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<blockquote data-quote="gorice" data-source="post: 9099221" data-attributes="member: 7032863"><p>True to my word, here's there second half of July. This level is pretty gruesome (that seems to be a theme with this dungeon of mine, doesn't it?), but after this it's all smooth sailing with very little body horror, I promise. The upper levels will be weird in completely different ways.</p><p></p><p>17: Trenches: Heart</p><ul> <li data-xf-list-type="ul">A vast bulbous thing, joined to huge black tubes.</li> <li data-xf-list-type="ul">(??) It’s a lot like a heart; a pump system.</li> <li data-xf-list-type="ul">(?) The heart operates the transporter system. All the canals join this chamber.</li> </ul><p></p><p>18: Transporter Canals</p><ul> <li data-xf-list-type="ul">(there are several of these, marked on the map and serving to connect the sublevels and provide shortcuts. Each is a pair, sending material from one location to another. They are all one-way, though you can ‘cheat’ by breaking the walls, which also renders the canal ineffective.)</li> <li data-xf-list-type="ul">Irising portal of hard translucent panels. Opens when touched, spilling a residue of clear, viscous fluid that smells like blood. Floor and ceiling have closed portals that look similar. Grey walls have the texture of fingernails.</li> <li data-xf-list-type="ul">(!?) The transporter begins to operate automatically a few seconds after some one steps in. The door slowly irises closed, then the chamber fills with fluid, the other doors open, and the contents of the chamber are flushed through arterial canals to the destination.</li> </ul><p></p><p>20: Staff Rooms</p><ul> <li data-xf-list-type="ul">Gloomy room filled with scattered old bones and ruined furniture. The wall screens are long rotted away.</li> </ul><p></p><p>21: Massage Rooms</p><ul> <li data-xf-list-type="ul">Lit by skylights. Tables and divider screens are falling apart.</li> <li data-xf-list-type="ul">(??) Room C has a skeleton with a gold ring, earrings, and necklace worth 10 coins each.</li> </ul><p></p><p>22: Courtyard Stair</p><ul> <li data-xf-list-type="ul">(!) Lair of a Typhon Demon, dozing on a bed of skulls at the foot of the staircase. One of its seven heads is always awake, whispering to itself.</li> <li data-xf-list-type="ul">Dead trees, natural light from high windows. Whispering fountain foaming blood.</li> </ul><p></p><p>(upper level)</p><p></p><p>23: Sun Room</p><ul> <li data-xf-list-type="ul">(!) Lair of a shrike demon brood. Roll:<ul> <li data-xf-list-type="ul">1-2 = 50% home, sleeping</li> <li data-xf-list-type="ul">3-4 = all home, squabbling over a messy goat carcass</li> <li data-xf-list-type="ul">5-6 = all away, but may return via the balcony with fresh prey at any moment.</li> </ul></li> <li data-xf-list-type="ul">Wrecked chairs, tables, and lounges. Whispers of the typhon downstairs. Heavy shutters to the balcony are wide open. Floor smeared with black feathers and bloodstains.</li> <li data-xf-list-type="ul">(?) Shutters can be barred from the inside.</li> <li data-xf-list-type="ul">(??) Traymobile against one wall, miraculously intact, with a silver platter (5 coins) and crystal decanter (5 coins).</li> </ul><p></p><p>24: Balcony</p><ul> <li data-xf-list-type="ul">A great view of the city and gardens. Marble is scored with talon marks. Directly below (30’) is the picnic area of the gardens.</li> </ul><p></p><p>25: Library</p><ul> <li data-xf-list-type="ul">Locked with the gold key.</li> <li data-xf-list-type="ul">Weirdly untouched. A musty little room that may have the book you need.</li> </ul><p></p><p>26: Hall of Vapours</p><ul> <li data-xf-list-type="ul">Connects to ventilation shaft. A pleasant breeze from below that smells like iron.</li> <li data-xf-list-type="ul">(!) Filled with ripe egg sacs, ready to burst with leaper demons.</li> </ul><p></p><p>27: Office of the Keybearer</p><ul> <li data-xf-list-type="ul">Stately office with furniture of oily hardwood. The Keybearer sits the the desk in his armour, keys on a gold chain around his neck, sword on the table.</li> <li data-xf-list-type="ul">(!) The keybearer is gilt armour filled with demonic mutation and gore. It may or may not be lucid enough to parley, or fly into a destructive rage.</li> <li data-xf-list-type="ul">(?) They gold key opens every door in the level except the imperial stair.</li> </ul><p></p><p>28: Refectory</p><ul> <li data-xf-list-type="ul">Kitchen and dining area, ruined and replete with throbbing shrike demon eggs.</li> <li data-xf-list-type="ul">(!) You know the drill with demon eggs.</li> </ul><p></p><p>29: Upper Foyer</p><ul> <li data-xf-list-type="ul">Two locked doors that lead to higher levels.<ul> <li data-xf-list-type="ul">(A) Marble lion door. Stairwell to the ziggurat city. Locked (gold key).</li> <li data-xf-list-type="ul">(B) Granite dragon door. Elevator to the highest. Locked and magically sealed (purple key).</li> </ul></li> </ul><p></p><p>30: Imperial Infirmary (womb of monsters)</p><ul> <li data-xf-list-type="ul">Stately marble hall lit by high windows.</li> <li data-xf-list-type="ul">(!) The young prince of the blood, a gigantic bloated child with biomechanical cables connecting his body to the walls. Scores of demon grubs hang from his body. His limbs are bound to the walls with black fleshy lashes.<ul> <li data-xf-list-type="ul">The prince moans and cries, or thrashes and screams when agitated in any way. This will attract the ire of nearby demons.</li> <li data-xf-list-type="ul">He cannot move unless his restraints are cut.</li> <li data-xf-list-type="ul">The prince has the mind of a traumatised child, and remembers only pain and that is parents left him here to cure his illness. He is seldom lucid and may become violent.</li> <li data-xf-list-type="ul">He is kept alive with a constant supply of human sacrifices to the spa’s machinery of immortality. Stopping the supply or cutting him loose will kill him. The demons feed and spawn from his immortal flesh, and want him where he is.</li> <li data-xf-list-type="ul">The caterpillar demon visits him sometimes, telling him stories and feeding him milk.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="gorice, post: 9099221, member: 7032863"] True to my word, here's there second half of July. This level is pretty gruesome (that seems to be a theme with this dungeon of mine, doesn't it?), but after this it's all smooth sailing with very little body horror, I promise. The upper levels will be weird in completely different ways. 17: Trenches: Heart [LIST] [*]A vast bulbous thing, joined to huge black tubes. [*](??) It’s a lot like a heart; a pump system. [*](?) The heart operates the transporter system. All the canals join this chamber. [/LIST] 18: Transporter Canals [LIST] [*](there are several of these, marked on the map and serving to connect the sublevels and provide shortcuts. Each is a pair, sending material from one location to another. They are all one-way, though you can ‘cheat’ by breaking the walls, which also renders the canal ineffective.) [*]Irising portal of hard translucent panels. Opens when touched, spilling a residue of clear, viscous fluid that smells like blood. Floor and ceiling have closed portals that look similar. Grey walls have the texture of fingernails. [*](!?) The transporter begins to operate automatically a few seconds after some one steps in. The door slowly irises closed, then the chamber fills with fluid, the other doors open, and the contents of the chamber are flushed through arterial canals to the destination. [/LIST] 20: Staff Rooms [LIST] [*]Gloomy room filled with scattered old bones and ruined furniture. The wall screens are long rotted away. [/LIST] 21: Massage Rooms [LIST] [*]Lit by skylights. Tables and divider screens are falling apart. [*](??) Room C has a skeleton with a gold ring, earrings, and necklace worth 10 coins each. [/LIST] 22: Courtyard Stair [LIST] [*](!) Lair of a Typhon Demon, dozing on a bed of skulls at the foot of the staircase. One of its seven heads is always awake, whispering to itself. [*]Dead trees, natural light from high windows. Whispering fountain foaming blood. [/LIST] (upper level) 23: Sun Room [LIST] [*](!) Lair of a shrike demon brood. Roll: [LIST] [*]1-2 = 50% home, sleeping [*]3-4 = all home, squabbling over a messy goat carcass [*]5-6 = all away, but may return via the balcony with fresh prey at any moment. [/LIST] [*]Wrecked chairs, tables, and lounges. Whispers of the typhon downstairs. Heavy shutters to the balcony are wide open. Floor smeared with black feathers and bloodstains. [*](?) Shutters can be barred from the inside. [*](??) Traymobile against one wall, miraculously intact, with a silver platter (5 coins) and crystal decanter (5 coins). [/LIST] 24: Balcony [LIST] [*]A great view of the city and gardens. Marble is scored with talon marks. Directly below (30’) is the picnic area of the gardens. [/LIST] 25: Library [LIST] [*]Locked with the gold key. [*]Weirdly untouched. A musty little room that may have the book you need. [/LIST] 26: Hall of Vapours [LIST] [*]Connects to ventilation shaft. A pleasant breeze from below that smells like iron. [*](!) Filled with ripe egg sacs, ready to burst with leaper demons. [/LIST] 27: Office of the Keybearer [LIST] [*]Stately office with furniture of oily hardwood. The Keybearer sits the the desk in his armour, keys on a gold chain around his neck, sword on the table. [*](!) The keybearer is gilt armour filled with demonic mutation and gore. It may or may not be lucid enough to parley, or fly into a destructive rage. [*](?) They gold key opens every door in the level except the imperial stair. [/LIST] 28: Refectory [LIST] [*]Kitchen and dining area, ruined and replete with throbbing shrike demon eggs. [*](!) You know the drill with demon eggs. [/LIST] 29: Upper Foyer [LIST] [*]Two locked doors that lead to higher levels. [LIST] [*](A) Marble lion door. Stairwell to the ziggurat city. Locked (gold key). [*](B) Granite dragon door. Elevator to the highest. Locked and magically sealed (purple key). [/LIST] [/LIST] 30: Imperial Infirmary (womb of monsters) [LIST] [*]Stately marble hall lit by high windows. [*](!) The young prince of the blood, a gigantic bloated child with biomechanical cables connecting his body to the walls. Scores of demon grubs hang from his body. His limbs are bound to the walls with black fleshy lashes. [LIST] [*]The prince moans and cries, or thrashes and screams when agitated in any way. This will attract the ire of nearby demons. [*]He cannot move unless his restraints are cut. [*]The prince has the mind of a traumatised child, and remembers only pain and that is parents left him here to cure his illness. He is seldom lucid and may become violent. [*]He is kept alive with a constant supply of human sacrifices to the spa’s machinery of immortality. Stopping the supply or cutting him loose will kill him. The demons feed and spawn from his immortal flesh, and want him where he is. [*]The caterpillar demon visits him sometimes, telling him stories and feeding him milk. [/LIST] [/LIST] [/QUOTE]
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