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A Lonely Path: a Shackled City Story Hour, (updated 30 Apr 2008)
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<blockquote data-quote="hbarsquared" data-source="post: 3264191" data-attributes="member: 4550"><p><strong>Chapter Three, Part One</strong></p><p></p><p>Abrina reached the first landing, <span style="color: darkorchid">bare save for another iron torch sconce mounted on the south wall,</span> grumbling to herself as she held the lit torch over her head. <span style="color: darkorchid">The staircase</span> turned sharply <span style="color: darkorchid">and descended another twenty feet before opening into a</span> dark <span style="color: darkorchid">room. From the landing, Abrina could hear strange sounds emanating from the chamber below, specifically chirping birds, rustling leaves, and cheery giggles.</span> Confused, Abrina hesitantly followed the stairs.</p><p></p><p>She emerged into an ordinary <span style="color: darkorchid">forty-foot square room with a ten-foot high ceiling.</span> Abrina glanced at her map, recognizing the <span style="color: darkorchid">ten-foot wide open passage in the far wall, directly across from the stairs. A slight draft blew into the room from the passage,</span> and there was no sign of birds, trees, or laughing children.</p><p></p><p><span style="color: darkorchid">Two four-foot diameter circular doors were set into the middle of the left wall, each made of wood and framed with a ring of mortared stones. The closest door was closed and inscribed with a strange glyph. The farther door bore a different glyph but rested half-open.</span> The half-open door she recognized from Ghelve's description. <span style="color: darkorchid">It revealed an iron rim of gearlike teeth, and dim light spilled from the chamber beyond.</span></p><p></p><p>She stepped into the large room, unnerved by the happy sounds of a summer afternoon contrasting with the dark and foreboding pressure of stone walls. <span style="color: darkorchid">Mounted to the walls of the room were twelve tarnished copper masks, each depicting a smiling gnome's visage, almost two feet tall and clinging four feet above the floor. The soft giggling, chirping, and rustling noises seemed to pour from the very walls.</span></p><p></p><p><em>Gnomes,</em> Abrina thought, shaking her head and forcing a smile to her lips. They had an intrinsic ability to deceive, and even after several decades of neglect the illusions of accomplished gnome spellcasters remained. Understanding the origins of the strange sounds, Abrina felt a large, unnamed weight lift from her shoulders. Perhaps an exploration of the abandoned enclave would not be so bad, after all.</p><p></p><p>Abrina walked along the edge of the room, examining each mask. Her fingers gently tugged at one, and she discovered they were fastened to the wall as if with some strong glue. They remained stuck to the bare stone and she was not able to remove them except by some strong use of force. Lowering her hand, her curiosity satisfied, she slowly circled the rest of the room.</p><p></p><p><span style="color: darkorchid"><em>"Welcome to Jzaridune!"</em></span> rung out a voice from <span style="color: darkorchid">the mask located to the left of the open passage.</span> Abrina gasped, nearly dropping her torch. The mouth of the animated copper mask continued to speak as Abrina attempted to catch her breath.</p><p></p><p><span style="color: darkorchid"><em>Behold the wonder!</em></span></p><p><span style="color: darkorchid"><em>But beware, ye who seek to plunder.</em></span></p><p><span style="color: darkorchid"><em>Traps abound and guardians peer</em></span></p><p><span style="color: darkorchid"><em>Beyond every portal, behind every gear.</em></span></p><p></p><p>"And if we don't seek to plunder?" she asked the mask, exasperated. Abrina did not want to steal anything, so why should she need to worry about traps? "What if I came just to find some kidnapped children?"</p><p></p><p>The mask refused to respond.</p><p></p><p>With a shrug, Abrina approached the half-open gear door holding her torch and peered through the <span style="color: darkorchid">roughly crescent-shaped gap</span> into the room beyond. Several <span style="color: darkorchid">small cots and chests lined the walls of the dusty room, cobwebs blanketing many of the cots and chests with tiny spiders scurrying about.</span></p><p></p><p><span style="color: darkorchid">A one-foot long iron rod lay in the middle of the floor, its golden tip shedding enough light to cast lurid shadows on the walls</span> and illuminating <span style="color: darkorchid">two rough-hewn tunnels, five feet in diameter, breaching two walls.</span></p><p></p><p>Abrina eyed the rod quizzically. It looked like a sunrod, an expensive alchemical item that lit areas far better than a simple torch. Sunrods had a limited lifespan of only a few hours.</p><p></p><p>And it was still lit.</p><p></p><p>Abrina backed slowly away from the doorway. She pocketed the map and carefully set her flickering torch into an iron sconce in a nearby wall next to one of the masks. She drew her spear and quietly prayed to Ninurta for his divine favor.</p><p></p><p>Prepared, Abrina stepped forward and squeezed into the narrow opening, careful not to jostle <span style="color: darkorchid">the chunk of stone that had been wedged</span> between the teeth of the gear and the floor to keep the door open. Not yet within the next room, she jabbed her spear into the empty space beyond the door.</p><p></p><p>Two rapiers flashed in the sunrod’s light, knocking her spear.</p><p></p><p>Dashing through the doorway, she discovered two of the same skulking creatures she had seen in Ghelve's workshop, their skin nearly the same color as the dark gray walls of the room. Without thinking, she clenched her spear and thrust it into the gut of one of the creatures. A tall one, she remembered Ghelve saying. Its eyes glazed as it stumbled back, gray blood spilling from its wound.</p><p></p><p>The second tall one snarled, its rapier deflected by her shield, as the injured creature hobbled toward the tunnel through the far wall. Abrina swiped the attacking tall one, grazing its arm, and dodged another thrust of its rapier.</p><p></p><p>Glancing over her shoulder at the retreating tall one, Abrina sidestepped the rapier and reached the creature as it struggled to clamber into the tunnel. She caught it in the back, and the creature shuddered and collapsed with a groan.</p><p></p><p>Behind her, the second tall one attacked again, its weapon scraping against the stone wall as she shifted out of the way. With teeth clenched, she thrust her spear into the creature's shoulder and wrenched it. The tall one jerked once before its rapier fell from its hand and clattered to the stone floor.</p><p></p><p>[sblock="OOC - "]<ul> <li data-xf-list-type="ul"><span style="color: gray"> Abrina's initiative +1: rolled 9. Skulk's initiative +2: rolled 8.</span></li> <li data-xf-list-type="ul"><span style="color: gray"> Abrina attacks skulk #1 +5 against AC 12: rolled 15, hit, 12 damage. Skulk #1 at 0 hp.</span></li> <li data-xf-list-type="ul"><span style="color: gray"> Skulk #2 attacks +3 against AC 18: rolled 14, miss. Skulk #1 retreats.</span></li> <li data-xf-list-type="ul"><span style="color: gray"> Abrina attacks skulk #2: rolled 17, hit, 6 damage. Skulk #2 at 6 hp.</span></li> <li data-xf-list-type="ul"><span style="color: gray"> Skulk #2 attacks: rolled 6, miss. Skulk #1 retreats.</span></li> <li data-xf-list-type="ul"><span style="color: gray"> Abrina follows skulk #1, provokes an attack of opportunity. Skulk #2 attacks: rolled 11, miss. Abrina attacks skulk #1: rolled 18, hit, 7 damage. Skulk #1 at -7 hp. Skulk #2 follows Abrina. Skulk #2 attacks: rolled 6, miss. Skulk #1 at -8 hp.</span></li> <li data-xf-list-type="ul"><span style="color: gray"> Abrina's attacks skulk #2: rolled 13, hit, 7 damage. Skulk #2 at -1 hp. Skulk #1 at -9 hp. Skulk #2 at -2 hp.</span></li> </ul><p>[/sblock]</p><p></p><p>Abrina turned in a full circle, amazed at her success. "Thank you, Ninurta," she said, watching the gray blood of both tall ones pool around their bodies and slowly change color to match the stone. Her enemies defeated, she began to examine the room.</p><p></p><p>The cots had not been slept in for years, and <span style="color: darkorchid">the chests had been opened and picked clean.</span> The room contained no information besides the fact that the creatures used this room before heading to the surface.</p><p></p><p>Abrina brought her torch from the other room and doused it, picking up the sunrod to use instead. She peered around the body of the tall one in the tunnel to find that it split in a T intersection only a few feet away. The other tunnel extended twenty feet to an otherwise empty room on the other side. Not wanting to risk the cramped quarters of the tunnel and being caught unawares, Abrina retreated back into the large chamber with giggling voices and rustling leaves.</p><p></p><p>For a moment, she contemplated removing the chunk of stone, allowing the door to shut and possibly seal any remaining creatures behind. But the complex was too big, with too many routes, to predict how the creatures would travel. If she closed the door she may seal off a possible escape route and leave herself vulnerable to whatever gnomish traps guarded the rest of the enclave. Leaving the stone behind, she instead ignored the closed gear door and followed the breeze from the open passage in the far wall.</p><p></p><p>Abrina discovered herself at the center of a long hallway, its ends barely discernable in the shadows of her elvish vision, with more gear doors embedded on either side along its length. She glanced up and down the hallway, trying to determine from where the slight breeze originated. It seemed somewhat stronger from the left, though she was unsure if it was her imagination, and turned in that direction.</p><p></p><p>Slowly, she made her way down the hall by the light of the sunrod. <span style="color: darkorchid">Dust and debris covered the floor</span> with no sight or sound of more strange creatures, tall ones or short ones. Abrina saw only sealed circular doors, each with a different, unrecognizable glyph in the center.</p><p></p><p>Seeing no open passages, mundane doors, or partially opened gear portals, she readied herself to turn back as she approached the far end of the hallway. She would find nothing down this hall, that was obvious—</p><p></p><p>Without warning, the floor dropped out from beneath her.</p><p></p><p>[sblock="OOC - "]<ul> <li data-xf-list-type="ul"><span style="color: gray"> Reflex save +1 against DC 15: rolled 12, failure.</span></li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 3264191, member: 4550"] [b]Chapter Three, Part One[/b] Abrina reached the first landing, [color=darkorchid]bare save for another iron torch sconce mounted on the south wall,[/color] grumbling to herself as she held the lit torch over her head. [color=darkorchid]The staircase[/color] turned sharply [color=darkorchid]and descended another twenty feet before opening into a[/color] dark [color=darkorchid]room. From the landing, Abrina could hear strange sounds emanating from the chamber below, specifically chirping birds, rustling leaves, and cheery giggles.[/color] Confused, Abrina hesitantly followed the stairs. She emerged into an ordinary [color=darkorchid]forty-foot square room with a ten-foot high ceiling.[/color] Abrina glanced at her map, recognizing the [color=darkorchid]ten-foot wide open passage in the far wall, directly across from the stairs. A slight draft blew into the room from the passage,[/color] and there was no sign of birds, trees, or laughing children. [color=darkorchid]Two four-foot diameter circular doors were set into the middle of the left wall, each made of wood and framed with a ring of mortared stones. The closest door was closed and inscribed with a strange glyph. The farther door bore a different glyph but rested half-open.[/color] The half-open door she recognized from Ghelve's description. [color=darkorchid]It revealed an iron rim of gearlike teeth, and dim light spilled from the chamber beyond.[/color] She stepped into the large room, unnerved by the happy sounds of a summer afternoon contrasting with the dark and foreboding pressure of stone walls. [color=darkorchid]Mounted to the walls of the room were twelve tarnished copper masks, each depicting a smiling gnome's visage, almost two feet tall and clinging four feet above the floor. The soft giggling, chirping, and rustling noises seemed to pour from the very walls.[/color] [i]Gnomes,[/i] Abrina thought, shaking her head and forcing a smile to her lips. They had an intrinsic ability to deceive, and even after several decades of neglect the illusions of accomplished gnome spellcasters remained. Understanding the origins of the strange sounds, Abrina felt a large, unnamed weight lift from her shoulders. Perhaps an exploration of the abandoned enclave would not be so bad, after all. Abrina walked along the edge of the room, examining each mask. Her fingers gently tugged at one, and she discovered they were fastened to the wall as if with some strong glue. They remained stuck to the bare stone and she was not able to remove them except by some strong use of force. Lowering her hand, her curiosity satisfied, she slowly circled the rest of the room. [color=darkorchid][i]"Welcome to Jzaridune!"[/i][/color] rung out a voice from [color=darkorchid]the mask located to the left of the open passage.[/color] Abrina gasped, nearly dropping her torch. The mouth of the animated copper mask continued to speak as Abrina attempted to catch her breath. [color=darkorchid][i]Behold the wonder! But beware, ye who seek to plunder. Traps abound and guardians peer Beyond every portal, behind every gear.[/i][/color] "And if we don't seek to plunder?" she asked the mask, exasperated. Abrina did not want to steal anything, so why should she need to worry about traps? "What if I came just to find some kidnapped children?" The mask refused to respond. With a shrug, Abrina approached the half-open gear door holding her torch and peered through the [color=darkorchid]roughly crescent-shaped gap[/color] into the room beyond. Several [color=darkorchid]small cots and chests lined the walls of the dusty room, cobwebs blanketing many of the cots and chests with tiny spiders scurrying about.[/color] [color=darkorchid]A one-foot long iron rod lay in the middle of the floor, its golden tip shedding enough light to cast lurid shadows on the walls[/color] and illuminating [color=darkorchid]two rough-hewn tunnels, five feet in diameter, breaching two walls.[/color] Abrina eyed the rod quizzically. It looked like a sunrod, an expensive alchemical item that lit areas far better than a simple torch. Sunrods had a limited lifespan of only a few hours. And it was still lit. Abrina backed slowly away from the doorway. She pocketed the map and carefully set her flickering torch into an iron sconce in a nearby wall next to one of the masks. She drew her spear and quietly prayed to Ninurta for his divine favor. Prepared, Abrina stepped forward and squeezed into the narrow opening, careful not to jostle [color=darkorchid]the chunk of stone that had been wedged[/color] between the teeth of the gear and the floor to keep the door open. Not yet within the next room, she jabbed her spear into the empty space beyond the door. Two rapiers flashed in the sunrod’s light, knocking her spear. Dashing through the doorway, she discovered two of the same skulking creatures she had seen in Ghelve's workshop, their skin nearly the same color as the dark gray walls of the room. Without thinking, she clenched her spear and thrust it into the gut of one of the creatures. A tall one, she remembered Ghelve saying. Its eyes glazed as it stumbled back, gray blood spilling from its wound. The second tall one snarled, its rapier deflected by her shield, as the injured creature hobbled toward the tunnel through the far wall. Abrina swiped the attacking tall one, grazing its arm, and dodged another thrust of its rapier. Glancing over her shoulder at the retreating tall one, Abrina sidestepped the rapier and reached the creature as it struggled to clamber into the tunnel. She caught it in the back, and the creature shuddered and collapsed with a groan. Behind her, the second tall one attacked again, its weapon scraping against the stone wall as she shifted out of the way. With teeth clenched, she thrust her spear into the creature's shoulder and wrenched it. The tall one jerked once before its rapier fell from its hand and clattered to the stone floor. [sblock="OOC - "][color=gray][list] [*] Abrina's initiative +1: rolled 9. Skulk's initiative +2: rolled 8. [*] Abrina attacks skulk #1 +5 against AC 12: rolled 15, hit, 12 damage. Skulk #1 at 0 hp. [*] Skulk #2 attacks +3 against AC 18: rolled 14, miss. Skulk #1 retreats. [*] Abrina attacks skulk #2: rolled 17, hit, 6 damage. Skulk #2 at 6 hp. [*] Skulk #2 attacks: rolled 6, miss. Skulk #1 retreats. [*] Abrina follows skulk #1, provokes an attack of opportunity. Skulk #2 attacks: rolled 11, miss. Abrina attacks skulk #1: rolled 18, hit, 7 damage. Skulk #1 at -7 hp. Skulk #2 follows Abrina. Skulk #2 attacks: rolled 6, miss. Skulk #1 at -8 hp. [*] Abrina's attacks skulk #2: rolled 13, hit, 7 damage. Skulk #2 at -1 hp. Skulk #1 at -9 hp. Skulk #2 at -2 hp. [/list][/color][/sblock] Abrina turned in a full circle, amazed at her success. "Thank you, Ninurta," she said, watching the gray blood of both tall ones pool around their bodies and slowly change color to match the stone. Her enemies defeated, she began to examine the room. The cots had not been slept in for years, and [color=darkorchid]the chests had been opened and picked clean.[/color] The room contained no information besides the fact that the creatures used this room before heading to the surface. Abrina brought her torch from the other room and doused it, picking up the sunrod to use instead. She peered around the body of the tall one in the tunnel to find that it split in a T intersection only a few feet away. The other tunnel extended twenty feet to an otherwise empty room on the other side. Not wanting to risk the cramped quarters of the tunnel and being caught unawares, Abrina retreated back into the large chamber with giggling voices and rustling leaves. For a moment, she contemplated removing the chunk of stone, allowing the door to shut and possibly seal any remaining creatures behind. But the complex was too big, with too many routes, to predict how the creatures would travel. If she closed the door she may seal off a possible escape route and leave herself vulnerable to whatever gnomish traps guarded the rest of the enclave. Leaving the stone behind, she instead ignored the closed gear door and followed the breeze from the open passage in the far wall. Abrina discovered herself at the center of a long hallway, its ends barely discernable in the shadows of her elvish vision, with more gear doors embedded on either side along its length. She glanced up and down the hallway, trying to determine from where the slight breeze originated. It seemed somewhat stronger from the left, though she was unsure if it was her imagination, and turned in that direction. Slowly, she made her way down the hall by the light of the sunrod. [color=darkorchid]Dust and debris covered the floor[/color] with no sight or sound of more strange creatures, tall ones or short ones. Abrina saw only sealed circular doors, each with a different, unrecognizable glyph in the center. Seeing no open passages, mundane doors, or partially opened gear portals, she readied herself to turn back as she approached the far end of the hallway. She would find nothing down this hall, that was obvious— Without warning, the floor dropped out from beneath her. [sblock="OOC - "][color=gray][list] [*] Reflex save +1 against DC 15: rolled 12, failure. [/list][/color][/sblock] [/QUOTE]
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A Lonely Path: a Shackled City Story Hour, (updated 30 Apr 2008)
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