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<blockquote data-quote="Rune" data-source="post: 7848356" data-attributes="member: 67"><p>The Sun's Consort</p><p>Inverted Tower</p><p>Divine Culture</p><p>Swollen Village</p><p>Malfunctioning Teleporter</p><p>Unlucky Vampire</p><p>Rings a Bell</p><p></p><p><strong>The Long Day</strong></p><p><em>A 5e D&D adventure for mid-level characters</em></p><p></p><p><strong>Recently:</strong></p><p></p><p>Halpess, refugee from the Domains of Dread, vampire:</p><p></p><ul> <li data-xf-list-type="ul">Cursed by Dark Powers with ill-luck.<br /> </li> <li data-xf-list-type="ul">Escaped(?) to a pocket plane ruled by a deific sun-monarch. <br /> </li> <li data-xf-list-type="ul">Worse, no sanquineous sentients. <br /> </li> <li data-xf-list-type="ul">Finding himself uniquely invisible to the monarch’s consort (a deity of reflections), Halpess thought to imprison the consort in its own home, thus gaining leverage over the sun. <br /> </li> <li data-xf-list-type="ul">Ignorance of local culture (with regard to its’ deities’ relationship), has left Halpess with no leverage at all and unable to escape lest he be destroyed.<br /> </li> <li data-xf-list-type="ul"><strong>Motivations:</strong>To be freed from eternal daylight. Also, to feed. When the two conflict, hunger wins.</li> </ul><p></p><p><strong>Attunement</strong></p><p></p><p>Amongst treasures gained in the PCs’ adventures: a platinum tuning fork and scorched leaflet.</p><p></p><p style="margin-left: 20px"><em>Congratulations! With your purchase of this key, you have embarked on an exciting journey among the amazing delights of fair Florasapia. See exotic vistas! Meet strange new peoples and learn their ways! Befriend living gods and win their favor! Deluxe travel package available for the unbeatable price of 599 gp. For details, contact the Just Plane Fun Travel Agenc...</em></p><p></p><p>Sigils fringe the edges of the brochure, partially burned away along the bottom.</p><p></p><p>The fork: a component necessary to <em>plane shift</em> to a particular teleportation circle on a specific pocket Prime Material Plane. Anyone who can cast the spell can use the sigils to make the trip.</p><p></p><p>If they do not, a modron quadrone tracks them down through the use of a crystal ball.</p><p></p><p>It introduces itself as Rogue Modron Quadrone Unit, but accepts a shorter name if given it. It needs their help. </p><p></p><ul> <li data-xf-list-type="ul">This modron is a wild sorcerer (13th level). Among its spells: <em>comprehend languages</em>, all teleports, few combat spells.<br /> </li> <li data-xf-list-type="ul">Because of its fundamentally lawful nature, wild surges are particularly potent. In addition to surges resulting from spellcasting , it involuntarily casts <em>dimension door</em> to random locations with every non-cantrip cast. Also, whenever the timing would be funny. Especially in the middle of conversations. <br /> </li> <li data-xf-list-type="ul">As a rogue modron, it has been stripped of its Axiomatic Mind, but remains LAWFUL neutral.<br /> </li> <li data-xf-list-type="ul"> Research suggests Florasapien culture is directly communicative with its deities, making said deities potentially befriendable. Calculations indicate a boon from said befriended deities may be useful in accomplishing its objectives.<br /> </li> <li data-xf-list-type="ul">In return for aid, the modron will reward the party with the crystal ball.<br /> </li> <li data-xf-list-type="ul"><strong>Motivations:</strong> To cleanse self of wild magic and return to non-rogue status. Failing that, to be destroyed, and energy returned to Mechanus to be recycled.</li> </ul><p></p><p>Once terms are accepted, the modron <em>plane shift</em>s PCs and self to the attuned plane.</p><p></p><p><strong>Under the Sun</strong></p><p></p><p>Atop the Tower of Daylight, a teleportation circle, sigils newly scorched by relentless radiance.</p><p></p><p>Below, a placid lake, impossibly still.</p><p></p><p>Across the lake, a village overgrown.</p><p></p><p>Above, the sun, unmoving.</p><p></p><p>If an attempt to repair the sigils is made, the PCs must determine what the destroyed sigils were (these match the burned sigils on their brochure), then must protect themselves from the sudden intense burning heat that berates them.</p><p></p><p>Upon descending, there is much to discover.</p><p></p><ul> <li data-xf-list-type="ul">The lake: a perfect mirror, depths unfathomable. Even when disturbed, the surface resists rippling. At its center, the sun shines upward. Across it, the overgrown village watches its reflection, still and somber. The tower, too, is perfectly reflected, once a change of perspective reveals it.<br /> </li> <li data-xf-list-type="ul">The land: lush and verdant, grown wild. The path skirting the lake from tower to village seems well-trod and once well-kept. <br /> </li> <li data-xf-list-type="ul">The astute may conclude that wildlife are harshly effected by the unmoving sun. Scarce, exhausted, confused.<br /> </li> <li data-xf-list-type="ul">The village’s appearance is deceptive; the overgrowth is humanoid. And very large.</li> </ul><p></p><p>Florasapien language is certain to be unknown to travelers. Learning itis possible, but too lengthy a task to be practical. Fortunately, the Florasapiens have met tourists before and understand enough Common to make exceptionally awkward communication possible.</p><p></p><p>With effort, interaction reveals that the plant-folk of the village of Florasapia have some problems.</p><p></p><p>Sun-King is angry with its contemplative consort, Tranquility. This is typical of the fiery god. Atypically, the anger persists and the god petulantly lingers in the sky.</p><p></p><p>Because the sun remains, the Florasapiens cannot stop growing; they are literally swollen with daylight. Too large to shelter within their dwellings. No longer able to wield the tools with which to fashion new dwellings. In time, these might be remedied; for now, they are outgrowing their village and each other.</p><p></p><p>Additionally, just before the last dawn, some of their number mysteriously disappeared.</p><p></p><p>Florasapiens are a pious people and can relate much about Sun-King and Tranquility, should the PCs take the time to learn it.</p><ul> <li data-xf-list-type="ul">The recently disrupted dynamic of their deities’ relationship: Sun-King begins each day angry and ascends the sky to govern its monarchy in solitude.<br /> </li> <li data-xf-list-type="ul">By day’s end, its temper is cooled. At the bottom of the Tower of Reflection, a silent bell is nightly rung, spreading ripples across the pristine surface and compelling the Sun-King’s return through paired teleportation circles at each tower apex.<br /> </li> <li data-xf-list-type="ul">The plant-folk traditionally ascend the Tower of Daylight to petition their monarch, but have found its temper too hot to withstand. They know that the Sun-King destroyed the circle’s sigils in a fit.<br /> </li> <li data-xf-list-type="ul">Tranquility’s lake reflects with perfect clarity: sky, tower, village, observers. All petitioners are welcome to descend the Tower of Reflection, if they can but accept the reflection as meaningful beyond mere mirroring. Creatures so welcomed are gifted with <em>freedom of movement</em> for the duration of their pilgrimage.<br /> </li> <li data-xf-list-type="ul">Of incidental relevance: the Florasapiens’ many clerics have received no spells from either deity.</li> </ul><p></p><p>Unbeknown to Halpess, the Tower of Reflection’s open invitation would have allowed him easy entry into the tower (and <em>freedom of movement</em> with it). Had he known, he could have saved himself the trouble of charming some plant-folk and sending them into the tower to invite him in.</p><p></p><p>In contrast, the modron’s truesight prevents it from seeing metaphor. Consequency, it sees mere photons reflected off of the surface of the lake and can never gain entry to the tower except through teleportation.</p><p></p><p><strong>Ascent</strong></p><p></p><p>Sun-King and Tranquility understand all languages. Thus, petitioning either is possible to even travelers.</p><p></p><p>However, Sun-King is currently very much enjoying a prolonged freedom. If reminded that the monarch has a duty to subjects or consort, petitioners will be met with a burning fury. Likewise, if they attempt to repair the teleportation circle. In time, however, their words set in.</p><p></p><p><strong>Descent</strong></p><p></p><p>Should the PCs attempt to enter the Inverted Tower, they will need some means of breathing underwater. Florasapiens have no such restrictions and cannot help in this regard. Additionally, unless they engage in contemplative reflection and thereby gain welcome, they must teleport blindly into the tower, with all of the risks of unfamiliarity.</p><p></p><ul> <li data-xf-list-type="ul">Inside, many lake-creatures with the traits of vampire spawn. <em>Hungry</em>.<br /> </li> <li data-xf-list-type="ul">Water-logged plant-folk (much smaller than the villagers above) drift aimlessly throughout the tower. These are charmed by the vampire and interwoven with each other into living makeshift coffins, affording Halpess a ready refuge anywhere nearby whenever needed. Unless wakened by minions, there is a 50% chance that Hapless slumbers in one while the adventurers explore.<br /> </li> <li data-xf-list-type="ul">Deep down the tower, near its apex, Tranquility is imprisoned. No bonds hold it, but early attempts to escape resulted in savage attacks by a foe unseen. Since Tranquility knows not that the foe‘s nature, the deity has not attempted escape in quite some time. It has, however, had plenty of time to think.<br /> </li> <li data-xf-list-type="ul">Tranquility suspects that the foe is veiled from sight because he casts no reflection — a uniquely problematic situation. When the adventurers appear, the opportunity presented is immediately obvious.</li> </ul><p></p><p>Thus begins the hunt for a desperately hungry vampire trapped by his own ill-luck and ill-conceived machinations.</p><p></p><p>The curse of misfortune is real. The root is always of his own making, but effects are quite manifest and compound upon poor decisions. Each roll Halpess makes at disadvantage uses the worst of three d20 rolls.</p><p></p><p>Things could be worse. If the PCs descend the tower and ring the summoning bell, Sun-King will finally be compelled to return to the Tower. If the teleportation circle atop the Tower of Daylight remains broken, the return will take quite a while, as the deity takes the long route. Either way, once Sun-King is inside the tower, its entirety will be flooded with daylight.</p><p></p><p><strong>Restoration</strong></p><p></p><p>Once all is right:</p><p></p><ul> <li data-xf-list-type="ul">Wildlife returns to normal cycles. The Florasapiens stop over-growing. Eventually, they fashion appropriately-sized tools and residences.<br /> </li> <li data-xf-list-type="ul">The clerics regain their spellcasting. <br /> </li> <li data-xf-list-type="ul">If the adventurers spend time among the Florasapiens, they find much to learn from the experience.<br /> </li> <li data-xf-list-type="ul">Each deity grants a single <em>wish</em> to the adventurers and a return trip to their home plane. If the adventurers insist on more <em>wishes</em>, the Sun-King takes offense.<br /> </li> <li data-xf-list-type="ul">If one of the <em>wishes</em> is used to strip the modron of magic, it relinquishes the crystal ball and rejoina the modron hierarchy to live functionally ever after.<br /> </li> <li data-xf-list-type="ul">Otherwise, it requests destruction, so its energy can return to Mechanus and be reused.</li> </ul></blockquote><p></p>
[QUOTE="Rune, post: 7848356, member: 67"] The Sun's Consort Inverted Tower Divine Culture Swollen Village Malfunctioning Teleporter Unlucky Vampire Rings a Bell [b]The Long Day[/b] [i]A 5e D&D adventure for mid-level characters[/i] [b]Recently:[/b] Halpess, refugee from the Domains of Dread, vampire: [list][*]Cursed by Dark Powers with ill-luck. [*]Escaped(?) to a pocket plane ruled by a deific sun-monarch. [*]Worse, no sanquineous sentients. [*]Finding himself uniquely invisible to the monarch’s consort (a deity of reflections), Halpess thought to imprison the consort in its own home, thus gaining leverage over the sun. [*]Ignorance of local culture (with regard to its’ deities’ relationship), has left Halpess with no leverage at all and unable to escape lest he be destroyed. [*][b]Motivations:[/b]To be freed from eternal daylight. Also, to feed. When the two conflict, hunger wins.[/list] [b]Attunement[/b] Amongst treasures gained in the PCs’ adventures: a platinum tuning fork and scorched leaflet. [indent][i]Congratulations! With your purchase of this key, you have embarked on an exciting journey among the amazing delights of fair Florasapia. See exotic vistas! Meet strange new peoples and learn their ways! Befriend living gods and win their favor! Deluxe travel package available for the unbeatable price of 599 gp. For details, contact the Just Plane Fun Travel Agenc...[/i][/indent] Sigils fringe the edges of the brochure, partially burned away along the bottom. The fork: a component necessary to [i]plane shift[/i] to a particular teleportation circle on a specific pocket Prime Material Plane. Anyone who can cast the spell can use the sigils to make the trip. If they do not, a modron quadrone tracks them down through the use of a crystal ball. It introduces itself as Rogue Modron Quadrone Unit, but accepts a shorter name if given it. It needs their help. [list][*]This modron is a wild sorcerer (13th level). Among its spells: [i]comprehend languages[/i], all teleports, few combat spells. [*]Because of its fundamentally lawful nature, wild surges are particularly potent. In addition to surges resulting from spellcasting , it involuntarily casts [i]dimension door[/i] to random locations with every non-cantrip cast. Also, whenever the timing would be funny. Especially in the middle of conversations. [*]As a rogue modron, it has been stripped of its Axiomatic Mind, but remains LAWFUL neutral. [*] Research suggests Florasapien culture is directly communicative with its deities, making said deities potentially befriendable. Calculations indicate a boon from said befriended deities may be useful in accomplishing its objectives. [*]In return for aid, the modron will reward the party with the crystal ball. [*][b]Motivations:[/b] To cleanse self of wild magic and return to non-rogue status. Failing that, to be destroyed, and energy returned to Mechanus to be recycled.[/list] Once terms are accepted, the modron [i]plane shift[/i]s PCs and self to the attuned plane. [b]Under the Sun[/b] Atop the Tower of Daylight, a teleportation circle, sigils newly scorched by relentless radiance. Below, a placid lake, impossibly still. Across the lake, a village overgrown. Above, the sun, unmoving. If an attempt to repair the sigils is made, the PCs must determine what the destroyed sigils were (these match the burned sigils on their brochure), then must protect themselves from the sudden intense burning heat that berates them. Upon descending, there is much to discover. [list][*]The lake: a perfect mirror, depths unfathomable. Even when disturbed, the surface resists rippling. At its center, the sun shines upward. Across it, the overgrown village watches its reflection, still and somber. The tower, too, is perfectly reflected, once a change of perspective reveals it. [*]The land: lush and verdant, grown wild. The path skirting the lake from tower to village seems well-trod and once well-kept. [*]The astute may conclude that wildlife are harshly effected by the unmoving sun. Scarce, exhausted, confused. [*]The village’s appearance is deceptive; the overgrowth is humanoid. And very large.[/list] Florasapien language is certain to be unknown to travelers. Learning itis possible, but too lengthy a task to be practical. Fortunately, the Florasapiens have met tourists before and understand enough Common to make exceptionally awkward communication possible. With effort, interaction reveals that the plant-folk of the village of Florasapia have some problems. Sun-King is angry with its contemplative consort, Tranquility. This is typical of the fiery god. Atypically, the anger persists and the god petulantly lingers in the sky. Because the sun remains, the Florasapiens cannot stop growing; they are literally swollen with daylight. Too large to shelter within their dwellings. No longer able to wield the tools with which to fashion new dwellings. In time, these might be remedied; for now, they are outgrowing their village and each other. Additionally, just before the last dawn, some of their number mysteriously disappeared. Florasapiens are a pious people and can relate much about Sun-King and Tranquility, should the PCs take the time to learn it. [list][*]The recently disrupted dynamic of their deities’ relationship: Sun-King begins each day angry and ascends the sky to govern its monarchy in solitude. [*]By day’s end, its temper is cooled. At the bottom of the Tower of Reflection, a silent bell is nightly rung, spreading ripples across the pristine surface and compelling the Sun-King’s return through paired teleportation circles at each tower apex. [*]The plant-folk traditionally ascend the Tower of Daylight to petition their monarch, but have found its temper too hot to withstand. They know that the Sun-King destroyed the circle’s sigils in a fit. [*]Tranquility’s lake reflects with perfect clarity: sky, tower, village, observers. All petitioners are welcome to descend the Tower of Reflection, if they can but accept the reflection as meaningful beyond mere mirroring. Creatures so welcomed are gifted with [i]freedom of movement[/i] for the duration of their pilgrimage. [*]Of incidental relevance: the Florasapiens’ many clerics have received no spells from either deity.[/list] Unbeknown to Halpess, the Tower of Reflection’s open invitation would have allowed him easy entry into the tower (and [i]freedom of movement[/i] with it). Had he known, he could have saved himself the trouble of charming some plant-folk and sending them into the tower to invite him in. In contrast, the modron’s truesight prevents it from seeing metaphor. Consequency, it sees mere photons reflected off of the surface of the lake and can never gain entry to the tower except through teleportation. [b]Ascent[/b] Sun-King and Tranquility understand all languages. Thus, petitioning either is possible to even travelers. However, Sun-King is currently very much enjoying a prolonged freedom. If reminded that the monarch has a duty to subjects or consort, petitioners will be met with a burning fury. Likewise, if they attempt to repair the teleportation circle. In time, however, their words set in. [b]Descent[/b] Should the PCs attempt to enter the Inverted Tower, they will need some means of breathing underwater. Florasapiens have no such restrictions and cannot help in this regard. Additionally, unless they engage in contemplative reflection and thereby gain welcome, they must teleport blindly into the tower, with all of the risks of unfamiliarity. [list][*]Inside, many lake-creatures with the traits of vampire spawn. [i]Hungry[/i]. [*]Water-logged plant-folk (much smaller than the villagers above) drift aimlessly throughout the tower. These are charmed by the vampire and interwoven with each other into living makeshift coffins, affording Halpess a ready refuge anywhere nearby whenever needed. Unless wakened by minions, there is a 50% chance that Hapless slumbers in one while the adventurers explore. [*]Deep down the tower, near its apex, Tranquility is imprisoned. No bonds hold it, but early attempts to escape resulted in savage attacks by a foe unseen. Since Tranquility knows not that the foe‘s nature, the deity has not attempted escape in quite some time. It has, however, had plenty of time to think. [*]Tranquility suspects that the foe is veiled from sight because he casts no reflection — a uniquely problematic situation. When the adventurers appear, the opportunity presented is immediately obvious.[/list] Thus begins the hunt for a desperately hungry vampire trapped by his own ill-luck and ill-conceived machinations. The curse of misfortune is real. The root is always of his own making, but effects are quite manifest and compound upon poor decisions. Each roll Halpess makes at disadvantage uses the worst of three d20 rolls. Things could be worse. If the PCs descend the tower and ring the summoning bell, Sun-King will finally be compelled to return to the Tower. If the teleportation circle atop the Tower of Daylight remains broken, the return will take quite a while, as the deity takes the long route. Either way, once Sun-King is inside the tower, its entirety will be flooded with daylight. [b]Restoration[/b] Once all is right: [list][*]Wildlife returns to normal cycles. The Florasapiens stop over-growing. Eventually, they fashion appropriately-sized tools and residences. [*]The clerics regain their spellcasting. [*]If the adventurers spend time among the Florasapiens, they find much to learn from the experience. [*]Each deity grants a single [i]wish[/i] to the adventurers and a return trip to their home plane. If the adventurers insist on more [i]wishes[/i], the Sun-King takes offense. [*]If one of the [i]wishes[/i] is used to strip the modron of magic, it relinquishes the crystal ball and rejoina the modron hierarchy to live functionally ever after. [*]Otherwise, it requests destruction, so its energy can return to Mechanus and be reused.[/list] [/QUOTE]
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