Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
#Dungeon23
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Reynard" data-source="post: 8885028" data-attributes="member: 467"><p>In addition to Room 8, this entry has the sketch of a trinket and art generation system for the manor -- just because I like random stuff and it should produce more interesting results than I could come up with otherwise.</p><p>----------</p><p>Inside Parenix Manor</p><p></p><p>Parenix Manor was the home of the strange, ambitious, arcane and perhaps even evil Alastairn Family. Steeped in eldritch lore and willing to breach the veil between the many worlds for power, the family decorated their demesne with unusual baubles and weird artifacts. Some came from the far reaches of the world, but most were excavated from the extensive ruins below the manor in Mornrax Hill and deeper.</p><p></p><p>While some such baubles are detailed in the following room descriptions, they represent only a small portion of the items discoverable within the manor. Unless otherwise noted, any given room contains 1d4 such items. Depending on their size and nature, they might be trinkets forgotten on shelves, or great works of incomprehensible art.</p><p></p><p>Use the tables below to describe any given artifact. Simply roll a handful of dice: 1d4, 1d6, 1d8, 1d10 and 1d12.</p><p></p><p>1d4: Size</p><p>Entries</p><p></p><p>1d6: Type</p><p>Entries</p><p></p><p>1d8: Style</p><p>Entries</p><p></p><p>1d10: Weird Factor</p><p>Entries</p><p></p><p>1d12: Dungeon level of Origin. NOTE: If a 1 or 2 is rolled, the item originated from some distant part of the world rather than beneath parenix manor. It is important to record the level of origin for any items the PCs choose to keep on their person, for reasons described in each dungeon level entry.</p><p></p><p>01.08: Grand Foyer</p><p></p><p>Accesses: Large bronze double door depicting the Alastairn family crest -- an abstract image that brings to mind some rising from water -- on the south wall connect the foyer to the Grounds. These doors are locked with a complex mechanism, but can be easily opened by smearing blood on the door. The blood must be from a fresh wound suffered by a living creature, but the creature need not be willing. Dried blood on the Grounds side of the doors hints at this method. A sturdy door in the east wall leads to 01.10 and another in the north wall leads to 01.12. Neither is locked.</p><p></p><p>Description: The Grand Foyer of parenix Manor is large and empty with marble floors and stone walls. Every step taken and every word spoken echoes ominously. At first it appears that the walls are unadorned, but if one stares long enough texture and shadows in the stone reveal an unsettling semblance of fog or smoke that seems to drift across the walls -- or is it an illusion. Ancient coat racks hand on the east and west walls but cannot hold the weight of even a light cloak. In the northern corners of the room stand statues. In the northwest stands the marble image of a man: rail thin, sever of countenance, dressed in a minister’s gown. The statue in the west is a ruin, made of marble but seemingly melted like wax. What it might have looked like cannot be discerned but hints suggest it had been a female form: the hem of a dress, the curve of a bosom, a set of full lips twisted in a scream.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8885028, member: 467"] In addition to Room 8, this entry has the sketch of a trinket and art generation system for the manor -- just because I like random stuff and it should produce more interesting results than I could come up with otherwise. ---------- Inside Parenix Manor Parenix Manor was the home of the strange, ambitious, arcane and perhaps even evil Alastairn Family. Steeped in eldritch lore and willing to breach the veil between the many worlds for power, the family decorated their demesne with unusual baubles and weird artifacts. Some came from the far reaches of the world, but most were excavated from the extensive ruins below the manor in Mornrax Hill and deeper. While some such baubles are detailed in the following room descriptions, they represent only a small portion of the items discoverable within the manor. Unless otherwise noted, any given room contains 1d4 such items. Depending on their size and nature, they might be trinkets forgotten on shelves, or great works of incomprehensible art. Use the tables below to describe any given artifact. Simply roll a handful of dice: 1d4, 1d6, 1d8, 1d10 and 1d12. 1d4: Size Entries 1d6: Type Entries 1d8: Style Entries 1d10: Weird Factor Entries 1d12: Dungeon level of Origin. NOTE: If a 1 or 2 is rolled, the item originated from some distant part of the world rather than beneath parenix manor. It is important to record the level of origin for any items the PCs choose to keep on their person, for reasons described in each dungeon level entry. 01.08: Grand Foyer Accesses: Large bronze double door depicting the Alastairn family crest -- an abstract image that brings to mind some rising from water -- on the south wall connect the foyer to the Grounds. These doors are locked with a complex mechanism, but can be easily opened by smearing blood on the door. The blood must be from a fresh wound suffered by a living creature, but the creature need not be willing. Dried blood on the Grounds side of the doors hints at this method. A sturdy door in the east wall leads to 01.10 and another in the north wall leads to 01.12. Neither is locked. Description: The Grand Foyer of parenix Manor is large and empty with marble floors and stone walls. Every step taken and every word spoken echoes ominously. At first it appears that the walls are unadorned, but if one stares long enough texture and shadows in the stone reveal an unsettling semblance of fog or smoke that seems to drift across the walls -- or is it an illusion. Ancient coat racks hand on the east and west walls but cannot hold the weight of even a light cloak. In the northern corners of the room stand statues. In the northwest stands the marble image of a man: rail thin, sever of countenance, dressed in a minister’s gown. The statue in the west is a ruin, made of marble but seemingly melted like wax. What it might have looked like cannot be discerned but hints suggest it had been a female form: the hem of a dress, the curve of a bosom, a set of full lips twisted in a scream. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
#Dungeon23
Top