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<blockquote data-quote="ElectricDragon" data-source="post: 7471001" data-attributes="member: 10778"><p><span style="font-size: 22px"><strong>PRIVATIVE MAGIC</strong></span></p><p>Arkonseptsis claims more territory than a demigod of divine rank 5 usually rules. Visitors begin feeling the drain of magic; everything magical seems more taxing than usual. Spellcasters* that require sleep to regain spells, now require 1 hour more to regain their spells. Creatures that instead meditate now also require 1 more hour. Creatures with spell-like abilities* now require at least one hour’s rest per day or their abilities will not recharge. There is no effect to magic items in this extra claimed area. The size of the extra area changes daily but never exceeds five miles from Arkonseptsis’s realm.</p><p><span style="font-size: 10px">*Manifesters and psi-like abilities also for campaigns that include psionics.</span></p><p></p><p><span style="font-size: 15px"><strong>The Realm of Arkonseptsis</strong></span></p><p>Once the border area is passed, things get more dire for magical visitors. Another hour of sleep or meditation is required. And spellcasters* face a Concentration check DC 5 +2/day spent inside the realm for each spell they attempt to cast (this is in addition to any required Concentration check called for by the spell, casting defensively, or taking ongoing damage. Failure means the spell sputters out and has no effect other than the waste of the caster’s time, any material components, and the now empty spell slot. Creatures using spell-like abilities are also forced to make the same check, with the loss of one usage of the spell-like ability as a penalty for failure. Magic items also face such a Concentration check (from their user/activater) each time they are activated. Failure in this case results in the magic item being totally inoperative for 1 minute. Artifacts as not affected by these constraints.</p><p><span style="font-size: 10px">*In a psionic campaign, manifesters, creatures with the psionic subtype, and psionic items face a similar Concentration check any time a power or psi-like ability is activated.</span></p><p></p><p>Arkonseptsis’s realm is roughly a sphere 5 miles in diameter; encompassing multiple tunnels and chambers that interconnect often. The tunnels go every direction, incuding up and down, wandering around the rocky demenses of the <em>Lead Dragon</em>. </p><p><strong><span style="font-size: 12px">The Surrounding Maze</span></strong></p><p> There is a tangled maze of tunnels leading to Arkonseptsis' lair. The tunnels converge from all directions. Many are false trails that lead to dead ends. These false trails as well as the true path to his lair are littered with the debris and detrius left behind when Arkonseptsis travels: oozes and slime keepers as well as dangerous traps built by an enslaved dwarven clan oversaw by Arkonseptsis in his youth when he was yet mortal. The tunnels leading to Arkonseptsis' lair, if properly followed without deviation from the true path would take approximately 12 hours to traverse on foot, usually 2d4 12-hour days otherwise. Unfortunately, using magic to find the true path is a sure way to gain Arkonseptsis' attention even if he is not in his lair.</p><p></p><p> Tunnels are roughly cut, mostly natural caverns 40 to 70 feet wide with many stalactites (ceiling) but few stalagmites (floor). A lot of stalactites constantly drip water forming small puddles below their tips. Sometimes pools of grimy water or sandy patches or graveled slopes cover the undulating floor, but mainly the floor is bedrock, worn smooth through generations of use. The walls are slick with slime or slimy water. Large fields of phosphoreresent fungi (the rare kind that glows as bright as a torch, but stranger because violet is only one of the choices for color though each patch is only a single color) are arranged in shapes and even messages in strange languages every fifty feet or so, often negating the necessity for light sources even for those with no darkvision. These messages make no sense even if properly translated, having been written by mind-blasted slime keepers over the centuries. </p><p></p><p> The roof of the tunnels varies in height from 30 to 50 feet with most chambers (wider areas or crossroads) being the maximum. An encounter usually happens in a chamber, whether that be a wide area or an intersection. The tunnels are chock full of intersections as every path crosses every other path at least once. Even though many have died in these tunnels, the various oozes in the tunnels "clean" the area of bodies, equipment, and most signs of passage.</p><p></p><p> Imagine that Arkonseptsis’s realm is an egg, then his lair would be the yolk. The entrance to the lair seems to be a shallow puddle about 100 feet in diameter in another dead end, but the water reflection makes the actual depth look deceptively close instead of the 50 or so feet deep the puddle actually is. The puddle is really just the only corner of an underground lake on this side of the tunnel walls. Forty feet down into the puddle, the tunnel wall separating the lake from the dead end ends; allowing entrance into the lake beyond the tunnels, albeit underwater. The water is ice cold, see below under Water Level for rules dealing with this infested, tainted, icy underground lake.</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Surrounding Maze Random Encounters</strong></span><strong></strong></p><p><strong><span style="font-size: 12px">1d20/Encounter (check hourly)</span></strong></p><p><strong>1-4</strong> Black Pudding</p><p><strong>5-7</strong> Slime Keeper</p><p><strong>8-9</strong> Ocher Jelly</p><p><strong>10-11</strong> Gelatinous Cube</p><p><strong>12-13</strong> Gray Ooze</p><p><strong>14</strong> Purple Worm (1)</p><p><strong>15</strong> Otyugh</p><p><strong>16</strong> Flaming Puddle (2d6)</p><p><strong>17</strong> Treasure Ooze (1)</p><p><strong>18-20</strong> Special</p><p></p><p><span style="font-size: 12px"><strong>1d20 Black Pudding Type</strong></span></p><p><strong>1-12</strong> Black Pudding 1d4 H</p><p><strong>13-18</strong> Black Pudding 1d3 G</p><p><strong>19</strong> Elder Black Pudding 1 G</p><p><strong>20</strong> Wizard Pudding 1 G</p><p></p><p><span style="font-size: 12px"><strong>1d20 Slime Keeper</strong></span></p><p><strong>1-16</strong> Any one</p><p><strong>17-18</strong> Any two</p><p><strong>19-20</strong> Any three</p><p></p><p><span style="font-size: 12px"><strong>1d20 Ocher Jelly Type</strong></span></p><p><strong>1-14</strong> 2 L</p><p><strong>16=20</strong> 1 H</p><p></p><p><strong><span style="font-size: 12px">1d20 Gelatinous Cube Type</span></strong></p><p><strong>1-13</strong> 1d3 L</p><p><strong>14-20</strong> 1d2 H</p><p></p><p><strong><span style="font-size: 12px">1d20 Gray Ooze Type</span></strong></p><p><strong>1-17</strong> 1d6+2 M</p><p><strong>18-20</strong> 1d4 L</p><p></p><p><strong><span style="font-size: 12px">1d20 Otyugh Type</span></strong></p><p><strong>1-18</strong> 1d6 L</p><p><strong>19-20</strong> 1d4 H</p><p></p><p><strong><span style="font-size: 12px">Special</span></strong></p><p><strong>1-10</strong> Fungus Patch</p><p><strong>11-15</strong> Altar</p><p><strong>16-20</strong> Trap</p><p><strong>Fungus Patch: 50/50:</strong> 3d4 Violet Fungi (1d2 of them advanced), 4d4 Shriekers (all advanced), 1d2 Ropers, and 1d10+30 regular giant sized mushrooms. Shriekers call a purple worm or 1d4 otyughs (equal chances) after 2d4 rounds of shrieking. <strong>OR</strong> a casting of Summon Monster I from a slime keeper forming a message that makes no sense. This consists of glowing slimy fungus shaped into a written message often in strange or unknown tongues and always incoherent even if translated properly. The colors of the glowing words varies according to the whim of the writer but each message is a single color, giving the whole area dim lighting within 50 feet of the glow.</p><p><strong>Altar:</strong> A temporarily consecrated altar (usually just a few rocks stacked together) made to sacrifice magic items or creatures (equal chances of either).</p><p><strong>Trap:</strong> A mechanical trap built by some long forgotten race (each trap construction personally oversaw by Arkonseptsis). Dwarves that get within 10 feet of a known trap can identify it as a shoddy (thus slave-built) dwarven construction, a shoddiness noticeable only to a dwarf though there is no actual difference to the DC's. The age of these stonework contraptions varies from 10 to 20 centuries ago.</p><p> Traps are either of two types (equal chances of each, neither of which affect the resident oozes in any negative way):</p><p><strong>1. Crushing Wall Trap:</strong> <strong>CR</strong> 10; mechanical; location trigger; automatic reset; no attack roll required (18d6, crush); <strong>Search DC</strong> 20; <strong>Disable Device DC</strong> 25.</p><p></p><p><strong>2. Poisoned Spiked Pit Trap:</strong> <strong>CR</strong> 10; mechanical; location trigger; automatic reset (every 10 minutes); (Search DC 25); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); <strong>Search DC</strong> 16; <strong>Disable Device DC</strong> 25.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7471001, member: 10778"] [size=6][b]PRIVATIVE MAGIC[/b][/size][b][/b] Arkonseptsis claims more territory than a demigod of divine rank 5 usually rules. Visitors begin feeling the drain of magic; everything magical seems more taxing than usual. Spellcasters* that require sleep to regain spells, now require 1 hour more to regain their spells. Creatures that instead meditate now also require 1 more hour. Creatures with spell-like abilities* now require at least one hour’s rest per day or their abilities will not recharge. There is no effect to magic items in this extra claimed area. The size of the extra area changes daily but never exceeds five miles from Arkonseptsis’s realm. [size=2]*Manifesters and psi-like abilities also for campaigns that include psionics.[/size] [size=4][b]The Realm of Arkonseptsis[/b][/size] Once the border area is passed, things get more dire for magical visitors. Another hour of sleep or meditation is required. And spellcasters* face a Concentration check DC 5 +2/day spent inside the realm for each spell they attempt to cast (this is in addition to any required Concentration check called for by the spell, casting defensively, or taking ongoing damage. Failure means the spell sputters out and has no effect other than the waste of the caster’s time, any material components, and the now empty spell slot. Creatures using spell-like abilities are also forced to make the same check, with the loss of one usage of the spell-like ability as a penalty for failure. Magic items also face such a Concentration check (from their user/activater) each time they are activated. Failure in this case results in the magic item being totally inoperative for 1 minute. Artifacts as not affected by these constraints. [size=2]*In a psionic campaign, manifesters, creatures with the psionic subtype, and psionic items face a similar Concentration check any time a power or psi-like ability is activated.[/size] Arkonseptsis’s realm is roughly a sphere 5 miles in diameter; encompassing multiple tunnels and chambers that interconnect often. The tunnels go every direction, incuding up and down, wandering around the rocky demenses of the [i]Lead Dragon[/i]. [b][size=3]The Surrounding Maze[/size][/b] There is a tangled maze of tunnels leading to Arkonseptsis' lair. The tunnels converge from all directions. Many are false trails that lead to dead ends. These false trails as well as the true path to his lair are littered with the debris and detrius left behind when Arkonseptsis travels: oozes and slime keepers as well as dangerous traps built by an enslaved dwarven clan oversaw by Arkonseptsis in his youth when he was yet mortal. The tunnels leading to Arkonseptsis' lair, if properly followed without deviation from the true path would take approximately 12 hours to traverse on foot, usually 2d4 12-hour days otherwise. Unfortunately, using magic to find the true path is a sure way to gain Arkonseptsis' attention even if he is not in his lair. Tunnels are roughly cut, mostly natural caverns 40 to 70 feet wide with many stalactites (ceiling) but few stalagmites (floor). A lot of stalactites constantly drip water forming small puddles below their tips. Sometimes pools of grimy water or sandy patches or graveled slopes cover the undulating floor, but mainly the floor is bedrock, worn smooth through generations of use. The walls are slick with slime or slimy water. Large fields of phosphoreresent fungi (the rare kind that glows as bright as a torch, but stranger because violet is only one of the choices for color though each patch is only a single color) are arranged in shapes and even messages in strange languages every fifty feet or so, often negating the necessity for light sources even for those with no darkvision. These messages make no sense even if properly translated, having been written by mind-blasted slime keepers over the centuries. The roof of the tunnels varies in height from 30 to 50 feet with most chambers (wider areas or crossroads) being the maximum. An encounter usually happens in a chamber, whether that be a wide area or an intersection. The tunnels are chock full of intersections as every path crosses every other path at least once. Even though many have died in these tunnels, the various oozes in the tunnels "clean" the area of bodies, equipment, and most signs of passage. Imagine that Arkonseptsis’s realm is an egg, then his lair would be the yolk. The entrance to the lair seems to be a shallow puddle about 100 feet in diameter in another dead end, but the water reflection makes the actual depth look deceptively close instead of the 50 or so feet deep the puddle actually is. The puddle is really just the only corner of an underground lake on this side of the tunnel walls. Forty feet down into the puddle, the tunnel wall separating the lake from the dead end ends; allowing entrance into the lake beyond the tunnels, albeit underwater. The water is ice cold, see below under Water Level for rules dealing with this infested, tainted, icy underground lake. [size=4][b]Surrounding Maze Random Encounters[/b][/size][b] [size=3]1d20/Encounter (check hourly)[/size] 1-4[/b] Black Pudding [b]5-7[/b] Slime Keeper [b]8-9[/b] Ocher Jelly [b]10-11[/b] Gelatinous Cube [b]12-13[/b] Gray Ooze [b]14[/b] Purple Worm (1) [b]15[/b] Otyugh [b]16[/b] Flaming Puddle (2d6) [b]17[/b] Treasure Ooze (1) [b]18-20[/b] Special [size=3][b]1d20 Black Pudding Type[/b][/size] [b]1-12[/b] Black Pudding 1d4 H [b]13-18[/b] Black Pudding 1d3 G [b]19[/b] Elder Black Pudding 1 G [b]20[/b] Wizard Pudding 1 G [size=3][b]1d20 Slime Keeper[/b][/size] [b]1-16[/b] Any one [b]17-18[/b] Any two [b]19-20[/b] Any three [size=3][b]1d20 Ocher Jelly Type[/b][/size] [b]1-14[/b] 2 L [b]16=20[/b] 1 H [b][size=3]1d20 Gelatinous Cube Type[/size][/b][size=3][/size] [b]1-13[/b] 1d3 L [b]14-20[/b] 1d2 H [b][size=3]1d20 Gray Ooze Type[/size][/b][size=3][/size] [b]1-17[/b] 1d6+2 M [b]18-20[/b] 1d4 L [b][size=3]1d20 Otyugh Type[/size][/b][size=3][/size] [b]1-18[/b] 1d6 L [b]19-20[/b] 1d4 H [b][size=3]Special[/size][/b] [b]1-10[/b] Fungus Patch [b]11-15[/b] Altar [b]16-20[/b] Trap [b]Fungus Patch: 50/50:[/b] 3d4 Violet Fungi (1d2 of them advanced), 4d4 Shriekers (all advanced), 1d2 Ropers, and 1d10+30 regular giant sized mushrooms. Shriekers call a purple worm or 1d4 otyughs (equal chances) after 2d4 rounds of shrieking. [b]OR[/b] a casting of Summon Monster I from a slime keeper forming a message that makes no sense. This consists of glowing slimy fungus shaped into a written message often in strange or unknown tongues and always incoherent even if translated properly. The colors of the glowing words varies according to the whim of the writer but each message is a single color, giving the whole area dim lighting within 50 feet of the glow. [b]Altar:[/b] A temporarily consecrated altar (usually just a few rocks stacked together) made to sacrifice magic items or creatures (equal chances of either). [b]Trap:[/b] A mechanical trap built by some long forgotten race (each trap construction personally oversaw by Arkonseptsis). Dwarves that get within 10 feet of a known trap can identify it as a shoddy (thus slave-built) dwarven construction, a shoddiness noticeable only to a dwarf though there is no actual difference to the DC's. The age of these stonework contraptions varies from 10 to 20 centuries ago. Traps are either of two types (equal chances of each, neither of which affect the resident oozes in any negative way): [b]1. Crushing Wall Trap:[/b] [b]CR[/b] 10; mechanical; location trigger; automatic reset; no attack roll required (18d6, crush); [b]Search DC[/b] 20; [b]Disable Device DC[/b] 25. [b]2. Poisoned Spiked Pit Trap:[/b] [b]CR[/b] 10; mechanical; location trigger; automatic reset (every 10 minutes); (Search DC 25); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); [b]Search DC[/b] 16; [b]Disable Device DC[/b] 25. [/QUOTE]
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