultimately ignore us) and open the door of the closet containing the gibbering monster. We are content to write the whole expedition off as a failure, but unfortunately, Waterfall is still with us and insists that we must go back in to save her superior. If we will not, then she will go alone. Drat that woman! [i]--Dashing Orcblood Croons[/i] [i]DM note: notable moments--this game lasted until 8 in the morning. By the time we quit, our brave note-taker (and author) was barely conscious and in danger of an epileptic fit. I could have gone on for hours. As a result the final page or two of notes is somewhat sketchy in comparison to the other ten. [b]Dashing Orcblood Croons[/b] is what all half-orcs should aspire to be (although, there's no inter-racial breeding in my game, the stats are the same)! I needed a pseudo European, lace-and-ruffles wearing, "foreign devil" kind of culture somewhere. I decided that half-orcs would be perfect. It can be assumed that they came from the other side of the ocean (in the sky, remember) at some point, but no one really remembers. But then again, memory is a fleeting thing in the Dream, anyway. [b]Intelligent Chameleon Survives[/b] is back! He's a very charismatic, outspoken character, a natural leader. He's also always arguing with his tiger (seems a lot like Fras, from (Contact)'s games, doesn't it? Well, if you're going to steal, steal from the best!) [b]Fighting Man Dances[/b] is a crafty little pyromaniac, isn't he? It didn't take the player long to realize that he wasn't playing a Lawful Neutral, and change the little monk to Lawful Good. That really becomes evident in this session. In many ways, the halfling is to his monkey what the tiger is to Chameleon. My favorite moment requires a little bit of out-of-game information. The player of Chameleon wanted to know if he could share his spells, specifically [b]Spider Climb[/b], with his familiar. I thougth it sounded kind of strange, so I had him look it up. He could. At the beginning of the game, he was running the dwarves (the player of Strong Dwarf Stands could not make it to that session). When the tiger walked out on the ceiling, the player had a look of malice (which he denies, to this day) as he caught a glimpse of the depths of my evil DM soul and readied the dwarves' crossbows to fire at his other character's familiar. He asked for it.[/i] [/QUOTE]
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