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
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Story Hour
(Cydra) The Final City
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="the Jester" data-source="post: 7588913" data-attributes="member: 1210"><p>The Iron Patriot is profoundly uncomfortable in the city.</p><p></p><p>The crowds remind him of masses of soldiers fighting for their lives, dying. There are far too many people, and there is far too much smoke. The clamor reminds of him dimly-remembered events in the trauma that have made him who he is. </p><p></p><p>Why has he come here? </p><p></p><p>He glances at the companions with whom he is walking. Fundamentally, the reason he has just entered Fandelose is this: they cannot comprehend him, and on the trip back through the hills, he couldn't orient himself toward Red Bank. Now he wants to go home as quickly as possible. </p><p></p><p>Yet the Iron Patriot feels unable to leave the group for a single reason: Big John, whom the Iron Patriot has mistaken for a child. For as much as the Iron Patriot is the defender of Red Bank, he is also the defender of children. And if ever he has seen a child in need of a good example and some firm guidance, it is Big John.</p><p></p><p>Thus, as the party heads through the Lower District, when a young tough approaches the group to try to sell them drugs, the Iron Patriot steps up with a waggling finger and a ranted message that nobody quite catches.</p><p></p><p>But the thug catches Iron Patriot's tone, and summons a rag-tag collection of gangsters to his side. </p><p></p><p>Iron Patriot warns them. He gives a long, incomprehensible speech.</p><p></p><p>“Look,” says Hungus, “we don't want any trouble. Our friend is just a little bit excitable.” Dzedz and Roran exchange a glance. “Why don't you just move aside, and we'll be on our way.”</p><p></p><p>One of the young toughs says, “I think they should pay a penalty.”</p><p></p><p>There is a general chorus of agreement. </p><p></p><p>“No, I don't think so,” Dzedz retorts.</p><p></p><p>And the Iron Patriot has had enough. He rushes forward. The thugs pull out clubs and surround him. “Damn it!” swears Hungus, drawing out his maul and striding toward the group. </p><p></p><p>The clash is relatively brief. Once they realize that they're facing real trouble, the gang scatters. Hungus casts a couple of <em>cure wounds</em> spells, and the party moves on. </p><p></p><p>***</p><p></p><p>Sipping his bean juice, Dzedz asks, “What now?”</p><p></p><p>The Iron Patriot ejaculates mangled words nobody can make out.</p><p></p><p>“I think we should go back to the megadungeon,” Carl Hungus says. “We can go back to that big shaft we found and go down on ropes.”</p><p></p><p>“You mean the one with the gnolls?”</p><p></p><p>“Yeah. The gnoll hole.” Hungus grins, inordinately pleased with himself. </p><p></p><p>***</p><p></p><p>The Iron Patriot would just as soon go home. He isn't needed here. He tags along, haranguing his compatriots. When the group sets out for the dungeon, he waggles his finger at Big John. Crestfallen, the halfling stays behind. Dzedz, Roran, Iron Patriot, and Hungus form the expedition.</p><p></p><p>The group again takes the smooth round passage bored by a thoqqua into the gibberling level, and again are soon beset by large numbers of the little hairy monsters. </p><p></p><p>Dzedz comments, “They must breed really fast. It seems like no matter how many we kill, there are just as many when we come back.”</p><p></p><p>“Maybe we just need to try harder,” Roran says wryly.</p><p></p><p>***</p><p></p><p>Shortly before they reach the gnoll-hole (as they are now officially calling it), the party runs into another adventurer- a dwarf named Krank Cleigier. He hails them as he stomps toward them. </p><p></p><p>“Hello,” says Dzedz after the group and Krank introduce themselves. “I take it you're down here looking for loot?”</p><p></p><p>“Yes, but I haven't been having much luck. These little hairy guys don't carry anything, at least not as far as I've seen. And they're easy to kill one-on-one, but they run in large groups...”</p><p></p><p>“That's why we should run in large groups.” Dzedz grins. “Why don't you join us? Even shares.”</p><p></p><p>“Even shares,” Krank replies, nodding.</p><p></p><p>***</p><p></p><p>The gnoll-hole is 50' deep, and once again it is guarded by gnolls at the bottom. The party pushes through, then out into another chamber with more gnolls. </p><p></p><p>Then into another chamber with more gnolls.</p><p></p><p>It rapidly becomes apparent that this level is controlled by gnolls (assuming that the gnolls themselves aren't the lackeys of something more powerful). The party pushes several rooms deep, finding some treasure, but then more groups of gnoll warriors start to arrive, responding to the sounds of fighting.</p><p></p><p>The party is forced to retreat. </p><p></p><p>By the time they reach the shaft, they are in a full route. Hungus and Krank are badly wounded, and neither Dzedz nor Roran are without a scratch or two. Roran is forced to make a bold stand, stabbing with the <em>Sword of Perx</em> and holding the doorway while his wounded friends pull themselves up the rope that they left dangling down the gnoll-hole before finally breaking and running himself. He gets away, suffering a few more stabs and cuts to the legs as he scrambles up. </p><p></p><p>“They're climbing after him!” Dzedz calls. </p><p></p><p>“Not to worry!” Hungus pulls out a dagger, and as soon as Roran makes it to the top of the shaft, he saws through the rope. The gnoll falls, landing with a crunch. “Ha!” the dragonborn chortles.</p><p></p><p>“Don't gloat,” Roran warns. “Let's get out of here!”</p><p></p><p>As if to confirm the ranger's concerns, an arrow whizzes past Hungus' face. “Right,” he says.</p><p></p><p>The party returns to the city.</p><p></p><p>The Iron Patriot has had enough. He leaves alone, following the trail to Red Bank. He can only hope that kid Big John comes back to him; he could really use a father figure. </p><p></p><p>***</p><p></p><p>The beer is flowing in the Fandelose Brewery. The party had some success in their last expedition, and nobody spends money like adventurers flush with success. And nothing breeds a thirst for more adventure like a successful expedition that brings back riches. </p><p></p><p>Inspired by the rounds purchased by Carl Hungus, Dzedz, and Krank, a none-too-bright fellow named Charly asks to join them on their next adventure. “Sure, why not?” Hungus cries drunkenly.</p><p></p><p>Morsado and Uncle Stranger walk in, spot Hungus and Dzedz, and come over to join the group. Soon they're all deep in their cups. Even so, Hungus deflects when Uncle Stranger asks after Scrote.</p><p></p><p>“There are goblins raiding travelers between here and Red Bank,” says Uncle Stranger. “You guys interested in helping me to drive 'em off?”</p><p></p><p>“Sure, Uncle!” Morsado grins at him and takes another deep drink, wiping foam from his beard.</p><p></p><p>“Why not?” Dzedz shrugs. “It's a good cause.”</p><p></p><p>“And they probably have some treasure,” Hungus says, “especially if they've been getting it from travelers!”</p><p></p><p>***</p><p></p><p>The goblins aren't hard to find; the party simply travels between Fandelose and Red Bank, back and forth, for several nights. </p><p></p><p>The goblins, accompanied by worgs, come at them from out of the darkness. They come more than once over the next few nights, but each time the party slays some and drives the others off. </p><p></p><p>On the third day, they meet a pair of travelers who have also had trouble with the goblins. One of them, a fellow named David, is a young scion of one of the local noble houses, House daVoi. He is out sowing his metaphorical oats. In short, he is an adventurer. </p><p></p><p>“What about you, friend?” Hungus asks the other man.</p><p></p><p>“I am Johann, and I am here to preach the word of the God-Bomb!” the other man proclaims. “Have you been touched by its power? The God-Bomb touches us all, friend!”</p><p></p><p>“Uh, that's nice,” Hungus says, nonplussed. </p><p></p><p>David daVoi shrugs. “I don't know, cousin.”</p><p></p><p>***</p><p></p><p>There are more dangers in the area than goblins. Griffons circle overhead, but don't approach. Instead, trouble comes from below. Huge burrowing insects erupt from the ground, spitting acid.</p><p></p><p>“The God-Bomb take you!” shrieks Johann, and radiant power blasts one of them. The other members of the group begin to reconsider their opinion of the fanatic. </p><p></p><p>The party squashes the bugs. Later, when a hungry bear attacks them in camp, Johann again proves his usefulness.</p><p></p><p>But the goblins!</p><p></p><p>***</p><p></p><p>The goblins, it turns out, are led by something else: a barghest, a terrible fiend from the lower planes that can shift between the form of a goblin, that of a dark wolf, and a sort of hybrid form. The party learns this when they take a goblin prisoner after yet another attempted raid on them.</p><p></p><p>That's not all they learn, either. It turns out that not all the local goblins are aligned with this barghest. The ones who are now wear the sign of the Iron Butterfly, but many others are members of the White Tongue tribe, who do not support the strange new idolotrous religion that the barghest is pushing.</p><p></p><p>“You tell us where the barghest's lair is,” says Johann, “and we will cleanse it from this plane! It will feel the wrath of the GOD BOMB!!!” He is shouting by the end of his statement.</p><p></p><p>Hungus adds, “Better yet, we'll let you live!”</p><p></p><p>“Will you release me?”</p><p></p><p>“Sure!”</p><p></p><p>The goblin nods. “I'll point it out tonight. You will be able to see it once it's dark.”</p><p></p><p>Indeed, when night falls, the goblin gestures at a nearby peak. “There. You see?”</p><p></p><p>Peering carefully, Hungus shakes his head. “There's nothing there.”</p><p></p><p>But Johann has sharp eyes. “There's a light up there. It's hidden, but I can see it. It's a sign! GOD-BOMB!”</p><p></p><p><em><strong>Next Time:</strong></em> Our heroes enter the barghest's lair!</p></blockquote><p></p>
[QUOTE="the Jester, post: 7588913, member: 1210"] The Iron Patriot is profoundly uncomfortable in the city. The crowds remind him of masses of soldiers fighting for their lives, dying. There are far too many people, and there is far too much smoke. The clamor reminds of him dimly-remembered events in the trauma that have made him who he is. Why has he come here? He glances at the companions with whom he is walking. Fundamentally, the reason he has just entered Fandelose is this: they cannot comprehend him, and on the trip back through the hills, he couldn't orient himself toward Red Bank. Now he wants to go home as quickly as possible. Yet the Iron Patriot feels unable to leave the group for a single reason: Big John, whom the Iron Patriot has mistaken for a child. For as much as the Iron Patriot is the defender of Red Bank, he is also the defender of children. And if ever he has seen a child in need of a good example and some firm guidance, it is Big John. Thus, as the party heads through the Lower District, when a young tough approaches the group to try to sell them drugs, the Iron Patriot steps up with a waggling finger and a ranted message that nobody quite catches. But the thug catches Iron Patriot's tone, and summons a rag-tag collection of gangsters to his side. Iron Patriot warns them. He gives a long, incomprehensible speech. “Look,” says Hungus, “we don't want any trouble. Our friend is just a little bit excitable.” Dzedz and Roran exchange a glance. “Why don't you just move aside, and we'll be on our way.” One of the young toughs says, “I think they should pay a penalty.” There is a general chorus of agreement. “No, I don't think so,” Dzedz retorts. And the Iron Patriot has had enough. He rushes forward. The thugs pull out clubs and surround him. “Damn it!” swears Hungus, drawing out his maul and striding toward the group. The clash is relatively brief. Once they realize that they're facing real trouble, the gang scatters. Hungus casts a couple of [i]cure wounds[/i] spells, and the party moves on. *** Sipping his bean juice, Dzedz asks, “What now?” The Iron Patriot ejaculates mangled words nobody can make out. “I think we should go back to the megadungeon,” Carl Hungus says. “We can go back to that big shaft we found and go down on ropes.” “You mean the one with the gnolls?” “Yeah. The gnoll hole.” Hungus grins, inordinately pleased with himself. *** The Iron Patriot would just as soon go home. He isn't needed here. He tags along, haranguing his compatriots. When the group sets out for the dungeon, he waggles his finger at Big John. Crestfallen, the halfling stays behind. Dzedz, Roran, Iron Patriot, and Hungus form the expedition. The group again takes the smooth round passage bored by a thoqqua into the gibberling level, and again are soon beset by large numbers of the little hairy monsters. Dzedz comments, “They must breed really fast. It seems like no matter how many we kill, there are just as many when we come back.” “Maybe we just need to try harder,” Roran says wryly. *** Shortly before they reach the gnoll-hole (as they are now officially calling it), the party runs into another adventurer- a dwarf named Krank Cleigier. He hails them as he stomps toward them. “Hello,” says Dzedz after the group and Krank introduce themselves. “I take it you're down here looking for loot?” “Yes, but I haven't been having much luck. These little hairy guys don't carry anything, at least not as far as I've seen. And they're easy to kill one-on-one, but they run in large groups...” “That's why we should run in large groups.” Dzedz grins. “Why don't you join us? Even shares.” “Even shares,” Krank replies, nodding. *** The gnoll-hole is 50' deep, and once again it is guarded by gnolls at the bottom. The party pushes through, then out into another chamber with more gnolls. Then into another chamber with more gnolls. It rapidly becomes apparent that this level is controlled by gnolls (assuming that the gnolls themselves aren't the lackeys of something more powerful). The party pushes several rooms deep, finding some treasure, but then more groups of gnoll warriors start to arrive, responding to the sounds of fighting. The party is forced to retreat. By the time they reach the shaft, they are in a full route. Hungus and Krank are badly wounded, and neither Dzedz nor Roran are without a scratch or two. Roran is forced to make a bold stand, stabbing with the [i]Sword of Perx[/i] and holding the doorway while his wounded friends pull themselves up the rope that they left dangling down the gnoll-hole before finally breaking and running himself. He gets away, suffering a few more stabs and cuts to the legs as he scrambles up. “They're climbing after him!” Dzedz calls. “Not to worry!” Hungus pulls out a dagger, and as soon as Roran makes it to the top of the shaft, he saws through the rope. The gnoll falls, landing with a crunch. “Ha!” the dragonborn chortles. “Don't gloat,” Roran warns. “Let's get out of here!” As if to confirm the ranger's concerns, an arrow whizzes past Hungus' face. “Right,” he says. The party returns to the city. The Iron Patriot has had enough. He leaves alone, following the trail to Red Bank. He can only hope that kid Big John comes back to him; he could really use a father figure. *** The beer is flowing in the Fandelose Brewery. The party had some success in their last expedition, and nobody spends money like adventurers flush with success. And nothing breeds a thirst for more adventure like a successful expedition that brings back riches. Inspired by the rounds purchased by Carl Hungus, Dzedz, and Krank, a none-too-bright fellow named Charly asks to join them on their next adventure. “Sure, why not?” Hungus cries drunkenly. Morsado and Uncle Stranger walk in, spot Hungus and Dzedz, and come over to join the group. Soon they're all deep in their cups. Even so, Hungus deflects when Uncle Stranger asks after Scrote. “There are goblins raiding travelers between here and Red Bank,” says Uncle Stranger. “You guys interested in helping me to drive 'em off?” “Sure, Uncle!” Morsado grins at him and takes another deep drink, wiping foam from his beard. “Why not?” Dzedz shrugs. “It's a good cause.” “And they probably have some treasure,” Hungus says, “especially if they've been getting it from travelers!” *** The goblins aren't hard to find; the party simply travels between Fandelose and Red Bank, back and forth, for several nights. The goblins, accompanied by worgs, come at them from out of the darkness. They come more than once over the next few nights, but each time the party slays some and drives the others off. On the third day, they meet a pair of travelers who have also had trouble with the goblins. One of them, a fellow named David, is a young scion of one of the local noble houses, House daVoi. He is out sowing his metaphorical oats. In short, he is an adventurer. “What about you, friend?” Hungus asks the other man. “I am Johann, and I am here to preach the word of the God-Bomb!” the other man proclaims. “Have you been touched by its power? The God-Bomb touches us all, friend!” “Uh, that's nice,” Hungus says, nonplussed. David daVoi shrugs. “I don't know, cousin.” *** There are more dangers in the area than goblins. Griffons circle overhead, but don't approach. Instead, trouble comes from below. Huge burrowing insects erupt from the ground, spitting acid. “The God-Bomb take you!” shrieks Johann, and radiant power blasts one of them. The other members of the group begin to reconsider their opinion of the fanatic. The party squashes the bugs. Later, when a hungry bear attacks them in camp, Johann again proves his usefulness. But the goblins! *** The goblins, it turns out, are led by something else: a barghest, a terrible fiend from the lower planes that can shift between the form of a goblin, that of a dark wolf, and a sort of hybrid form. The party learns this when they take a goblin prisoner after yet another attempted raid on them. That's not all they learn, either. It turns out that not all the local goblins are aligned with this barghest. The ones who are now wear the sign of the Iron Butterfly, but many others are members of the White Tongue tribe, who do not support the strange new idolotrous religion that the barghest is pushing. “You tell us where the barghest's lair is,” says Johann, “and we will cleanse it from this plane! It will feel the wrath of the GOD BOMB!!!” He is shouting by the end of his statement. Hungus adds, “Better yet, we'll let you live!” “Will you release me?” “Sure!” The goblin nods. “I'll point it out tonight. You will be able to see it once it's dark.” Indeed, when night falls, the goblin gestures at a nearby peak. “There. You see?” Peering carefully, Hungus shakes his head. “There's nothing there.” But Johann has sharp eyes. “There's a light up there. It's hidden, but I can see it. It's a sign! GOD-BOMB!” [i][b]Next Time:[/b][/i][b][/b] Our heroes enter the barghest's lair! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
(Cydra) The Final City
Top