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Sic Pixie's Carrion Crown Adventure Path
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<blockquote data-quote="Sic_Pixie" data-source="post: 5844715" data-attributes="member: 52403"><p><strong>Sayuri takes a wrong turn ...</strong></p><p></p><p>Quickly searching the room they find several items worth closer investigation and pocket them. They have two options one a trapdoor in the floor and the other a trapdoor in the ceiling at the top of a ladder. They decide that the best thing would be to make sure that they have nothing above them so they don’t get attacked on both sides; Grembor climbs the ladder and pushes open the trapdoor above him carefully. Quiet as he is the sound of the sonic trap going off just over his head is deafening as it resounds through the whole building. There is the scramble of claws in the room above but Grembor is in no state to investigate as his eardrums complain at the pounding and he curls up into a ball; however being at the top of a 20 ft ladder while doing this is a bad idea and he drops to the floor stunned from the sound and then the impact on the floor. They hear the sounds of activity below them so they scoop up Grembor throwing him out the window onto the roof; Sayuri casts a new spell she has discovered causing her rope to lift into the air which they all climb up into an extra dimensional space; swiftly pulling the rope up after them they keep an eye out of the invisible window. Shortly after they see two figures lean out of the window; one short and the other tall. They scan the rooftop looking for the culprits and seeing nothing they close off the window and repair the damage.</p><p></p><p>The party wait for another hour before descending and Grembor again breaks into the window; they all slide through into the room beyond. Some discussion later Kat creeps up the ladder cracking open the trapdoor above. The resulting silence and absence of movement convinces her that the room is in fact empty; they sneak around checking it out regardless. Dropping down again they turn to investigate the trapdoor leading down into the building proper; finding it unlocked they open it up to discover the bedroom of a seriously disturbed individual. As much an abattoir as a bedchamber, this room contains not only a four-poster bed, but also numerous workbenches and alchemical gear; the walls are lined with shelves and strange looking objects in jars of liquid. Bits of rags litter the floor, and the air is heavy with the stench of spoiled food mixed with acrid chemicals. They each carefully climb down the ladder and start searching the room; they swiftly find a locked strongbox beneath the bed and several completed potions on the table littered with alchemical gear. This room is part alchemy lab, part slaughterhouse, and part bedroom. The many jars about the room contain alchemically preserved body parts from a variety of creatures. One bell jar full of liquid contains a small gold key at the bottom. Pringle takes a careful look at the jar assuming that the liquid is more than water and that the key is the one to the heavy box; he advises Grembor that’s its just water and that he should just reach in and take it out. Grembor looks at Pringle the doubt showing heavily upon his face as he considers the chance of Pringle being wrong to the chance of him loosing his hand in the water like liquid in the jar. Searching around he finds several other empty jars and carefully pours the not water into these so he can fish out the key without having to touch the liquid. Finding some leather he wraps this round his fingers then picking up the key inserts in into the lock and swiftly turns it. Everyone notices the acrid smell and smoke coming from the impromptu leather glove Grembor is touching the key with. Accusery looks are directed Pringles way who manages to not give a damn with very little effort; they open up the chest finding the working of a trap inside cleverly bypassed by the key. Grembor slips the contents of one pouch into his palm with only Kat noticing the slight of hand; the rest is laid out on the desk for perusal. The chest apparently only contains some gold and some finished potions of Antitoxin. They swiftly ransack the rest of the room and then open the door to peek out into the main room. The toxic fumes makes the eyes water as they look out over the huge vats of acid and bleach; slipping out of the door they are standing upon a narrow walkway. This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below. The air in the chamber is cloying and acidic; each vat sending their contribution to the fumes into the already fume choked air. They notice several malformed creatures shambling around the factory; each different from the other and each looking like a hideous amalgamation of several different creatures.</p><p></p><p>The creatures notice the arrival of the party and with hoots; calls, growls and other various calls they start moving towards them in a series of strange hopping, lurching steps. The group gets ready but Sayuri panics at the sight and runs into a room adjacent to the one they came out of and stops in surprise as a figure rises up from its preparations and looks at her with an evil glint in its eye. This figure is a humanoid, presumably male with dark pink flesh drawn tightly across its emaciated body; this being resembles a gaunt human stripped of its skin, its pulsing muscles completely exposed. It looks upon Sayuri and smiles a smile that would make a snake proud; promptly donning a long coat with many pockets and plucking a wide brimmed hat of the table and placing it on his head with a flourish and another evil smile that would chill the bones of a master Vampire.</p></blockquote><p></p>
[QUOTE="Sic_Pixie, post: 5844715, member: 52403"] [b]Sayuri takes a wrong turn ...[/b] Quickly searching the room they find several items worth closer investigation and pocket them. They have two options one a trapdoor in the floor and the other a trapdoor in the ceiling at the top of a ladder. They decide that the best thing would be to make sure that they have nothing above them so they don’t get attacked on both sides; Grembor climbs the ladder and pushes open the trapdoor above him carefully. Quiet as he is the sound of the sonic trap going off just over his head is deafening as it resounds through the whole building. There is the scramble of claws in the room above but Grembor is in no state to investigate as his eardrums complain at the pounding and he curls up into a ball; however being at the top of a 20 ft ladder while doing this is a bad idea and he drops to the floor stunned from the sound and then the impact on the floor. They hear the sounds of activity below them so they scoop up Grembor throwing him out the window onto the roof; Sayuri casts a new spell she has discovered causing her rope to lift into the air which they all climb up into an extra dimensional space; swiftly pulling the rope up after them they keep an eye out of the invisible window. Shortly after they see two figures lean out of the window; one short and the other tall. They scan the rooftop looking for the culprits and seeing nothing they close off the window and repair the damage. The party wait for another hour before descending and Grembor again breaks into the window; they all slide through into the room beyond. Some discussion later Kat creeps up the ladder cracking open the trapdoor above. The resulting silence and absence of movement convinces her that the room is in fact empty; they sneak around checking it out regardless. Dropping down again they turn to investigate the trapdoor leading down into the building proper; finding it unlocked they open it up to discover the bedroom of a seriously disturbed individual. As much an abattoir as a bedchamber, this room contains not only a four-poster bed, but also numerous workbenches and alchemical gear; the walls are lined with shelves and strange looking objects in jars of liquid. Bits of rags litter the floor, and the air is heavy with the stench of spoiled food mixed with acrid chemicals. They each carefully climb down the ladder and start searching the room; they swiftly find a locked strongbox beneath the bed and several completed potions on the table littered with alchemical gear. This room is part alchemy lab, part slaughterhouse, and part bedroom. The many jars about the room contain alchemically preserved body parts from a variety of creatures. One bell jar full of liquid contains a small gold key at the bottom. Pringle takes a careful look at the jar assuming that the liquid is more than water and that the key is the one to the heavy box; he advises Grembor that’s its just water and that he should just reach in and take it out. Grembor looks at Pringle the doubt showing heavily upon his face as he considers the chance of Pringle being wrong to the chance of him loosing his hand in the water like liquid in the jar. Searching around he finds several other empty jars and carefully pours the not water into these so he can fish out the key without having to touch the liquid. Finding some leather he wraps this round his fingers then picking up the key inserts in into the lock and swiftly turns it. Everyone notices the acrid smell and smoke coming from the impromptu leather glove Grembor is touching the key with. Accusery looks are directed Pringles way who manages to not give a damn with very little effort; they open up the chest finding the working of a trap inside cleverly bypassed by the key. Grembor slips the contents of one pouch into his palm with only Kat noticing the slight of hand; the rest is laid out on the desk for perusal. The chest apparently only contains some gold and some finished potions of Antitoxin. They swiftly ransack the rest of the room and then open the door to peek out into the main room. The toxic fumes makes the eyes water as they look out over the huge vats of acid and bleach; slipping out of the door they are standing upon a narrow walkway. This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below. The air in the chamber is cloying and acidic; each vat sending their contribution to the fumes into the already fume choked air. They notice several malformed creatures shambling around the factory; each different from the other and each looking like a hideous amalgamation of several different creatures. The creatures notice the arrival of the party and with hoots; calls, growls and other various calls they start moving towards them in a series of strange hopping, lurching steps. The group gets ready but Sayuri panics at the sight and runs into a room adjacent to the one they came out of and stops in surprise as a figure rises up from its preparations and looks at her with an evil glint in its eye. This figure is a humanoid, presumably male with dark pink flesh drawn tightly across its emaciated body; this being resembles a gaunt human stripped of its skin, its pulsing muscles completely exposed. It looks upon Sayuri and smiles a smile that would make a snake proud; promptly donning a long coat with many pockets and plucking a wide brimmed hat of the table and placing it on his head with a flourish and another evil smile that would chill the bones of a master Vampire. [/QUOTE]
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