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<blockquote data-quote="MarauderX" data-source="post: 2483052" data-attributes="member: 9990"><p><strong><u><span style="font-size: 15px">Session 38: Spin Room</span></u></strong></p><p></p><p>The group made a quick search of the area with Alex scouring the room. They saw a religious preparation equipment in the room, from fine cloth with miniature symbols to leathery tidbits of a creature stewing in a bitter smelling liquid. Ceremic tiling covered the entire wall facing them. It depicted an elven woman on a massive throne with wisps of fog surrounding.</p><p></p><p>Alex tapped on several of the tiles and found that most of them might crack if he applied more pressure. His search for a secret door or hidden alcove came up empty. Also in the room he saw a metal lever protruding from the wall, and it was in the down position. While the party discussed the wisdom of throwing the switch, Alex made his way into several of the other rooms they had already come through. In the catherdral area he saw several saucers with blood that was coagulating. He recalled several dots on the elf woman's wrists, and surmised that it was her blood in the saucers. Also on the alter were several jars filled with spices, preservatives, and dyes to use as paint.</p><p></p><p>The group decided to withdraw from the area without searching the circular side rooms or disturbing the dust on the statues in the nearby room. Jerrin morphed in a much larger shape in order to carry all the bodies out of the area.</p><p></p><p>The party found a safe, defensible area, and after scouting it out they made camp among the dank rock. Tired, they decided to rest. Thovaas polished his armor and weapons while keeping guard for the first watch. Jerrin woke them all after the last watch, and during that time he studied Grimnyr's body. After a cold meal Jerrin began pouring through his pouches to find ingredients for a particular spell. He found much of what he needed from materials on the cleric and his unholy alter, and after inspecting them thoroughly he carefully applied them to Grimnyr's body. The dead barbarian lay cold and stiff on the floor of the cave, and after several hours of preparation he was ready to perform the spell.</p><p></p><p>The others stood guard and also watched the small druid as he began the incantations. With one hand placed on Grimnyr's head, he began repeating the same phrase they all remembered from when Jerrin had reconstructed Varekai's body. The halfling's other hand shook, then something began to grow in his palm. In a minute the formation of a human head appeared and began growing more the rest of the way down the new body. As Grimnyr's body was being reconstructed, his old one began to whither and eventually became dust. Before them was a naked, hairless barbarian man. He lay unmoving on the stone floor until Jerrin finished the incantation, and suddenly he gasped his first breath.</p><p></p><p>Though the man looked like Grimnyr, the group could tell that it was physically not him. His facial features seemed changed slightly, as his nose had straightened and his scars were gone. The black marks that had formed while being with Thermoleth were gone, and the tall man was even missing a belly button.</p><p></p><p>The group congratulated him as they provided him with his things and adjusted to his new body. He had a little trouble with motor control at first, but after the group fed him some warm soup he was swinging his axe while reciting the measures of his songs. Clearly he was ready to venture forth once again, even if his spirit had taken a blow.</p><p></p><p>As they rested for the night, Grimnyr recounted what he could of the afterlife. He told of the strong arms of Kord nestling him close while telling Grimnyr he had heard his voice before, bravely chanting and singing over the din of battle, and what a glorious thing it was. Then, the god Olidamara came to visit. The god of chance wished, on behalf of a request from Ehlonna, to send Grimnyr back into the world. Kord knew the god of luck would wish to skew Grimnyr upon his return, but Kord would not refuse Ehlonna's call, and he yeilded to chance. With a grin, Olidamara rolled his great dice into the air and when they stopped a human face appeared. A smirk of resignation crossed Olidimara's face, and the god of strength nodded approval. Olidamara snatched his dice to possibly roll again, to change the flavor of life that had been assigned the barbarian-bard, but Kord stopped him. The god of luck pouted and Kord released Grimnyr to be taken to Ehlonna.</p><p></p><p></p><p>--------------------------------------------------------------------------------</p><p></p><p>In what Jerrin guessed had been a full day of recovery, the group ventured forth. Quentin led the way, guiding Alex through the darkness as they moved to ambush a party of Duergar. Two of the duergar were wrestling on the stone floor while the others watched and cheered, oblivious of everything else around them. The party moved into position and waited for Alex to draw his sword of light, the signal that they should attack. Quentin first stabbed one of the Duergar in the back and as he collapsed Alex struck the next. The dueger, stunned and partly blinded by the suddenly bright weapon attacking them, retreated toward the great double doors behind them.</p><p></p><p>The party lurched forward, striking down several of the duergar as two of them darted to the side rooms. Soon they returned and their numbers had been halved as the massive doors opened. Jerrin whipped several balls of fire at the apparent leader of the duergar, as only he and one other slipped through into the room beyond. The group braced for what lay beyond, not sure what to expect. When Alex waved his sword of light into the room, they could see the two duergar frantically pushing on something like a pedestal in the center.</p><p></p><p>The party strode in and dispatched the two remaining duergar, then investigated the strange round room. There were no other exits other than the one they had come through, and the only thing of interest was the pedestal with weird ceramic tiles in the center. Alex searched the room thoroughly and reported that it didn't have anything of interest, except that it didn't have any holes whatsoever, and every surface had a glass-like feel to it. The group filtered in, and Thovaas decided to give the strange button tiles on the pedestal a try. He pressed his palm into a scad of the buttons, and with a shudder the room shook and unexpectedly began slowly turning. The surprise had caught most of them off guard and after nearly falling they stared at the doorway they had just come from, expecting something else to appear.</p><p></p><p>The room turned perhaps all the way around and stopped facing a dark opening. They heard the trampling and clicking of bare, clawed feet against stone and the party drew their weapons and braced themselves for whatever lay in the room. Suddenly five orb-like beasts with many limbs clambored from out of the darkness. Their skin was a festering pale pink, and a gaping maw opened in the middle of their bodies, from which protruded a hose-like tongue. Three of them came along the floor of the opening. The other two scampered along the sides, clinging to the walls with what looked like suckers in the middle of their feet. The abominations paused after seeing the party and one by one they sprayed acid in an arc to cover many of them at a time. The only one who was safe was Thovaas who stood in the rear to launch arrows at the creatures.</p><p></p><p>Grimnyr stood his ground as Alex and Quentin moved in to stab with their rapiers. The creatures snapped their jaws at them, and in moments they began to drop from the party's fierce fighting. The last scrambled along the ceiling to stop overtop the paladin and let another spat of acid loose. It was soon brought down by Quentin after his hands called forth his bow with a snap.</p><p></p><p>The party found that the glass-like tiles in the circular spin room match those of the room adjacent that held the acid-spewing creatures. They ventured into the dark room and found it was easily thirty feet tall. Along the top ten feet on the opposite side from them, metallic bars vertically split the room they were in with an area above. Alex climbed the wall to take a look at the other area through the bars and saw a mostly empty room beyond. In the center three poles from the ceiling dropped into three hemispherical bowls at the bottom. From the bowls a channel was carved in the stone from the bowls to the edge of the room the party was in. The three channels stopped at the edge of the wall to form a small scupper from which slowly dripped a thin yellow liquid. The group considered this room to be a trap from the spinning room if you pressed the wrong button, and that the room beyond the bars was a feeding chamber of sorts.</p><p></p><p>The group tossed the foul smelling bodies of the acid-spitting beasts back into their disgusting lair, then went about trying to figure out how to activate the buttons on the pedestal to make the room spin once more.</p><p></p><p>The room shook and turned once again, this time it stopped on a set of double doors. Alex went to work opening them, and eventually he found a latch on one side that he managed to unfasten. He worked on the other door and did the same before sliding the crossbar to open the doors. They stared into the gloom and Alex could shone the light from the Short Sword of Light further into the room. In it were columns that marched systematically down and across, with one positioned every ten feet. As they moved forward, movement caught their eye.</p><p></p><p>A slow moving grey tendril floated into the spinning room. It was followed by five more, and they each had a feather-like tip that seemed to measure the air by waving back and forth. The party backed up, giving ground to the smooth tendrils that were no thicker than a man's finger. However when they reached halfway across the room Thovaas stood his ground. A tendril slinked near him, and he held out his sword to it. The feather-like probiscus danced along the edge of it. With a flick of his wrist Thovaas severed the tendril. The remainder of it retreated into the darkness and the others moved in toward the paladin.</p><p></p><p>Suddenly a wall of fire sparked to life, blocking the double door entrance and searing the tendrils, cutting them all off with the flames. Jerrin stood in silent concentration, hands outstretched to maintain the wall. Grimnyr picked up on the cue and soon the rest of the party was mashing buttons on the pedestal to make the room spin again. After a few tenious minutes the room shuddered and turned. Jerrin let his concentration on his wall of fire slip and he huffed to catch his breath from the effort. After it dispersed they saw the opening faced a solid grey wall.</p><p></p><p>The group took the next several hours trying to figure out the pedestal and how to operate it, but often they gave up in frustration as it refused to move. The room lurched a few times, and finally they managed to get it to face an alternate direction. They heard voices down a lit corridor that went forty feet before turning left. One voice quieted them, then told them in draconic to ensure 'they' didn't survive. The party manuevered into a better position and began casting enhancement spells just as the light from the corridor went dim. They could see what was blocking it - a massive lumbering lizard-like hulk. It shoved Alex out of the way before it stopped in the middle of the party and flexed and roared. It was quieted first by a heavy blow from Grimnyr, then another from the barbarian-bard as he dug deep into its flesh with his axe. Alex and Quentin dealt successive quick blows, finding ample targets along its back. Jerrin, in the form of a bear, swiped the thing with his claws and Thovaas carved deep wounds in the massive lizard's hide. It staggered and fell face down never to rise again.</p><p></p><p>The other lizard men moved in. Four of them weilded heavy axes that they swung over their heads to strike Alex, Quentin and Grimnyr. The others, including their apparent leader, fired arrows at them with deadly accuracy. The arrows were tipped with a poison but also tore at the flesh with the passion of a god of death. Grimnyr, for the first time, cringed after one of the arrows struck him. Jerrin cast a spell to first cause a cave in on the short lizard archers, then he put up a wall of wind to prevent their arrows from getting through. The party worked to dispatch the rest of the axe-wielding draconians, and they fought to the last as the archers retreated out of the mud.</p><p></p><p>Jerrin then cast a spell to airwalk over the mud and the rest of the party joined him on the other side, around the corner of the corridor. There a room opened up to them, all lit with an eerie green fluid that seemed to course through parts of the ceiling thirty feet above. In the center, twenty feet from the floor, an oval opening swirled with darkness. On either side of the room stairs climbed to seemingly nowhere in the empty space. On the top of each of the stairs two of the reptilians loosed their arrows at the party.</p><p></p><p>TO BE CONTINUED...</p></blockquote><p></p>
[QUOTE="MarauderX, post: 2483052, member: 9990"] [B][U][SIZE=4]Session 38: Spin Room[/SIZE][/U][/B] The group made a quick search of the area with Alex scouring the room. They saw a religious preparation equipment in the room, from fine cloth with miniature symbols to leathery tidbits of a creature stewing in a bitter smelling liquid. Ceremic tiling covered the entire wall facing them. It depicted an elven woman on a massive throne with wisps of fog surrounding. Alex tapped on several of the tiles and found that most of them might crack if he applied more pressure. His search for a secret door or hidden alcove came up empty. Also in the room he saw a metal lever protruding from the wall, and it was in the down position. While the party discussed the wisdom of throwing the switch, Alex made his way into several of the other rooms they had already come through. In the catherdral area he saw several saucers with blood that was coagulating. He recalled several dots on the elf woman's wrists, and surmised that it was her blood in the saucers. Also on the alter were several jars filled with spices, preservatives, and dyes to use as paint. The group decided to withdraw from the area without searching the circular side rooms or disturbing the dust on the statues in the nearby room. Jerrin morphed in a much larger shape in order to carry all the bodies out of the area. The party found a safe, defensible area, and after scouting it out they made camp among the dank rock. Tired, they decided to rest. Thovaas polished his armor and weapons while keeping guard for the first watch. Jerrin woke them all after the last watch, and during that time he studied Grimnyr's body. After a cold meal Jerrin began pouring through his pouches to find ingredients for a particular spell. He found much of what he needed from materials on the cleric and his unholy alter, and after inspecting them thoroughly he carefully applied them to Grimnyr's body. The dead barbarian lay cold and stiff on the floor of the cave, and after several hours of preparation he was ready to perform the spell. The others stood guard and also watched the small druid as he began the incantations. With one hand placed on Grimnyr's head, he began repeating the same phrase they all remembered from when Jerrin had reconstructed Varekai's body. The halfling's other hand shook, then something began to grow in his palm. In a minute the formation of a human head appeared and began growing more the rest of the way down the new body. As Grimnyr's body was being reconstructed, his old one began to whither and eventually became dust. Before them was a naked, hairless barbarian man. He lay unmoving on the stone floor until Jerrin finished the incantation, and suddenly he gasped his first breath. Though the man looked like Grimnyr, the group could tell that it was physically not him. His facial features seemed changed slightly, as his nose had straightened and his scars were gone. The black marks that had formed while being with Thermoleth were gone, and the tall man was even missing a belly button. The group congratulated him as they provided him with his things and adjusted to his new body. He had a little trouble with motor control at first, but after the group fed him some warm soup he was swinging his axe while reciting the measures of his songs. Clearly he was ready to venture forth once again, even if his spirit had taken a blow. As they rested for the night, Grimnyr recounted what he could of the afterlife. He told of the strong arms of Kord nestling him close while telling Grimnyr he had heard his voice before, bravely chanting and singing over the din of battle, and what a glorious thing it was. Then, the god Olidamara came to visit. The god of chance wished, on behalf of a request from Ehlonna, to send Grimnyr back into the world. Kord knew the god of luck would wish to skew Grimnyr upon his return, but Kord would not refuse Ehlonna's call, and he yeilded to chance. With a grin, Olidamara rolled his great dice into the air and when they stopped a human face appeared. A smirk of resignation crossed Olidimara's face, and the god of strength nodded approval. Olidamara snatched his dice to possibly roll again, to change the flavor of life that had been assigned the barbarian-bard, but Kord stopped him. The god of luck pouted and Kord released Grimnyr to be taken to Ehlonna. -------------------------------------------------------------------------------- In what Jerrin guessed had been a full day of recovery, the group ventured forth. Quentin led the way, guiding Alex through the darkness as they moved to ambush a party of Duergar. Two of the duergar were wrestling on the stone floor while the others watched and cheered, oblivious of everything else around them. The party moved into position and waited for Alex to draw his sword of light, the signal that they should attack. Quentin first stabbed one of the Duergar in the back and as he collapsed Alex struck the next. The dueger, stunned and partly blinded by the suddenly bright weapon attacking them, retreated toward the great double doors behind them. The party lurched forward, striking down several of the duergar as two of them darted to the side rooms. Soon they returned and their numbers had been halved as the massive doors opened. Jerrin whipped several balls of fire at the apparent leader of the duergar, as only he and one other slipped through into the room beyond. The group braced for what lay beyond, not sure what to expect. When Alex waved his sword of light into the room, they could see the two duergar frantically pushing on something like a pedestal in the center. The party strode in and dispatched the two remaining duergar, then investigated the strange round room. There were no other exits other than the one they had come through, and the only thing of interest was the pedestal with weird ceramic tiles in the center. Alex searched the room thoroughly and reported that it didn't have anything of interest, except that it didn't have any holes whatsoever, and every surface had a glass-like feel to it. The group filtered in, and Thovaas decided to give the strange button tiles on the pedestal a try. He pressed his palm into a scad of the buttons, and with a shudder the room shook and unexpectedly began slowly turning. The surprise had caught most of them off guard and after nearly falling they stared at the doorway they had just come from, expecting something else to appear. The room turned perhaps all the way around and stopped facing a dark opening. They heard the trampling and clicking of bare, clawed feet against stone and the party drew their weapons and braced themselves for whatever lay in the room. Suddenly five orb-like beasts with many limbs clambored from out of the darkness. Their skin was a festering pale pink, and a gaping maw opened in the middle of their bodies, from which protruded a hose-like tongue. Three of them came along the floor of the opening. The other two scampered along the sides, clinging to the walls with what looked like suckers in the middle of their feet. The abominations paused after seeing the party and one by one they sprayed acid in an arc to cover many of them at a time. The only one who was safe was Thovaas who stood in the rear to launch arrows at the creatures. Grimnyr stood his ground as Alex and Quentin moved in to stab with their rapiers. The creatures snapped their jaws at them, and in moments they began to drop from the party's fierce fighting. The last scrambled along the ceiling to stop overtop the paladin and let another spat of acid loose. It was soon brought down by Quentin after his hands called forth his bow with a snap. The party found that the glass-like tiles in the circular spin room match those of the room adjacent that held the acid-spewing creatures. They ventured into the dark room and found it was easily thirty feet tall. Along the top ten feet on the opposite side from them, metallic bars vertically split the room they were in with an area above. Alex climbed the wall to take a look at the other area through the bars and saw a mostly empty room beyond. In the center three poles from the ceiling dropped into three hemispherical bowls at the bottom. From the bowls a channel was carved in the stone from the bowls to the edge of the room the party was in. The three channels stopped at the edge of the wall to form a small scupper from which slowly dripped a thin yellow liquid. The group considered this room to be a trap from the spinning room if you pressed the wrong button, and that the room beyond the bars was a feeding chamber of sorts. The group tossed the foul smelling bodies of the acid-spitting beasts back into their disgusting lair, then went about trying to figure out how to activate the buttons on the pedestal to make the room spin once more. The room shook and turned once again, this time it stopped on a set of double doors. Alex went to work opening them, and eventually he found a latch on one side that he managed to unfasten. He worked on the other door and did the same before sliding the crossbar to open the doors. They stared into the gloom and Alex could shone the light from the Short Sword of Light further into the room. In it were columns that marched systematically down and across, with one positioned every ten feet. As they moved forward, movement caught their eye. A slow moving grey tendril floated into the spinning room. It was followed by five more, and they each had a feather-like tip that seemed to measure the air by waving back and forth. The party backed up, giving ground to the smooth tendrils that were no thicker than a man's finger. However when they reached halfway across the room Thovaas stood his ground. A tendril slinked near him, and he held out his sword to it. The feather-like probiscus danced along the edge of it. With a flick of his wrist Thovaas severed the tendril. The remainder of it retreated into the darkness and the others moved in toward the paladin. Suddenly a wall of fire sparked to life, blocking the double door entrance and searing the tendrils, cutting them all off with the flames. Jerrin stood in silent concentration, hands outstretched to maintain the wall. Grimnyr picked up on the cue and soon the rest of the party was mashing buttons on the pedestal to make the room spin again. After a few tenious minutes the room shuddered and turned. Jerrin let his concentration on his wall of fire slip and he huffed to catch his breath from the effort. After it dispersed they saw the opening faced a solid grey wall. The group took the next several hours trying to figure out the pedestal and how to operate it, but often they gave up in frustration as it refused to move. The room lurched a few times, and finally they managed to get it to face an alternate direction. They heard voices down a lit corridor that went forty feet before turning left. One voice quieted them, then told them in draconic to ensure 'they' didn't survive. The party manuevered into a better position and began casting enhancement spells just as the light from the corridor went dim. They could see what was blocking it - a massive lumbering lizard-like hulk. It shoved Alex out of the way before it stopped in the middle of the party and flexed and roared. It was quieted first by a heavy blow from Grimnyr, then another from the barbarian-bard as he dug deep into its flesh with his axe. Alex and Quentin dealt successive quick blows, finding ample targets along its back. Jerrin, in the form of a bear, swiped the thing with his claws and Thovaas carved deep wounds in the massive lizard's hide. It staggered and fell face down never to rise again. The other lizard men moved in. Four of them weilded heavy axes that they swung over their heads to strike Alex, Quentin and Grimnyr. The others, including their apparent leader, fired arrows at them with deadly accuracy. The arrows were tipped with a poison but also tore at the flesh with the passion of a god of death. Grimnyr, for the first time, cringed after one of the arrows struck him. Jerrin cast a spell to first cause a cave in on the short lizard archers, then he put up a wall of wind to prevent their arrows from getting through. The party worked to dispatch the rest of the axe-wielding draconians, and they fought to the last as the archers retreated out of the mud. Jerrin then cast a spell to airwalk over the mud and the rest of the party joined him on the other side, around the corner of the corridor. There a room opened up to them, all lit with an eerie green fluid that seemed to course through parts of the ceiling thirty feet above. In the center, twenty feet from the floor, an oval opening swirled with darkness. On either side of the room stairs climbed to seemingly nowhere in the empty space. On the top of each of the stairs two of the reptilians loosed their arrows at the party. TO BE CONTINUED... [/QUOTE]
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