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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6296146" data-attributes="member: 79141"><p><strong>Session 113 - Sharp Exit</strong></p><p></p><p>Following the gaseous flight of Xipe the Oni and the defeat of his feline pet, careful consultation of Orum's map of the shrine revealed one more area on the first tier that was yet to be explored (assuming no secret doors were left to be discovered which, given the dwarves' knack for finding them, was not that likely). The unit duly headed back to the section of passageways close to where they climbed up from the lower chambers and found a long, wide, vaulted hall filled with statues of strange apelike creature.</p><p> </p><p>Throgmorton examined an arch on the way into the hall and, finding Olman hieroglyphs, left Orum to examine them while he and Ffenwig pressed on into the chamber, covered by Wil, Brajham and Ludo. As they neared the centre of the hall, a large spherical creature with a crown of eye-stalks descended from the gloom of the vaulted ceiling. It bore a great central eye which suppressed magic use. Babbling incoherently it immediately attacked them with magical eye rays, the first of which petrified poor Wil. Surely this must be one of the aberrant creatures the couatl had asked them to deal with?</p><p> </p><p>But it was dangerous. Each of its eye-stalks firing a different magical ray that could freeze, terrify, scour, paralyze... If they had had to kill this monster the fight might have gone badly, but Orum realised the hieroglyphs on the archway were wards. He also realised that he could understand snippets of what the creature was saying from his study of the language of the far realms of deep space. The creature was complaining about how long it had been trapped here and how boring it was having to fight these intruders. First Ludo disabled the hieroglyphs, then Orum tried to communicate with the aberrant thing, offering it the opportunity to leave. Negotiations did not go well at first and the fight continued, but despite the creature's continuing aggression, the unit lowered their weapons and stepped back. Eventually it accepted their offer and drifted towards the exit, whereupon it crumbled to dust! When Orum re-examined the hieroglyphs it turned that not only had they trapped the aberrant in this chamber, they had also sustained it for thousands of years. Among its ashes Brajham found two rings which he fitted to his staff.</p><p> </p><p>Unable to think of any means of helping Wil, they left him where he was.</p><p></p><p>Back upstairs, the unit retraced their steps to a previously unexplored secret door. Beyond they found a room with variously coloured mirrors and a basin full of golden liquid. They explored fully, poking their noses into everything as good adventurers should, and were variously drowned, healed, beckoned, frightened and attacked by an albino ochre jelly. Then they found a secret door.</p><p> </p><p>Behind the door was a short, narrow but twisting corridor that emerged in a diamond-shaped room containing an altar that resembled an octopus or squid with a ruby embedded in its forehead. Ludo investigated and then invited Throgmorton and Ffenwig to help him try to move the altar. Brajham and Orum noticed their friends were behaving strangely - intent on moving the altar and encouraging them to help despite the obvious futility. They retreated from the room and decided to act before their friends noticed they were on to them, hurling magic at the altar and destroying it, which caused the others to be released from their possession.</p><p> </p><p>Ludo felt sure that the psionic being that resided within the altar (and had dominated the three who had touched it) had been slain in the process. It was clearly aberrant in nature, so they hoped they had done what the couatl had asked of them and returned to parley with the creature.</p><p> </p><p>The couatl appeared as soon as they entered its chamber. It confirmed that the aberrant creatures it had been bound to guard were now dead and granted all of the officers a boon. Ludo received an extra-special blessing and the couatl vanished, leaving a small turquoise idol on the dais where it had stood - one of the planar idols the unit had been looking for.</p><p> </p><p>Glad to have achieved their goal, and deciding that discretion was the better part of valour, they immediately decided to head straight for the exit Ffenwig and the dwarven porters had created rather than explore the rest of the ziggurat. Bravely ran away, away. When danger reared its ugly head, they bravely turned their tails and fled, stopping only to apply the unguent of <em>remove affliction</em> (which they had only just remembered they were carrying) to the petrified form of Doctor Stanmore.</p><p></p><p> </p><p>They used the trap near the miniature city to transport themselves to the mural hall, thereby avoiding a lot of the poison gas. When they arrived at the excavated area they found the porters waiting for them but as they left, Throgmorton thought he saw a large figure moving in the jungle canopy, though it disappeared when he glanced in its direction. Xipe the oni, perhaps?</p><p></p><p> </p><p>They began to pick their way through the jungle toward the teleportation stone when the drums began to beat. They heard distant noises - reptilian cries and thrashing through the undergrowth - and made haste for fear of pursuit. But when they arrived in the clearing where the ancient stone stood, they had been beaten to it: Xipe the oni barred their way, along with a hag and her crocodile pets.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6296146, member: 79141"] [b]Session 113 - Sharp Exit[/b] Following the gaseous flight of Xipe the Oni and the defeat of his feline pet, careful consultation of Orum's map of the shrine revealed one more area on the first tier that was yet to be explored (assuming no secret doors were left to be discovered which, given the dwarves' knack for finding them, was not that likely). The unit duly headed back to the section of passageways close to where they climbed up from the lower chambers and found a long, wide, vaulted hall filled with statues of strange apelike creature. Throgmorton examined an arch on the way into the hall and, finding Olman hieroglyphs, left Orum to examine them while he and Ffenwig pressed on into the chamber, covered by Wil, Brajham and Ludo. As they neared the centre of the hall, a large spherical creature with a crown of eye-stalks descended from the gloom of the vaulted ceiling. It bore a great central eye which suppressed magic use. Babbling incoherently it immediately attacked them with magical eye rays, the first of which petrified poor Wil. Surely this must be one of the aberrant creatures the couatl had asked them to deal with? But it was dangerous. Each of its eye-stalks firing a different magical ray that could freeze, terrify, scour, paralyze... If they had had to kill this monster the fight might have gone badly, but Orum realised the hieroglyphs on the archway were wards. He also realised that he could understand snippets of what the creature was saying from his study of the language of the far realms of deep space. The creature was complaining about how long it had been trapped here and how boring it was having to fight these intruders. First Ludo disabled the hieroglyphs, then Orum tried to communicate with the aberrant thing, offering it the opportunity to leave. Negotiations did not go well at first and the fight continued, but despite the creature's continuing aggression, the unit lowered their weapons and stepped back. Eventually it accepted their offer and drifted towards the exit, whereupon it crumbled to dust! When Orum re-examined the hieroglyphs it turned that not only had they trapped the aberrant in this chamber, they had also sustained it for thousands of years. Among its ashes Brajham found two rings which he fitted to his staff. Unable to think of any means of helping Wil, they left him where he was. Back upstairs, the unit retraced their steps to a previously unexplored secret door. Beyond they found a room with variously coloured mirrors and a basin full of golden liquid. They explored fully, poking their noses into everything as good adventurers should, and were variously drowned, healed, beckoned, frightened and attacked by an albino ochre jelly. Then they found a secret door. Behind the door was a short, narrow but twisting corridor that emerged in a diamond-shaped room containing an altar that resembled an octopus or squid with a ruby embedded in its forehead. Ludo investigated and then invited Throgmorton and Ffenwig to help him try to move the altar. Brajham and Orum noticed their friends were behaving strangely - intent on moving the altar and encouraging them to help despite the obvious futility. They retreated from the room and decided to act before their friends noticed they were on to them, hurling magic at the altar and destroying it, which caused the others to be released from their possession. Ludo felt sure that the psionic being that resided within the altar (and had dominated the three who had touched it) had been slain in the process. It was clearly aberrant in nature, so they hoped they had done what the couatl had asked of them and returned to parley with the creature. The couatl appeared as soon as they entered its chamber. It confirmed that the aberrant creatures it had been bound to guard were now dead and granted all of the officers a boon. Ludo received an extra-special blessing and the couatl vanished, leaving a small turquoise idol on the dais where it had stood - one of the planar idols the unit had been looking for. Glad to have achieved their goal, and deciding that discretion was the better part of valour, they immediately decided to head straight for the exit Ffenwig and the dwarven porters had created rather than explore the rest of the ziggurat. Bravely ran away, away. When danger reared its ugly head, they bravely turned their tails and fled, stopping only to apply the unguent of [I]remove affliction[/I] (which they had only just remembered they were carrying) to the petrified form of Doctor Stanmore. They used the trap near the miniature city to transport themselves to the mural hall, thereby avoiding a lot of the poison gas. When they arrived at the excavated area they found the porters waiting for them but as they left, Throgmorton thought he saw a large figure moving in the jungle canopy, though it disappeared when he glanced in its direction. Xipe the oni, perhaps? They began to pick their way through the jungle toward the teleportation stone when the drums began to beat. They heard distant noises - reptilian cries and thrashing through the undergrowth - and made haste for fear of pursuit. But when they arrived in the clearing where the ancient stone stood, they had been beaten to it: Xipe the oni barred their way, along with a hag and her crocodile pets. [/QUOTE]
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