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<blockquote data-quote="ElectricDragon" data-source="post: 7497965" data-attributes="member: 10778"><p><span style="font-size: 15px"><strong>SPECIAL FEATURES OF THE REALM</strong></span></p><p></p><p>There are several features of the realm of Arkonseptsis. Most are found in the surrounding maze and only one is found in the lair. First off, there are 3 streams, mere rivulets, that run through Arkonseptsis' realm. One feeds the lair lake, one drains from said lake, and one just meanders through the sphere that is the realm from near the topmost point and exits out finally near the bottommost point flowing through the different levels of the maze. Second, there are 6 secret rooms. And third, there are magma pools.</p><p></p><p>First, the features of the surrounding maze. Except for the first one, all features should be added to a normal encounter. 20% of all encounters will include a feature of some kind.</p><p>If the dice determine that a feature should be added; roll a d6 to determine which one.</p><p><strong>D6 roll</strong></p><p>1-3 Stream (d6: 1-4 pure water, 5-6 cold, tainted, and infested water*)</p><p>4-5 Secret Room (d6: 1-5 empty, 6 skeletons)</p><p>6 Magma Pool</p><p>*see the Lake Level for details</p><p></p><p><span style="font-size: 12px"><strong>Streams</strong></span></p><p>Streams appear in one of three ways in the surrounding maze. Equal chances of any appearance.</p><p>1. The rill drips from the roof of the tunnel cascading down one wall forming a puddle below where the water slowly seeps lower in the maze.</p><p>2. The rill enters the tunnel from one wall and runs across the tunnel to the other wall where the water waits in a puddle to drain further down in the maze.</p><p>3. The rivulet becomes a tiny waterfall in the middle of the tunnel, falling again to a puddle until the water can seep back into the cracks in the bedrock.</p><p></p><p>The streams are too small for any creature larger than Fine size and even then, Ooze type is a necessary requirement to travel the cracks with the water. Even Small oozes cannot squeeze themselves so thin.</p><p></p><p></p><p><span style="font-size: 12px"><strong> Secret Rooms</strong></span></p><p>There is just one description of the secret rooms, as they are all identical except in one respect.</p><p>The very first encounter in the realm is one of these secret rooms instead of any random creatures.</p><p>The room worked stone, 60 feet by 60 feet, and 30 feet high. Any dwarf that gets within 10 feet knows that this is dwarven construction, shoddy like the traps, but still dwarven. The 20-foot wide, 10-foot tall secret door is obviously worked stone when viewed from the inside of the room, but retains the natural stone appearance when viewed from out in the tunnel. The door is locked with a lever, only accessible from the corridor. The lever requires a combined Strength score of 40 (or size H and 30) to move it. Once moved to its lower position, the door becomes apparent as it opens. Also apparent is another door (10 feet wide and 5 feet tall) across the tunnel, that also opens. It contains racks for tools, but the racks are all empty. Raising the lever (Strength as before) closes and locks both doors.</p><p></p><p>Each room contains 50 stone bed frames, the bed-clothes having long ago turned to dust. There is a small partially walled-off section in one corner that contains a midden that has since dried up. A large pool along one wall still contains water, tepid and stale, but safe and pure. Another corner holds a small mushroom farm where water drips down into it from a crack in the wall. The mushrooms are still edible and provide good nutrition for those brave enough to try them.</p><p></p><p></p><p><strong><span style="font-size: 12px">Skeletons</span></strong></p><p>One secret room is different. First, a cloud of musty gas exits the room when opened having the same effects and size of a <em>stinking cloud</em>. Once the cloud clears (10 minutes), the party will discover that some of the stone beds are occupied by dwarven skeletons (not the creatures called skeletons, just dead bodies), rusted chains still on their legs. A group of four skeletons lies near the door with dwarven leg bones in or near their hand bones. There are scratches all over the inside of the door and bone fragments everywhere around the door. Several of the skeletons in the beds close to the door are missing one or both legs. It seems as if Arkonseptsis no longer had a use for his slaves once their work on the traps, rooms, and magma pools was done;.so he neglected to release his slaves from their quarters. </p><p></p><p>The tool rack across the tunnel contains loads of mining tools (picks, shovels, a heavy stone-wheeled, stone cart (requires a total Strength of 25 to push it slowly-5' feet per round, it weighs 800 lbs., higher Strength totals can move it faster), and even a grinding wheel powered by pedals for sharpening the tools. The tool-heads are all worn, but in good condition and sharp. They are made of normal iron. The wooden handles though have petrified and are actually now stone. These stone tool handles could be used passable weapons against the treasure ooze guarding Arkonseptsis' treasure (Damage 1d6/x2, bludgeoning), if the party takes them. The tools weigh 3 lbs. each and there are approximately 60 of them. The grinder has two wheels like a wheel barrel and is easily moved by someone with at least a 12 Strength, at normal walking speed. Stone handles removed from the tool-heads only weigh 2 lbs. each.</p><p></p><p></p><p><strong><span style="font-size: 12px">Magma Pools</span></strong></p><p>These are simply obsidian bowls about 10 feet in diameter and about 3 feet high, containing lava. The bowl merges with the floor and can only be removed by its destruction. The lava is drawn straight from a volcanic vent far below, raising temperatures by 30 degrees within 10 feet. Arkonseptsis provides these for visitors to his realm to make it easier for them to destroy their magic items and dispose of spellcasting creatures. Any dwarf within 10 feet recognizes these as the same shoddy dwarven construction seem elsewhere in the realm.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7497965, member: 10778"] [size=4][b]SPECIAL FEATURES OF THE REALM[/b][/SIZE][b][/B] There are several features of the realm of Arkonseptsis. Most are found in the surrounding maze and only one is found in the lair. First off, there are 3 streams, mere rivulets, that run through Arkonseptsis' realm. One feeds the lair lake, one drains from said lake, and one just meanders through the sphere that is the realm from near the topmost point and exits out finally near the bottommost point flowing through the different levels of the maze. Second, there are 6 secret rooms. And third, there are magma pools. First, the features of the surrounding maze. Except for the first one, all features should be added to a normal encounter. 20% of all encounters will include a feature of some kind. If the dice determine that a feature should be added; roll a d6 to determine which one. [b]D6 roll[/b] 1-3 Stream (d6: 1-4 pure water, 5-6 cold, tainted, and infested water*) 4-5 Secret Room (d6: 1-5 empty, 6 skeletons) 6 Magma Pool *see the Lake Level for details [size=3][b]Streams[/b][/size] Streams appear in one of three ways in the surrounding maze. Equal chances of any appearance. 1. The rill drips from the roof of the tunnel cascading down one wall forming a puddle below where the water slowly seeps lower in the maze. 2. The rill enters the tunnel from one wall and runs across the tunnel to the other wall where the water waits in a puddle to drain further down in the maze. 3. The rivulet becomes a tiny waterfall in the middle of the tunnel, falling again to a puddle until the water can seep back into the cracks in the bedrock. The streams are too small for any creature larger than Fine size and even then, Ooze type is a necessary requirement to travel the cracks with the water. Even Small oozes cannot squeeze themselves so thin. [size=3][b] Secret Rooms[/b][/size] There is just one description of the secret rooms, as they are all identical except in one respect. The very first encounter in the realm is one of these secret rooms instead of any random creatures. The room worked stone, 60 feet by 60 feet, and 30 feet high. Any dwarf that gets within 10 feet knows that this is dwarven construction, shoddy like the traps, but still dwarven. The 20-foot wide, 10-foot tall secret door is obviously worked stone when viewed from the inside of the room, but retains the natural stone appearance when viewed from out in the tunnel. The door is locked with a lever, only accessible from the corridor. The lever requires a combined Strength score of 40 (or size H and 30) to move it. Once moved to its lower position, the door becomes apparent as it opens. Also apparent is another door (10 feet wide and 5 feet tall) across the tunnel, that also opens. It contains racks for tools, but the racks are all empty. Raising the lever (Strength as before) closes and locks both doors. Each room contains 50 stone bed frames, the bed-clothes having long ago turned to dust. There is a small partially walled-off section in one corner that contains a midden that has since dried up. A large pool along one wall still contains water, tepid and stale, but safe and pure. Another corner holds a small mushroom farm where water drips down into it from a crack in the wall. The mushrooms are still edible and provide good nutrition for those brave enough to try them. [b][size=3]Skeletons[/size][/b][size=3][/size] One secret room is different. First, a cloud of musty gas exits the room when opened having the same effects and size of a [I]stinking cloud[/I]. Once the cloud clears (10 minutes), the party will discover that some of the stone beds are occupied by dwarven skeletons (not the creatures called skeletons, just dead bodies), rusted chains still on their legs. A group of four skeletons lies near the door with dwarven leg bones in or near their hand bones. There are scratches all over the inside of the door and bone fragments everywhere around the door. Several of the skeletons in the beds close to the door are missing one or both legs. It seems as if Arkonseptsis no longer had a use for his slaves once their work on the traps, rooms, and magma pools was done;.so he neglected to release his slaves from their quarters. The tool rack across the tunnel contains loads of mining tools (picks, shovels, a heavy stone-wheeled, stone cart (requires a total Strength of 25 to push it slowly-5' feet per round, it weighs 800 lbs., higher Strength totals can move it faster), and even a grinding wheel powered by pedals for sharpening the tools. The tool-heads are all worn, but in good condition and sharp. They are made of normal iron. The wooden handles though have petrified and are actually now stone. These stone tool handles could be used passable weapons against the treasure ooze guarding Arkonseptsis' treasure (Damage 1d6/x2, bludgeoning), if the party takes them. The tools weigh 3 lbs. each and there are approximately 60 of them. The grinder has two wheels like a wheel barrel and is easily moved by someone with at least a 12 Strength, at normal walking speed. Stone handles removed from the tool-heads only weigh 2 lbs. each. [b][size=3]Magma Pools[/size][/b][size=3][/size] These are simply obsidian bowls about 10 feet in diameter and about 3 feet high, containing lava. The bowl merges with the floor and can only be removed by its destruction. The lava is drawn straight from a volcanic vent far below, raising temperatures by 30 degrees within 10 feet. Arkonseptsis provides these for visitors to his realm to make it easier for them to destroy their magic items and dispose of spellcasting creatures. Any dwarf within 10 feet recognizes these as the same shoddy dwarven construction seem elsewhere in the realm. [/QUOTE]
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