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The Fall of Civilization
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<blockquote data-quote="the Jester" data-source="post: 5255139" data-attributes="member: 1210"><p>“What in the name of Lester is all that?” exclaims Torinn.</p><p></p><p>“It doesn't feel natural,” Summer says ominously. She shakes her head. “I don't like it.”</p><p></p><p>Iggy, Hkatha and Torinn study the confused howling mass of silver-green sand as it blows violently throughout the chamber. Iggy comments, “Clearly, there are some kinds of time-distorting effects in there.”</p><p></p><p>“That portal- what do you suppose it is?” asks Vann-La. “Do you think it has something to do with the Six-Fingered Hand? With Arawn?”</p><p></p><p>“Remember that inscription we found in the art gallery?” Heimall exclaims. “It referred to Arawn and the Six-Fingered Hand like they were things of the past. Maybe this portal is how they got to us, here, er, now.”</p><p></p><p>“Maybe,” concedes Hkatha. “So what do we do about it?”</p><p></p><p>“Maybe if we got close enough, we could learn something, or even cut Arawn off before his attacks bring down the Empire,” Vann-La suggests. </p><p></p><p>“We probably don't all need to go in, just someone with the expertise to figure out what's going on in there.” Heimall looks at the others. “I don't know enough about magic, myself,” he admits, “but I'm sure one of us does...”</p><p></p><p>There was a time when Iggy would have cried out, <em>I'm not even supposed to be here!</em> But that time is gone. Since the Siege of Fandelose, his sense of responsibility has grown, his sense of duty has gripped him ever tighter. So without hesitation, he steps to the edge of the room and announces, “I'll do it.”</p><p></p><p>Then he edges his way into the room.</p><p></p><p>Immediately the lashing sand buffets him, but it is strangely strengthless. He can feel acutely the sense of wonder he had as a youth, bizarrely overlaid upon a canvas of the ennui and cynicism that he will develop as an old man. Bracing himself, Ligir slowly advances- and, about 20' into the chamber, suddenly runs into an invisible curtain of sheer agony.</p><p></p><p>His head explodes with remembered pain- the first time he was mocked as a child, the beating he was administered in basic training by an overzealous sergeant who didn't understand his position, the fear and pain and taste of smoke as he fled Chebbonay to become a refugee and eventual hero, the time he was derided by his fey peers for failing to see an elementary answer to an elementary question during his study of magic and more; emotional pain, yes, but physical too- the agony of the first time he was stabbed, that rusty goblin scimitar tearing that terrific gash on his thigh all over again; the wrenching pain that came when he dislocated his shoulder falling from a tree as a young lad; the agony of chains whipping around his legs and almost shattering his knees as the xvart slavers attempted to capture them. A million hurts, old, new, in between, brought back to him with stunning force. </p><p></p><p>Iggy collapses weakly to the ground with a groan, shaking. </p><p></p><p>“Iggy!” cries Cook, rushing into the room before anyone can restrain him. Most of the others follow without a thought. The dwarf reaches Iggy's side just as a sudden burst of the tempestuous winds hurls the wizard back to the edge of the chamber. With a shuddering cry, he drags himself out of the room. </p><p></p><p>The others, meanwhile, find themselves being overwhelmed by temporal distortions. The billowing cloud flows towards Vann-La, and the Kree elf's movements slow. “Waaatcchhh oooouuutttt,” she cries slowly, her voice strangely drawn out and lowered in pitch below that of even Torinn.</p><p></p><p>“Get out of there!” yells Heimall, who remains at the edge of the chamber, just outside.</p><p></p><p>“Oi, there are visions!” Cook shouts, staggering about in confusion. “Ai! Oi! What is happening?? It is like my youth, and things yet to be... aiii!!” Stumbling, he heads back towards the entrance. The others decide that this is the best approach they can take for the moment, and retreat towards Heimall and Ligir. </p><p></p><p>“Speed,” croaks Iggy, shaking his head. Puffs of greenish dust come off him, dwindling and vanishing into nothingness. “At least the, uh, the <em>tempest fugit-</em> the storm of sand. It is attracted to speed. We could probably avoid its attentions if we move fast enough.”</p><p></p><p>Vann-La, who has shaken off the strange effects of the <em>chronal drift,</em> says, “But there are more issues than just the storm.”</p><p></p><p>The party discusses the room and the hazards (or traps?) found within it. The <em>tempest fugit</em> seems to both lacerate and push creatures in the room back towards the entrance. The <em>chronal drift</em>- the distinct cloud that attacked and slowed Vann-La- went for her almost as if it were sentient. Hkatha speculates that it might have been drawn to either living things or movement. The pillar, crumbling but never completely decaying, is as yet an unknown quantity. Then there is whatever struck Iggy down; it dealt a vicious stroke of psychic damage to him, as well as leaving him on the ground. </p><p></p><p>“And the rune circle,” Torinn adds. “We don't know if that's dangerous yet, but I'll bet it is.”</p><p></p><p>Reluctantly, our heroes decide to leave this strange area until later. Perhaps there are clues to its secrets elsewhere in the Terran Undercollege, and certainly there are a lot of areas that our heroes have yet to explore. So- at least for now- the time distortion area (for lack of a better term) will have to wait.</p><p></p><p>Back up the hall, then, through the other room with temporal effects- which the wizards and Torinn again suppress- and to the room with the huge books. Then further back, to a door that they have not yet breached. But when they approach closely, they can feel heat radiating from behind it. </p><p></p><p>“Maybe there's a nice fireplace,” Cook says hopefully.</p><p></p><p>No such luck. Behind the door are a pair of adjoined rooms; one of them holds a pit of lava in it. Worse yet, there are four tough-looking creatures in the room. One is a looming humanoid wrapped in chains; the others are salamanders, ablaze with flames. </p><p></p><p>Iggy, naturally, <em>shoots from the hip.</em> The report of his pistol echoes as his bullet slams into the chain-wrapped creature (<em>A kyton?</em> he thinks, then: <em>No, it's too big- it's a gorechain devil.</em>). He fires again, and the devil grunts as a second bullet hits him as well. Cook's <em>distance shuriken</em> zings past him, hits the devil- and then ricochets into one of the salamanders!</p><p></p><p>It's a good start, and our heroes are just getting started. Vann-La charges in, pushing the gorechain devil (which is blocking the deeper room) out of the way with a <em>tide of iron</em>, while Torinn fires a <em>sacred flame</em> at the devil.</p><p></p><p>Poor devil, it just isn't his day!</p><p></p><p>Although the salamanders prove to be quite hot- their very touch burns- our heroes are far too efficient. Heimall helps Vann-La <em>surround the foe,</em> Summer assumes the <em>form of winter's herald</em> and fights fire with cold and Vann-La opens up a can of whoop ass with a <em>rain of steel</em>. </p><p></p><p>There just isn't much a poor band of hapless salamanders can do, under the circumstances. Once the party has dealt with them and their flaming blood has guttered and gone out, they examine the room more closely. Some basic smithing tools are in the inner chamber, but the magma pit is obviously the most interesting feature. Cook warns the others to stay away; magma, as he puts it, is “pretty hot”.*</p><p></p><p>There is another door out of the room, so the party opens it and finds a hallway leading away. After 20' it opens up into a chamber; the party moves up to investigate. Many stalactites dangle from the ceiling, a large opening leads into a dark room to the left and two doors adorn the opposite wall. </p><p></p><p>The party starts to move towards the opening, and two things happen at once.</p><p></p><p>First, their light reaches the back of the western chamber, revealing a large nest of hewed wood, flesh and gear and excrement all mashed together and glued with some sort of spittle. Eyes glitter when the light reaches them- and sudden beams of extreme power gather and fire at the party!</p><p></p><p>The second thing that happens, as the party moves into the room, is that the stalactites start to fall towards them with impaling force- and they move on the ceiling to get a better shot.</p><p></p><p><em><strong>Next Time:</strong></em> Serious old school 1e monsters- piercers and eye killers!</p><p></p><p></p><p>*Had anyone ended up in the pool of lava, they would have received 2d12+20 points of fire damage plus ongoing 20 fire (save ends once the character is out of the pit); Aftereffect: ongoing 10 fire (save ends); Aftereffect: ongoing 5 fire (save ends). OUCH!!!</p></blockquote><p></p>
[QUOTE="the Jester, post: 5255139, member: 1210"] “What in the name of Lester is all that?” exclaims Torinn. “It doesn't feel natural,” Summer says ominously. She shakes her head. “I don't like it.” Iggy, Hkatha and Torinn study the confused howling mass of silver-green sand as it blows violently throughout the chamber. Iggy comments, “Clearly, there are some kinds of time-distorting effects in there.” “That portal- what do you suppose it is?” asks Vann-La. “Do you think it has something to do with the Six-Fingered Hand? With Arawn?” “Remember that inscription we found in the art gallery?” Heimall exclaims. “It referred to Arawn and the Six-Fingered Hand like they were things of the past. Maybe this portal is how they got to us, here, er, now.” “Maybe,” concedes Hkatha. “So what do we do about it?” “Maybe if we got close enough, we could learn something, or even cut Arawn off before his attacks bring down the Empire,” Vann-La suggests. “We probably don't all need to go in, just someone with the expertise to figure out what's going on in there.” Heimall looks at the others. “I don't know enough about magic, myself,” he admits, “but I'm sure one of us does...” There was a time when Iggy would have cried out, [i]I'm not even supposed to be here![/i] But that time is gone. Since the Siege of Fandelose, his sense of responsibility has grown, his sense of duty has gripped him ever tighter. So without hesitation, he steps to the edge of the room and announces, “I'll do it.” Then he edges his way into the room. Immediately the lashing sand buffets him, but it is strangely strengthless. He can feel acutely the sense of wonder he had as a youth, bizarrely overlaid upon a canvas of the ennui and cynicism that he will develop as an old man. Bracing himself, Ligir slowly advances- and, about 20' into the chamber, suddenly runs into an invisible curtain of sheer agony. His head explodes with remembered pain- the first time he was mocked as a child, the beating he was administered in basic training by an overzealous sergeant who didn't understand his position, the fear and pain and taste of smoke as he fled Chebbonay to become a refugee and eventual hero, the time he was derided by his fey peers for failing to see an elementary answer to an elementary question during his study of magic and more; emotional pain, yes, but physical too- the agony of the first time he was stabbed, that rusty goblin scimitar tearing that terrific gash on his thigh all over again; the wrenching pain that came when he dislocated his shoulder falling from a tree as a young lad; the agony of chains whipping around his legs and almost shattering his knees as the xvart slavers attempted to capture them. A million hurts, old, new, in between, brought back to him with stunning force. Iggy collapses weakly to the ground with a groan, shaking. “Iggy!” cries Cook, rushing into the room before anyone can restrain him. Most of the others follow without a thought. The dwarf reaches Iggy's side just as a sudden burst of the tempestuous winds hurls the wizard back to the edge of the chamber. With a shuddering cry, he drags himself out of the room. The others, meanwhile, find themselves being overwhelmed by temporal distortions. The billowing cloud flows towards Vann-La, and the Kree elf's movements slow. “Waaatcchhh oooouuutttt,” she cries slowly, her voice strangely drawn out and lowered in pitch below that of even Torinn. “Get out of there!” yells Heimall, who remains at the edge of the chamber, just outside. “Oi, there are visions!” Cook shouts, staggering about in confusion. “Ai! Oi! What is happening?? It is like my youth, and things yet to be... aiii!!” Stumbling, he heads back towards the entrance. The others decide that this is the best approach they can take for the moment, and retreat towards Heimall and Ligir. “Speed,” croaks Iggy, shaking his head. Puffs of greenish dust come off him, dwindling and vanishing into nothingness. “At least the, uh, the [i]tempest fugit-[/i] the storm of sand. It is attracted to speed. We could probably avoid its attentions if we move fast enough.” Vann-La, who has shaken off the strange effects of the [i]chronal drift,[/i] says, “But there are more issues than just the storm.” The party discusses the room and the hazards (or traps?) found within it. The [i]tempest fugit[/i] seems to both lacerate and push creatures in the room back towards the entrance. The [i]chronal drift[/i]- the distinct cloud that attacked and slowed Vann-La- went for her almost as if it were sentient. Hkatha speculates that it might have been drawn to either living things or movement. The pillar, crumbling but never completely decaying, is as yet an unknown quantity. Then there is whatever struck Iggy down; it dealt a vicious stroke of psychic damage to him, as well as leaving him on the ground. “And the rune circle,” Torinn adds. “We don't know if that's dangerous yet, but I'll bet it is.” Reluctantly, our heroes decide to leave this strange area until later. Perhaps there are clues to its secrets elsewhere in the Terran Undercollege, and certainly there are a lot of areas that our heroes have yet to explore. So- at least for now- the time distortion area (for lack of a better term) will have to wait. Back up the hall, then, through the other room with temporal effects- which the wizards and Torinn again suppress- and to the room with the huge books. Then further back, to a door that they have not yet breached. But when they approach closely, they can feel heat radiating from behind it. “Maybe there's a nice fireplace,” Cook says hopefully. No such luck. Behind the door are a pair of adjoined rooms; one of them holds a pit of lava in it. Worse yet, there are four tough-looking creatures in the room. One is a looming humanoid wrapped in chains; the others are salamanders, ablaze with flames. Iggy, naturally, [i]shoots from the hip.[/i] The report of his pistol echoes as his bullet slams into the chain-wrapped creature ([i]A kyton?[/i] he thinks, then: [i]No, it's too big- it's a gorechain devil.[/i]). He fires again, and the devil grunts as a second bullet hits him as well. Cook's [i]distance shuriken[/i] zings past him, hits the devil- and then ricochets into one of the salamanders! It's a good start, and our heroes are just getting started. Vann-La charges in, pushing the gorechain devil (which is blocking the deeper room) out of the way with a [i]tide of iron[/i], while Torinn fires a [i]sacred flame[/i] at the devil. Poor devil, it just isn't his day! Although the salamanders prove to be quite hot- their very touch burns- our heroes are far too efficient. Heimall helps Vann-La [i]surround the foe,[/i] Summer assumes the [i]form of winter's herald[/i] and fights fire with cold and Vann-La opens up a can of whoop ass with a [i]rain of steel[/i]. There just isn't much a poor band of hapless salamanders can do, under the circumstances. Once the party has dealt with them and their flaming blood has guttered and gone out, they examine the room more closely. Some basic smithing tools are in the inner chamber, but the magma pit is obviously the most interesting feature. Cook warns the others to stay away; magma, as he puts it, is “pretty hot”.* There is another door out of the room, so the party opens it and finds a hallway leading away. After 20' it opens up into a chamber; the party moves up to investigate. Many stalactites dangle from the ceiling, a large opening leads into a dark room to the left and two doors adorn the opposite wall. The party starts to move towards the opening, and two things happen at once. First, their light reaches the back of the western chamber, revealing a large nest of hewed wood, flesh and gear and excrement all mashed together and glued with some sort of spittle. Eyes glitter when the light reaches them- and sudden beams of extreme power gather and fire at the party! The second thing that happens, as the party moves into the room, is that the stalactites start to fall towards them with impaling force- and they move on the ceiling to get a better shot. [i][b]Next Time:[/b][/i][b][/b] Serious old school 1e monsters- piercers and eye killers! *Had anyone ended up in the pool of lava, they would have received 2d12+20 points of fire damage plus ongoing 20 fire (save ends once the character is out of the pit); Aftereffect: ongoing 10 fire (save ends); Aftereffect: ongoing 5 fire (save ends). OUCH!!! [/QUOTE]
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