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
Playing the Game
Story Hour
(Eberron) Legacies - Updated 15 June
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="Shieldhaven" data-source="post: 2482085" data-attributes="member: 23427"><p>This… may not be an improvement.</p><p></p><p>We searched every nook and cranny of the hallways behind the secret door and found little else of note.  We tried any number of different theories, only to determine with great certainty that we needed to go back out and fight the rest of the cultists.  They were waiting for us in some approximation of “ambush.”  Gerron led the way into the room, and the cultists stepped out from behind their pillars in preparation to charge.</p><p></p><p>It didn’t go quite like they’d hoped.  Because when you absolutely have to kill every cultist in a nice straight line, Accept No Substitutes.  Lightning Bolt.  It did not, in point of fact, kill any of them, but only one managed to avoid the full power of the blast.  Then they charged toward us, which rather mystified me, but I suppose the clerics here really have their ducks in a row and don’t accept any namby-pamby cultists that won’t keep attacking someone who has already proven his ability to throw lightning.  Suffice to say, Gerron and Fel made quick work of them all – though Maeve and I had some fun with melee combat.  I even got in one or two solid hits, mighty warrior that I am.</p><p></p><p>So we resumed our painstaking search, this time on the three temple chambers.  The east and west temples had large bowl-like depressions, about three feet across, in the floor with a magical everburning flame inside.  The west temple’s sacrificial “bowl” had a couple of coins in it, while the east temple’s was totally empty.  We found a second secret door with a hallway leading back to the same halls.  At long last, one of us (I think it was Maeve) had some actual inspiration and stepped completely into the east temple’s bowl.  She vanished, and we soon followed.</p><p></p><p>We found ourselves in a small octagonal room.  Four alternating walls – I’m inclined to think of them as the cardinal directions, even though I haven’t the vaguest idea if that’s correct, or even which one is north – have archways, filled with mist.  The other walls have levers, all of them in the up position.  There is a skeleton lying here, pointing with a sword toward one of the doorways.  We have been debating our course of action before actually experimenting with the levers, and so I took a few moments to write.  The mist in the archways is tied to Enchantment – a sort of Phrenic Effluvium, of the sort that the greatest of wizards can cast, perhaps?  Maeve and I have not been able to identify it with certainty as yet.</p><p></p><p>Some questions that remain:</p><p>Even if we could go back, how many cultists would we have to kill to get away?  Which of these levers will kill us instantly, and which will lead us to the Amun-Re’s symbols of office?  Is it a good sign or a bad one for a skeleton to be pointing to one particular doorway?  How many people have passed this way, and is it possible that the students are trapped back here somewhere?  The tome says that others have vanished from the temple, never to be seen again – does that mean that they all died, or that the exit is somewhere far from here?</p></blockquote><p></p>
[QUOTE="Shieldhaven, post: 2482085, member: 23427"] This… may not be an improvement. We searched every nook and cranny of the hallways behind the secret door and found little else of note. We tried any number of different theories, only to determine with great certainty that we needed to go back out and fight the rest of the cultists. They were waiting for us in some approximation of “ambush.” Gerron led the way into the room, and the cultists stepped out from behind their pillars in preparation to charge. It didn’t go quite like they’d hoped. Because when you absolutely have to kill every cultist in a nice straight line, Accept No Substitutes. Lightning Bolt. It did not, in point of fact, kill any of them, but only one managed to avoid the full power of the blast. Then they charged toward us, which rather mystified me, but I suppose the clerics here really have their ducks in a row and don’t accept any namby-pamby cultists that won’t keep attacking someone who has already proven his ability to throw lightning. Suffice to say, Gerron and Fel made quick work of them all – though Maeve and I had some fun with melee combat. I even got in one or two solid hits, mighty warrior that I am. So we resumed our painstaking search, this time on the three temple chambers. The east and west temples had large bowl-like depressions, about three feet across, in the floor with a magical everburning flame inside. The west temple’s sacrificial “bowl” had a couple of coins in it, while the east temple’s was totally empty. We found a second secret door with a hallway leading back to the same halls. At long last, one of us (I think it was Maeve) had some actual inspiration and stepped completely into the east temple’s bowl. She vanished, and we soon followed. We found ourselves in a small octagonal room. Four alternating walls – I’m inclined to think of them as the cardinal directions, even though I haven’t the vaguest idea if that’s correct, or even which one is north – have archways, filled with mist. The other walls have levers, all of them in the up position. There is a skeleton lying here, pointing with a sword toward one of the doorways. We have been debating our course of action before actually experimenting with the levers, and so I took a few moments to write. The mist in the archways is tied to Enchantment – a sort of Phrenic Effluvium, of the sort that the greatest of wizards can cast, perhaps? Maeve and I have not been able to identify it with certainty as yet. Some questions that remain: Even if we could go back, how many cultists would we have to kill to get away? Which of these levers will kill us instantly, and which will lead us to the Amun-Re’s symbols of office? Is it a good sign or a bad one for a skeleton to be pointing to one particular doorway? How many people have passed this way, and is it possible that the students are trapped back here somewhere? The tome says that others have vanished from the temple, never to be seen again – does that mean that they all died, or that the exit is somewhere far from here? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
(Eberron) Legacies - Updated 15 June
Top