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="gorice" data-source="post: 9035727" data-attributes="member: 7032863"><p>Whooo, another month finished! The next level is something very different: a forest.</p><p></p><p>22: Green Door</p><ul> <li data-xf-list-type="ul">Door of solid green granite, in the likeness of a smiling infant face.</li> <li data-xf-list-type="ul">(!) Door has two locks, one in each eye, which must be turned simultaneously. Otherwise, the floor splits in two, dropping anyone standing over cloaca: pit trap, 10’ down onto the bed of nails.</li> </ul><p></p><p>23: Green Room</p><ul> <li data-xf-list-type="ul">Lit by high, dirty windows. A large room of green stone, ruined furniture heaped against one wall.</li> <li data-xf-list-type="ul">(?) One door leads to a lift that runs up to the gardens. The lift is a metal cage with a brass control lever.</li> </ul><p></p><p>24: Disarming Hall</p><ul> <li data-xf-list-type="ul">Long dark hall with scattered nails, broken weapons, and old helmets piled against one side. Lit by cool lamps.</li> <li data-xf-list-type="ul">(!) There is a pressure plate in the middle of the room that activates the powerful magnets in the wall and rings the great alarm bell in the sorcerer’s turret, once.</li> <li data-xf-list-type="ul">(!) The magnets will pin any iron against the wall, including people wearing iron armour. They deactivate after 10 minutes.</li> <li data-xf-list-type="ul">(??) A the flagstones in the centre of the room seem slightly lower than the rest.</li> </ul><p></p><p>25: Hideous Shrine</p><ul> <li data-xf-list-type="ul">A great hall with ruined tables and chairs piled against every wall. In the centre, a blasphemous sculpture of bone and skin, rising 3 metres into the air, seared with runes and radiating disquiet, in the shape of a bizarre insect.</li> <li data-xf-list-type="ul">A blackened brazier on a tripod stands before it.</li> <li data-xf-list-type="ul">(!) The shrine is inert – for now – but sentient and malevolent. It hungers for human hearts. This room is a potent site for rituals.</li> </ul><p></p><p>26: Courtroom</p><ul> <li data-xf-list-type="ul">Vast and echoing cone, narrowing toward the top, some 300’ above. Dappled light falls from high scattered windows onto dead trees. On a raised dais in the centre of the floor: the executioner’s block, blackened with ancient bloodstains, holding a giant beheading axe.</li> <li data-xf-list-type="ul">Viewing balconies scattered high across the cone. These connect via doors to higher levels. The imperial box stands highest, weather in marble flowers and held up by cyclopean goddesses.</li> <li data-xf-list-type="ul">(!) The shrike demon brood lairs in the viewing balconies.</li> </ul><p></p><p>27: Hall of Nails</p><ul> <li data-xf-list-type="ul">A featureless corridor, with long iron nails scattered across the floor.</li> <li data-xf-list-type="ul">(!) Dart traps that continuously shoot darts while they are activated by pressing down the panels in the centre of the floor. The darts shoot from both ends of the hall.</li> <li data-xf-list-type="ul">(??) Central section of flagstones (~20’) is slightly depressed.</li> </ul><p></p><p>28: Library Tower</p><ul> <li data-xf-list-type="ul">(!) Lair of the sorcerer. A deathless scribe from before the fall who fancies herself an uebermensch.<ul> <li data-xf-list-type="ul">insect magic: dissolves, swarms, feasts. Staff of swarming.</li> <li data-xf-list-type="ul">wants: occult secrets, especially from higher in the tower.</li> <li data-xf-list-type="ul">needs: flesh for the ghouls and the shrine.</li> <li data-xf-list-type="ul">fears: the sentinels and demons that guard the other levels. Has explored a little, but turned back.</li> </ul></li> <li data-xf-list-type="ul">Lit by high narrow windows. Books are simply heaped on the ground, on broken furniture, spilling every which way.</li> <li data-xf-list-type="ul">(?) The sorcerer’s bed, a great four-poster with billowy gauze curtains stained with bloody hand prints.</li> <li data-xf-list-type="ul">(??) Books of all kinds, mostly in poor condition. You might find the book you need. Or half of it.</li> <li data-xf-list-type="ul">(??) The sorcerer’s stash, a locked chest under a pile of books. Contains her actual spellbook and a fistful of silver.</li> </ul><p></p><p>29: Bell Tower</p><ul> <li data-xf-list-type="ul">Deserted ruin, empty aside from the bell that hangs from the 30’ high ceiling: 10’ wide, solid brass, covered in snarling faces.</li> <li data-xf-list-type="ul">(?) Mechanical hammers are poised to strike.</li> <li data-xf-list-type="ul">(?) The bell can be heard throughout the city.</li> </ul><p></p><p>30: Wall of Faces</p><ul> <li data-xf-list-type="ul">Wall carved with grotesque faces in expressions of pain, rage, and fear.</li> <li data-xf-list-type="ul">(??) A very fine seam in the wall, the size and shape of a door.</li> <li data-xf-list-type="ul">(??) One face has a twist handle in its gaping mouth. Opens the secret door in the wall.</li> </ul><p></p><p>31: Control Room</p><ul> <li data-xf-list-type="ul">Various levers, marked with ancient runes.</li> <li data-xf-list-type="ul">(?) Two control the sluice gates that release water from the gardens to the city. One rings the bell.</li> </ul></blockquote><p></p>
[QUOTE="gorice, post: 9035727, member: 7032863"] Whooo, another month finished! The next level is something very different: a forest. 22: Green Door [LIST] [*]Door of solid green granite, in the likeness of a smiling infant face. [*](!) Door has two locks, one in each eye, which must be turned simultaneously. Otherwise, the floor splits in two, dropping anyone standing over cloaca: pit trap, 10’ down onto the bed of nails. [/LIST] 23: Green Room [LIST] [*]Lit by high, dirty windows. A large room of green stone, ruined furniture heaped against one wall. [*](?) One door leads to a lift that runs up to the gardens. The lift is a metal cage with a brass control lever. [/LIST] 24: Disarming Hall [LIST] [*]Long dark hall with scattered nails, broken weapons, and old helmets piled against one side. Lit by cool lamps. [*](!) There is a pressure plate in the middle of the room that activates the powerful magnets in the wall and rings the great alarm bell in the sorcerer’s turret, once. [*](!) The magnets will pin any iron against the wall, including people wearing iron armour. They deactivate after 10 minutes. [*](??) A the flagstones in the centre of the room seem slightly lower than the rest. [/LIST] 25: Hideous Shrine [LIST] [*]A great hall with ruined tables and chairs piled against every wall. In the centre, a blasphemous sculpture of bone and skin, rising 3 metres into the air, seared with runes and radiating disquiet, in the shape of a bizarre insect. [*]A blackened brazier on a tripod stands before it. [*](!) The shrine is inert – for now – but sentient and malevolent. It hungers for human hearts. This room is a potent site for rituals. [/LIST] 26: Courtroom [LIST] [*]Vast and echoing cone, narrowing toward the top, some 300’ above. Dappled light falls from high scattered windows onto dead trees. On a raised dais in the centre of the floor: the executioner’s block, blackened with ancient bloodstains, holding a giant beheading axe. [*]Viewing balconies scattered high across the cone. These connect via doors to higher levels. The imperial box stands highest, weather in marble flowers and held up by cyclopean goddesses. [*](!) The shrike demon brood lairs in the viewing balconies. [/LIST] 27: Hall of Nails [LIST] [*]A featureless corridor, with long iron nails scattered across the floor. [*](!) Dart traps that continuously shoot darts while they are activated by pressing down the panels in the centre of the floor. The darts shoot from both ends of the hall. [*](??) Central section of flagstones (~20’) is slightly depressed. [/LIST] 28: Library Tower [LIST] [*](!) Lair of the sorcerer. A deathless scribe from before the fall who fancies herself an uebermensch. [LIST] [*]insect magic: dissolves, swarms, feasts. Staff of swarming. [*]wants: occult secrets, especially from higher in the tower. [*]needs: flesh for the ghouls and the shrine. [*]fears: the sentinels and demons that guard the other levels. Has explored a little, but turned back. [/LIST] [*]Lit by high narrow windows. Books are simply heaped on the ground, on broken furniture, spilling every which way. [*](?) The sorcerer’s bed, a great four-poster with billowy gauze curtains stained with bloody hand prints. [*](??) Books of all kinds, mostly in poor condition. You might find the book you need. Or half of it. [*](??) The sorcerer’s stash, a locked chest under a pile of books. Contains her actual spellbook and a fistful of silver. [/LIST] 29: Bell Tower [LIST] [*]Deserted ruin, empty aside from the bell that hangs from the 30’ high ceiling: 10’ wide, solid brass, covered in snarling faces. [*](?) Mechanical hammers are poised to strike. [*](?) The bell can be heard throughout the city. [/LIST] 30: Wall of Faces [LIST] [*]Wall carved with grotesque faces in expressions of pain, rage, and fear. [*](??) A very fine seam in the wall, the size and shape of a door. [*](??) One face has a twist handle in its gaping mouth. Opens the secret door in the wall. [/LIST] 31: Control Room [LIST] [*]Various levers, marked with ancient runes. [*](?) Two control the sluice gates that release water from the gardens to the city. One rings the bell. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
#Dungeon23
Top