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KK1: Grotto of the Kuo-toa (Gh & Dar -> rest of PCs)
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<blockquote data-quote="Graf" data-source="post: 4330679" data-attributes="member: 3087"><p>You've made a deal with a devil, in this case the rogue aboleth <strong>Z'nasrha</strong>, to try to stop an even greater evil. The kuo-toa mystic, <strong>Blel-Plibbit</strong>, a mad-prophet apparently foretold by ancient prophesy, stands on the brink of calling forth an elder evil. For reasons of their own the aboleth are assisting the kuo-toa and allowing <strong>Blel-Plibbit</strong> access to the hidden shrine of Yog.</p><p><strong>Z'nashra</strong>, in exchange for a favor (the memory of which you'd like to scour from your mind forever), has provided you with access to the teleport portal the aboleth use to access the hidden shrine. </p><p></p><p>At the fateful time you meet his agent, a hideously deformed half-orc and apparent member of a cult dedicated to the aboleth, at a remote tower. The aboleth was very specific about the timing, assuring you that it was necessary to arrive at the proper time.</p><p></p><p>Per your agreement the cultist has brought a special scroll that will allow you to teleport into the tower. In addition to the payment it requires, (which was teleported away and inspected by the Aboleth in its far off lair) you've brought with you the Thumb of Ao, an artifact that the creature has assured you will be essential to your quest.</p><p></p><p>[sblock=The Ark of Ao]<strong><em>The Ark of Ao</em></strong> is a box that contains the awesome power of the thumb. Exactly who or what Ao was isn't known. It supposedly dates back to prehistory, and it has been asserted that it is connected in some way to the Cerulean Sign.</p><p></p><p>The Ark is big and heavy, filling one square. It requires four normal people to carry. It's made entirely of stone quarried from the deepest earth. Aside from being almost indestructible; and containing the thumb without harm, it has no other useful properties.</p><p>Four people can lift and carry the ark usually. Two people can man handle it around but their speed drops by 4 (or 2 if their strengths are both over 20).</p><p>If you're moving the ark you need to all move on the same initiatives.</p><p></p><p>The Thumb has several unusual properties.</p><ul> <li data-xf-list-type="ul">No one can ever remember what it looks like. Writings about the thumb tend to degrade or disappear. People who've tried to study it in depth likewise develop severe memory problems and/or debilitating insanities.</li> <li data-xf-list-type="ul">It suppresses all arcane and divine magic within a substantial range. <br /> ---If the ark is simply unlatched all arcane and divine magic (anything with the arcane and divine source) is suppressed within 20 squares under the thumb's stabilizing influence.<br /> ---If the arc is opened a) the opener is instantly slain (or else becomes a god in a far off dimension -- divinations are vague) b) all divine/arcane powers/items etc within a half mile is suppressed c) everything within an undetermined area begins to disintegrate.<br /> ---The hypothetical act of removing the thumb from the ark has never been properly tested. There have been suggestions that the thumb suppresses memories of catastrophes that it's removal from the ark has triggered. The most prominent advocate of this theory apparently recently sliced his own head open and ate his brain with a spoon.</li> <li data-xf-list-type="ul">The ark also has adverse effects on extra planar creatures when activated.</li> </ul><p>[/sblock]</p><p></p><p>It's mind completely dominated by the aboleth the half-orc speaks in a hideous burbling voice <span style="color: yellowgreen">My pod-sibling, <strong>N'haraz</strong>, has wielded the <em>Eye of the Great One</em> and overseen the Shrine of Yog for thousands of your years. It is a position of high honor with my people, and <strong>N'haraz</strong> jealously guards it's prerogative. </span></p><p><span style="color: yellowgreen"></span></p><p><span style="color: yellowgreen">The shrine itself was... not... built by the blessed ones. It is more than hospitable to surface dwellers. And it is remote from the aboleth community; it would take reinforcements at least thirty minutes to travel there by normal methods.</span></p><p><span style="color: yellowgreen"></span></p><p><span style="color: yellowgreen">The <em>Eye of the Great One</em> is an orb; it is set within a shaft, and forms a staff. The Eye is tuned to the shrine and the shrine, to it. Reality is... soft... around the shrine, with experience there are few things the possessor of the staff can not accomplish. And <strong>N'haraz</strong> has had the staff for a very long time.</span></p><p><span style="color: yellowgreen"></span></p><p><span style="color: yellowgreen">The eye itself is indestructible, but even <strong>N'haraz</strong> can not call upon it's power if it is not in the proper setting. If you can shatter the staff magical access to the shrine, <em>teleportation </em>and the like, will be completely cut off.</span></p><p><span style="color: yellowgreen"></span></p><p><span style="color: yellowgreen">The staff is the key. Without my aid you would not even be able to enter the shrine, and even then once <strong>N'haraz</strong> becomes aware of you and your intent you will never be able to escape so long as it controls the staff.</span></p><p><span style="color: yellowgreen"></span></p><p><span style="color: yellowgreen">If you can not destroy the staff quickly... <strong>N'haraz</strong> is not the most inventive creature, but it can call upon allies and with time it will be able to turn the shrine else against you.</span></p><p><span style="color: yellowgreen"></span></p><p><span style="color: yellowgreen">The staff is the key. Destroy it and... you may succeed or even... survive.</span></p><p><span style="color: yellowgreen"></span></p><p><span style="color: yellowgreen"></span></p><p>The half-orc takes a long pause, gently rubbing a massive cyst around its left eye.</p><p></p><p><em><span style="color: YellowGreen">If you have destroyed the staff, the shrine's geography should destabilize. The... softness ... combined with the natural pull of the shrine should begin to pull the shrine partially out of reality. There will be unusual aural and visual effects, dimensional distortions. These may be troublesome for you, but will almost certainly be equally confusing for the mentally deficient kuo-toa and their mad leader.</span></em></p><p><em><span style="color: YellowGreen"></span></em></p><p><em><span style="color: YellowGreen">You have brought the Thumb of Ao?</span></em> The orc looks down at the box and makes an unpleasant purring sound.<em><span style="color: YellowGreen">Excellent. Yes. The central shrine contains a lambent area. Moving the Thumb of Ao into position and ... relaxing... the wards on it's vessel should cut off the shrine from the other dimensions including <strong>Blel-Plibbit</strong>'s so-called-connection to the Elder Ones. At least so long as the Ark remains in the correct alignment.</span></em></p><p><em><span style="color: YellowGreen"></span></em></p><p><em><span style="color: YellowGreen">Kuo-toa apparently believe that they must avoid this room in order to "remain pure" prior to their ceremony. You should be able to perform this with little difficulty.</span></em></p><p></p><p>The half-orc pauses to allow that to sink in.</p><p></p><p><span style="color: yellowgreen"><strong>Blel-Plibbit</strong> and his followers believe he is the blessed one. It is an article of faith that he will be able to call forth the Elder Evil at the... proper time ...even without the support of the aboleth and or the connection provided the shrine.</span></p><p><span style="color: yellowgreen"></span></p><p><span style="color: yellowgreen">Perhaps he is mistaken, but I do not think you can take the chance, hmm?</span></p></blockquote><p></p>
[QUOTE="Graf, post: 4330679, member: 3087"] You've made a deal with a devil, in this case the rogue aboleth [B]Z'nasrha[/B], to try to stop an even greater evil. The kuo-toa mystic, [B]Blel-Plibbit[/B], a mad-prophet apparently foretold by ancient prophesy, stands on the brink of calling forth an elder evil. For reasons of their own the aboleth are assisting the kuo-toa and allowing [B]Blel-Plibbit[/B] access to the hidden shrine of Yog. [B]Z'nashra[/B], in exchange for a favor (the memory of which you'd like to scour from your mind forever), has provided you with access to the teleport portal the aboleth use to access the hidden shrine. At the fateful time you meet his agent, a hideously deformed half-orc and apparent member of a cult dedicated to the aboleth, at a remote tower. The aboleth was very specific about the timing, assuring you that it was necessary to arrive at the proper time. Per your agreement the cultist has brought a special scroll that will allow you to teleport into the tower. In addition to the payment it requires, (which was teleported away and inspected by the Aboleth in its far off lair) you've brought with you the Thumb of Ao, an artifact that the creature has assured you will be essential to your quest. [sblock=The Ark of Ao][B][I]The Ark of Ao[/I][/B] is a box that contains the awesome power of the thumb. Exactly who or what Ao was isn't known. It supposedly dates back to prehistory, and it has been asserted that it is connected in some way to the Cerulean Sign. The Ark is big and heavy, filling one square. It requires four normal people to carry. It's made entirely of stone quarried from the deepest earth. Aside from being almost indestructible; and containing the thumb without harm, it has no other useful properties. Four people can lift and carry the ark usually. Two people can man handle it around but their speed drops by 4 (or 2 if their strengths are both over 20). If you're moving the ark you need to all move on the same initiatives. The Thumb has several unusual properties. [LIST] [*]No one can ever remember what it looks like. Writings about the thumb tend to degrade or disappear. People who've tried to study it in depth likewise develop severe memory problems and/or debilitating insanities. [*]It suppresses all arcane and divine magic within a substantial range. ---If the ark is simply unlatched all arcane and divine magic (anything with the arcane and divine source) is suppressed within 20 squares under the thumb's stabilizing influence. ---If the arc is opened a) the opener is instantly slain (or else becomes a god in a far off dimension -- divinations are vague) b) all divine/arcane powers/items etc within a half mile is suppressed c) everything within an undetermined area begins to disintegrate. ---The hypothetical act of removing the thumb from the ark has never been properly tested. There have been suggestions that the thumb suppresses memories of catastrophes that it's removal from the ark has triggered. The most prominent advocate of this theory apparently recently sliced his own head open and ate his brain with a spoon. [*]The ark also has adverse effects on extra planar creatures when activated. [/LIST] [/sblock] It's mind completely dominated by the aboleth the half-orc speaks in a hideous burbling voice [COLOR=yellowgreen]My pod-sibling, [B]N'haraz[/B], has wielded the [I]Eye of the Great One[/I] and overseen the Shrine of Yog for thousands of your years. It is a position of high honor with my people, and [B]N'haraz[/B] jealously guards it's prerogative. The shrine itself was... not... built by the blessed ones. It is more than hospitable to surface dwellers. And it is remote from the aboleth community; it would take reinforcements at least thirty minutes to travel there by normal methods. The [I]Eye of the Great One[/I] is an orb; it is set within a shaft, and forms a staff. The Eye is tuned to the shrine and the shrine, to it. Reality is... soft... around the shrine, with experience there are few things the possessor of the staff can not accomplish. And [B]N'haraz[/B] has had the staff for a very long time. The eye itself is indestructible, but even [B]N'haraz[/B] can not call upon it's power if it is not in the proper setting. If you can shatter the staff magical access to the shrine, [I]teleportation [/I]and the like, will be completely cut off. The staff is the key. Without my aid you would not even be able to enter the shrine, and even then once [B]N'haraz[/B] becomes aware of you and your intent you will never be able to escape so long as it controls the staff. If you can not destroy the staff quickly... [B]N'haraz[/B] is not the most inventive creature, but it can call upon allies and with time it will be able to turn the shrine else against you. The staff is the key. Destroy it and... you may succeed or even... survive. [/COLOR] The half-orc takes a long pause, gently rubbing a massive cyst around its left eye. [I][COLOR=YellowGreen]If you have destroyed the staff, the shrine's geography should destabilize. The... softness ... combined with the natural pull of the shrine should begin to pull the shrine partially out of reality. There will be unusual aural and visual effects, dimensional distortions. These may be troublesome for you, but will almost certainly be equally confusing for the mentally deficient kuo-toa and their mad leader. You have brought the Thumb of Ao?[/COLOR][/I] The orc looks down at the box and makes an unpleasant purring sound.[I][COLOR=YellowGreen]Excellent. Yes. The central shrine contains a lambent area. Moving the Thumb of Ao into position and ... relaxing... the wards on it's vessel should cut off the shrine from the other dimensions including [B]Blel-Plibbit[/B]'s so-called-connection to the Elder Ones. At least so long as the Ark remains in the correct alignment. Kuo-toa apparently believe that they must avoid this room in order to "remain pure" prior to their ceremony. You should be able to perform this with little difficulty.[/COLOR][/I] The half-orc pauses to allow that to sink in. [COLOR=yellowgreen][B]Blel-Plibbit[/B] and his followers believe he is the blessed one. It is an article of faith that he will be able to call forth the Elder Evil at the... proper time ...even without the support of the aboleth and or the connection provided the shrine. Perhaps he is mistaken, but I do not think you can take the chance, hmm?[/COLOR] [/QUOTE]
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KK1: Grotto of the Kuo-toa (Gh & Dar -> rest of PCs)
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