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<blockquote data-quote="gorice" data-source="post: 9096719" data-attributes="member: 7032863"><p>Oooookay. How's everyone doing? Now that July is over, I've been back at it, plugging away on July's rooms before I can move on to August. At this point, I think I'm doing it out of sheer bloody-mindedness, though I am enjoying myself again.</p><p></p><p>To prove I haven't been idle, here's the first half of July. Part two will be coming in a few days!</p><p></p><p>New Level: Health Spa! (aka the womb of monsters, but don't let that trouble you!)</p><p></p><p>1: Foyer</p><ul> <li data-xf-list-type="ul">Leads to the pomegranate doors. Dark, musty. Floor mosaic of a spiralling ouroboros.</li> <li data-xf-list-type="ul">(?) Periodic, rumbling, groaning sound from the North.</li> </ul><p></p><p>2: Hall of Titans</p><ul> <li data-xf-list-type="ul">Vast hall of echoing white marble. Titanic pillars sculpted into godlike nude men and women hold up the roof. Natural light falls from high windows on the East side.</li> <li data-xf-list-type="ul">(?) The distant wails and groans of a hurt child, somewhere within.</li> </ul><p></p><p>3: Sacrificial Mouth</p><ul> <li data-xf-list-type="ul">An empty room with a circular, flower-like pattern in the centre of the floor. Glyphs are carved into the walls. Faint rotting smell.</li> <li data-xf-list-type="ul">(!) Trap: Stepping into the centre of the floor causes the stone petals to iris open, dropping whoever is standing 30’ down into the digestive sump, where they will be knee-deep in opalescent, magic-inhibiting, slowly damaging ichor.</li> <li data-xf-list-type="ul">(??) Faint seams between the petals in the floor.</li> <li data-xf-list-type="ul">(?) Mule demons come here periodically to deliver sacrifices to the pit.</li> </ul><p></p><p>4: Storeroom</p><ul> <li data-xf-list-type="ul">Gloomy cellar with rusted iron restraints drilled into the walls. Cracked amphorae on the opposite wall.</li> <li data-xf-list-type="ul">(?) One amphora is intact, with a bunch of dried lotus petals in the bottom (2d6 doses).</li> </ul><p></p><p>5: Crumbling Facade</p><ul> <li data-xf-list-type="ul">Marble reliefs cracked and shattered, revealing complex, oozing, pulsing biomachinery.</li> </ul><p></p><p>6: Changerooms</p><ul> <li data-xf-list-type="ul">(!) Lair of a pile of dozing mule demons, guarding the way to the baths.</li> </ul><p></p><p>7: Baths</p><ul> <li data-xf-list-type="ul">Lit by oculus skylight. Sound of babbling water.</li> <li data-xf-list-type="ul">Gorgeous domed bathhouse of white marble, with cascading fountains spouting blood from the mouths of frolicking statues. The blood runs down into terraced baths and troughs, lapping and spilling across the floor.</li> <li data-xf-list-type="ul">(!) Lair of the caterpillar demon, queen of the spa, who sleeps beneath the blood when she is not visiting the prince. One hundred soft sticky hands, one hundred teats, one hundred cruel bony spines, one hundred teeth.<ul> <li data-xf-list-type="ul">Needs: human sacrifices to keep the prince alive, to provide nourishment for her young (raiders in the city currently assist)</li> <li data-xf-list-type="ul">Wants: to open the locked Imperial Doors to the level above.</li> <li data-xf-list-type="ul">Fears: magic that is not her own</li> <li data-xf-list-type="ul">Knows: the layout of the city & the surrounding countryside</li> <li data-xf-list-type="ul">Treasure: the prince’s protective amulet, a clutch of demon eggs</li> </ul></li> </ul><p></p><p>8: Ventilation Shaft</p><ul> <li data-xf-list-type="ul">This room runs up/down 60’. The walls are sheer marble with no incline.</li> <li data-xf-list-type="ul">(??) Prints of blood and viscous fluid on on side, as if made by (??) a hundred little hands.</li> </ul><p></p><p>9: Caldarium</p><ul> <li data-xf-list-type="ul">Steamy bath of bubbling blood.</li> <li data-xf-list-type="ul">(?) Bath is filled with human bones.</li> </ul><p></p><p>10: Frigidarium</p><ul> <li data-xf-list-type="ul">Doors blocked from the inside with stone tables.</li> <li data-xf-list-type="ul">Chilly room filled with rank and frigid water. Several human skeletons in rotted rags.</li> <li data-xf-list-type="ul">(??) Skeletons hide knives and a gilt water pitcher worth 10 coins.</li> <li data-xf-list-type="ul">(?) The water is dirty but not notably harmful.</li> </ul><p></p><p>11: Capillary Trenches</p><ul> <li data-xf-list-type="ul">Cramped hall with walls of bone and pulsing biomachinery, winding and sloping in 3 dimensions. Floor is sticky with viscous goop and scattered with occasional human bones.</li> <li data-xf-list-type="ul">(?) Some rooms are divided only by fleshy membranes which can be cut open.</li> </ul><p></p><p>12: Trenches: Ichor Pits</p><ul> <li data-xf-list-type="ul">Rotten smell. Knee-deep in opalescent, corrosive ichor. Magically potent, disruptive to spellcasting.</li> </ul><p></p><p>13: Trenches: Pit Beneath the Mouth</p><ul> <li data-xf-list-type="ul">Another ichor pit, surrounded by fleshy membranes that can be slashed. Every turn, there is a chance some mule demons will come (the membranes part for them) to bring victims to the sacrifice wall.</li> </ul><p></p><p>14: Trenches: Demon Creche</p><ul> <li data-xf-list-type="ul">A writhing mass of larval mule demons, loudly moaning for food when disturbed.</li> </ul><p></p><p>15: Trenches: Armoury</p><ul> <li data-xf-list-type="ul">Rows of bizarre organisms feeding from teats in the walls.</li> <li data-xf-list-type="ul">(??) These are bioweapons – spine launchers, acid spitters, and claw-grapnels.</li> <li data-xf-list-type="ul">(!?) Each is a parasite that bonds to its host’s hand when touched, grabbing on and biting in (the pain fades after a minute). To remove the parasite, kill it. It increases your hunger instead of using ammunition.</li> </ul><p></p><p>16: Trenches: Sacrifice Wall</p><ul> <li data-xf-list-type="ul">Row of figures behind translucent membranes set into the wall. There are a few vacant orifices in the row.</li> <li data-xf-list-type="ul">(?) Closed orifices are filled with clear viscous liquid, and can be slashed open.</li> <li data-xf-list-type="ul">(??) Only one figure shows signs of life, feebly kicking at the membrane when someone approaches. This is Dima, a goatherd abducted from his village by shrike demons (or maybe he is someone the PCs are looking for?).</li> </ul></blockquote><p></p>
[QUOTE="gorice, post: 9096719, member: 7032863"] Oooookay. How's everyone doing? Now that July is over, I've been back at it, plugging away on July's rooms before I can move on to August. At this point, I think I'm doing it out of sheer bloody-mindedness, though I am enjoying myself again. To prove I haven't been idle, here's the first half of July. Part two will be coming in a few days! New Level: Health Spa! (aka the womb of monsters, but don't let that trouble you!) 1: Foyer [LIST] [*]Leads to the pomegranate doors. Dark, musty. Floor mosaic of a spiralling ouroboros. [*](?) Periodic, rumbling, groaning sound from the North. [/LIST] 2: Hall of Titans [LIST] [*]Vast hall of echoing white marble. Titanic pillars sculpted into godlike nude men and women hold up the roof. Natural light falls from high windows on the East side. [*](?) The distant wails and groans of a hurt child, somewhere within. [/LIST] 3: Sacrificial Mouth [LIST] [*]An empty room with a circular, flower-like pattern in the centre of the floor. Glyphs are carved into the walls. Faint rotting smell. [*](!) Trap: Stepping into the centre of the floor causes the stone petals to iris open, dropping whoever is standing 30’ down into the digestive sump, where they will be knee-deep in opalescent, magic-inhibiting, slowly damaging ichor. [*](??) Faint seams between the petals in the floor. [*](?) Mule demons come here periodically to deliver sacrifices to the pit. [/LIST] 4: Storeroom [LIST] [*]Gloomy cellar with rusted iron restraints drilled into the walls. Cracked amphorae on the opposite wall. [*](?) One amphora is intact, with a bunch of dried lotus petals in the bottom (2d6 doses). [/LIST] 5: Crumbling Facade [LIST] [*]Marble reliefs cracked and shattered, revealing complex, oozing, pulsing biomachinery. [/LIST] 6: Changerooms [LIST] [*](!) Lair of a pile of dozing mule demons, guarding the way to the baths. [/LIST] 7: Baths [LIST] [*]Lit by oculus skylight. Sound of babbling water. [*]Gorgeous domed bathhouse of white marble, with cascading fountains spouting blood from the mouths of frolicking statues. The blood runs down into terraced baths and troughs, lapping and spilling across the floor. [*](!) Lair of the caterpillar demon, queen of the spa, who sleeps beneath the blood when she is not visiting the prince. One hundred soft sticky hands, one hundred teats, one hundred cruel bony spines, one hundred teeth. [LIST] [*]Needs: human sacrifices to keep the prince alive, to provide nourishment for her young (raiders in the city currently assist) [*]Wants: to open the locked Imperial Doors to the level above. [*]Fears: magic that is not her own [*]Knows: the layout of the city & the surrounding countryside [*]Treasure: the prince’s protective amulet, a clutch of demon eggs [/LIST] [/LIST] 8: Ventilation Shaft [LIST] [*]This room runs up/down 60’. The walls are sheer marble with no incline. [*](??) Prints of blood and viscous fluid on on side, as if made by (??) a hundred little hands. [/LIST] 9: Caldarium [LIST] [*]Steamy bath of bubbling blood. [*](?) Bath is filled with human bones. [/LIST] 10: Frigidarium [LIST] [*]Doors blocked from the inside with stone tables. [*]Chilly room filled with rank and frigid water. Several human skeletons in rotted rags. [*](??) Skeletons hide knives and a gilt water pitcher worth 10 coins. [*](?) The water is dirty but not notably harmful. [/LIST] 11: Capillary Trenches [LIST] [*]Cramped hall with walls of bone and pulsing biomachinery, winding and sloping in 3 dimensions. Floor is sticky with viscous goop and scattered with occasional human bones. [*](?) Some rooms are divided only by fleshy membranes which can be cut open. [/LIST] 12: Trenches: Ichor Pits [LIST] [*]Rotten smell. Knee-deep in opalescent, corrosive ichor. Magically potent, disruptive to spellcasting. [/LIST] 13: Trenches: Pit Beneath the Mouth [LIST] [*]Another ichor pit, surrounded by fleshy membranes that can be slashed. Every turn, there is a chance some mule demons will come (the membranes part for them) to bring victims to the sacrifice wall. [/LIST] 14: Trenches: Demon Creche [LIST] [*]A writhing mass of larval mule demons, loudly moaning for food when disturbed. [/LIST] 15: Trenches: Armoury [LIST] [*]Rows of bizarre organisms feeding from teats in the walls. [*](??) These are bioweapons – spine launchers, acid spitters, and claw-grapnels. [*](!?) Each is a parasite that bonds to its host’s hand when touched, grabbing on and biting in (the pain fades after a minute). To remove the parasite, kill it. It increases your hunger instead of using ammunition. [/LIST] 16: Trenches: Sacrifice Wall [LIST] [*]Row of figures behind translucent membranes set into the wall. There are a few vacant orifices in the row. [*](?) Closed orifices are filled with clear viscous liquid, and can be slashed open. [*](??) Only one figure shows signs of life, feebly kicking at the membrane when someone approaches. This is Dima, a goatherd abducted from his village by shrike demons (or maybe he is someone the PCs are looking for?). [/LIST] [/QUOTE]
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