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[IC] THE CURSE OF AMBERSTAR
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<blockquote data-quote="Archon Basileus" data-source="post: 7314986" data-attributes="member: 6855545"><p><strong>AANZU/LYLLIE</strong></p><p><strong></strong></p><p> </p><p> As the wrath leaves the prince and he prepares a defensive stance, the small creature follows, keeping its distance and evaluating his moves. The other two descend from the mists, holding back in a similar manner. For a few seconds, the scene remains static, with both sides of the dispute seeking to understand each other’s intentions. It’s Lyllie’s cantrip that breaks out the stasis, bringing the closest entity to analyze the origins of the stimulus. The malfunctioning thing hovers around with difficulty, scanning the empty area with strange, multicolored projections. Finding nothing, it stops suddenly, allowing a mechanical voice to surge from itself, as if to warn all others. “Suspected Etherea phenomenon. Source: unknown. Persistence: improbable. Threat level: very low. Disregard for the time being. Note: specimens found might be endowed with Etherea control abilities. Treat with caution.” </p><p> The other two keep their stance and distance as one of them repeats the very same lights, this time over Aanzu. After a while, the damaged beholder hovers back and upwards, as irregularly as it can, disappearing from Aanzu’s sight. The other two still guard the prince. The one that analyzed him, though, informs the others on Aanzu’s status. “Entity pacified. Physiological structure unknown. Further analysis recommended. Please, follow the agent to the sampling room. Restrain yourself from further uses of violence and your safety will be ensured” – the small beholder begins to move forward, with the second following Aanzu from a safe distance. </p><p> </p><p><strong>ICOSA</strong></p><p></p><p> “I have no control over these agents, as I have no control over the functions of that which you call the Sanctum.” – the faint voice continues. “But perhaps we can help each other still. You’ve managed to find a way in. I can try to guide you, and you can be my scout within the complex.” – the voice pauses for a moment. “We have been trying to enter this Sanctum – this station – for a long time, as many others have. Each holds its own reasons to do so, some selfish, some not. We only seek to mend an evil that was unleashed within, a long time ago.” – the voice proceeds, weak and pleading. “Please, aid us. We might aid you as well. “</p><p></p><p><strong>THULWAR</strong></p><p><strong></strong></p><p> </p><p> The gnome identifies the subtle manipulation of several areas, now arranged to accommodate traps of all sorts. For the most part, they are too primitive to be of Teraphim origin. Clearly, someone else has been occupying this room, besides the machines and spirits. Able bodies might even be possessed, if they tended to traverse these halls frequently. Once he understands the layout, it becomes easy to navigate the room without disturbing the contraptions. Still, he feels constantly watched, even beyond the prying eyes of ghosts and machines.</p><p></p><p><strong></strong></p><p><strong>HARFIK</strong></p><p></p><p> For the monk, the faint distrust surrounding Thulwar’s feelings is more than justified. Harfik still captures the noise up above, his keen senses giving him a clear notion of the hidden enemies that still observe the room. The crevices they occupy above have been covered by what Harfik judges to be a collection of large metal plates, probably forged to glide over openings in the walls. The creatures are shielded, having left their fallen comrades behind, to the scrutiny of the heroes and the small beholders.</p><p></p><p><strong>EVERYONE</strong></p><p><strong></strong></p><p> </p><p> As the heroes advance through the room under the clash voices and luminous warnings, a humming sound comes from the back. It repeats the sound of a large set of doors opening, and before the heroes arrive at the end of the room, the outlines of an open passage can already be seen. Apparently, the doors slide inside the walls to grant passage. The thick fog coming from the purification baths in this room begin to invade the next one, still blurring the vision. And even then a strong set of lights can be seen shining through the other room, so strong and clear that they are able to simulate the rays of the sun to an extent. Multiple colors dance in front of the heroes as they mingle with the remnants of the fog, and hushed voices stir amidst the enemies left behind, as if they confabulated. Up above, the humming sound of more beholders can be heard, as if they were ready to defend the passage. The heroes count at least six more of them, but they can’t tell whether the things are whole or malfunction as part of their cousins. The voice from the illusory pictures rises once more, potent and proud. “Welcome to the Assembly Hall. No pritani present at the moment. Visitor warning sent. A pritanus or auxiliary will be soon with you.”</p><p></p><p><em><span style="color: #FF0000"></span></em></p><p><em><span style="color: #FF0000">[If the heroes decide to proceed into the room, the following description takes place. Otherwise, write on the next post and we’ll adapt to the order.]</span></em></p><p></p><p> As the fog lifts, the heroes can see the hovering beholders standing down. They keep a safe distance from the group, maintaining a similar pace, now. The miners follow, trembling and confused. The goblin vanished in the room behind. </p><p> The hall before the heroes is a thing of wonders, particularly after so many abandoned halls. Clearly of Teraphim making, it is so clear that one might mistake its light for that of a sunny day. A cooling wave reaches the heroes as they enter, the vapors leaving their lungs to give place to fresh air. The sound of small fountains reaches their ears, and the hall is filled with a soft breeze that resembles the cold shock of an autumn morning. The place smells as a pine wood, but with a distinctive, artificial weight to its perfume. </p><p> All these impressions are amplified by the general outline of the hall. The walls are cut through by the same geometric lines found at the towers of Wellington, alternating between yellow and blue colors. Before them, though, glass panes depict the nations that once stood under Teraphim protection. Banners and lords are drawn out in delicate shapes, and before each pane a large tribune houses several chairs, as if to accommodate dignitaries in past ages. All if this is organized in two semi-circles, placed to the sides of the long, rectangular hall. To each side, one set of massive double doors stand. The left one is shut tight, but the right one is half-open. It would certainly allow an adult – and even a half-giant – to squeeze through.</p><p> All these elements are crowned by the third pair of doors, though. Placed in the back of the room, they shine in their eternal rest, illuminated by the lines and colors of the other walls. This side, though, is completely distinct than the others. It seems to be made of continuous metal plaques, curved to give the doors and the walls the same appearance. The doors are only discernible by the outlines that draw them in an otherwise inconspicuous surface. Before these doors, another pane stands. This one, though, is of transparent glass, rising directly from the floor as if it was a panel. As the heroes enter the hall, a symbol appears over it, holding the same patterns as those found in the illusions housed around the baths. The banner seems to resemble a set of three stylized eyes, aligned at the angles of a crocked inverted triangle. Inscriptions presented on what seems to be ancient common appear right below the image, and the female face from before reappears at the screen. A series of inscriptions fill the screen soon after, written in common language. They describe the code of conduct to be followed within this area, giving details on how to address officers and diplomats and how to identify official Teraphim envoys. Clearly, the place has been livelier in the past. </p><p> Poe flies up high, coming closer to the lights as he tries to scout the area. As for the other crow, the one that followed the heroes down, some complaints can be heard coming from the mists, right at the edge of the room. But if the heroes turn over their shoulders, the bird isn’t there. Instead, the silhouette of a dark-haired woman, dressed in ragged clothes – and perfectly familiar to Aanzu’s yearning eyes – stands at the edge of the halls. “Remember, my prince. Destroy the totem, and we’ll aid you in your quest. We’ll aid all your friends.” – she marches once more towards the mists, an inviting, yet sly smile upon her face. And as she disappears the voice of a crow can be heard beyond the fog…</p><p></p><p> [MENTION=24380]Neurotic[/MENTION] [MENTION=6855102]Greenmtn[/MENTION] [MENTION=23298]industrygothica[/MENTION] [MENTION=6776182]JustinCase[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=8858]hafrogman[/MENTION]</p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 7314986, member: 6855545"] [B]AANZU/LYLLIE [/B] As the wrath leaves the prince and he prepares a defensive stance, the small creature follows, keeping its distance and evaluating his moves. The other two descend from the mists, holding back in a similar manner. For a few seconds, the scene remains static, with both sides of the dispute seeking to understand each other’s intentions. It’s Lyllie’s cantrip that breaks out the stasis, bringing the closest entity to analyze the origins of the stimulus. The malfunctioning thing hovers around with difficulty, scanning the empty area with strange, multicolored projections. Finding nothing, it stops suddenly, allowing a mechanical voice to surge from itself, as if to warn all others. “Suspected Etherea phenomenon. Source: unknown. Persistence: improbable. Threat level: very low. Disregard for the time being. Note: specimens found might be endowed with Etherea control abilities. Treat with caution.” The other two keep their stance and distance as one of them repeats the very same lights, this time over Aanzu. After a while, the damaged beholder hovers back and upwards, as irregularly as it can, disappearing from Aanzu’s sight. The other two still guard the prince. The one that analyzed him, though, informs the others on Aanzu’s status. “Entity pacified. Physiological structure unknown. Further analysis recommended. Please, follow the agent to the sampling room. Restrain yourself from further uses of violence and your safety will be ensured” – the small beholder begins to move forward, with the second following Aanzu from a safe distance. [B]ICOSA[/B] “I have no control over these agents, as I have no control over the functions of that which you call the Sanctum.” – the faint voice continues. “But perhaps we can help each other still. You’ve managed to find a way in. I can try to guide you, and you can be my scout within the complex.” – the voice pauses for a moment. “We have been trying to enter this Sanctum – this station – for a long time, as many others have. Each holds its own reasons to do so, some selfish, some not. We only seek to mend an evil that was unleashed within, a long time ago.” – the voice proceeds, weak and pleading. “Please, aid us. We might aid you as well. “ [B]THULWAR [/B] The gnome identifies the subtle manipulation of several areas, now arranged to accommodate traps of all sorts. For the most part, they are too primitive to be of Teraphim origin. Clearly, someone else has been occupying this room, besides the machines and spirits. Able bodies might even be possessed, if they tended to traverse these halls frequently. Once he understands the layout, it becomes easy to navigate the room without disturbing the contraptions. Still, he feels constantly watched, even beyond the prying eyes of ghosts and machines. [B] HARFIK[/B] For the monk, the faint distrust surrounding Thulwar’s feelings is more than justified. Harfik still captures the noise up above, his keen senses giving him a clear notion of the hidden enemies that still observe the room. The crevices they occupy above have been covered by what Harfik judges to be a collection of large metal plates, probably forged to glide over openings in the walls. The creatures are shielded, having left their fallen comrades behind, to the scrutiny of the heroes and the small beholders. [B]EVERYONE [/B] As the heroes advance through the room under the clash voices and luminous warnings, a humming sound comes from the back. It repeats the sound of a large set of doors opening, and before the heroes arrive at the end of the room, the outlines of an open passage can already be seen. Apparently, the doors slide inside the walls to grant passage. The thick fog coming from the purification baths in this room begin to invade the next one, still blurring the vision. And even then a strong set of lights can be seen shining through the other room, so strong and clear that they are able to simulate the rays of the sun to an extent. Multiple colors dance in front of the heroes as they mingle with the remnants of the fog, and hushed voices stir amidst the enemies left behind, as if they confabulated. Up above, the humming sound of more beholders can be heard, as if they were ready to defend the passage. The heroes count at least six more of them, but they can’t tell whether the things are whole or malfunction as part of their cousins. The voice from the illusory pictures rises once more, potent and proud. “Welcome to the Assembly Hall. No pritani present at the moment. Visitor warning sent. A pritanus or auxiliary will be soon with you.” [I][COLOR="#FF0000"] [If the heroes decide to proceed into the room, the following description takes place. Otherwise, write on the next post and we’ll adapt to the order.][/COLOR][/I] As the fog lifts, the heroes can see the hovering beholders standing down. They keep a safe distance from the group, maintaining a similar pace, now. The miners follow, trembling and confused. The goblin vanished in the room behind. The hall before the heroes is a thing of wonders, particularly after so many abandoned halls. Clearly of Teraphim making, it is so clear that one might mistake its light for that of a sunny day. A cooling wave reaches the heroes as they enter, the vapors leaving their lungs to give place to fresh air. The sound of small fountains reaches their ears, and the hall is filled with a soft breeze that resembles the cold shock of an autumn morning. The place smells as a pine wood, but with a distinctive, artificial weight to its perfume. All these impressions are amplified by the general outline of the hall. The walls are cut through by the same geometric lines found at the towers of Wellington, alternating between yellow and blue colors. Before them, though, glass panes depict the nations that once stood under Teraphim protection. Banners and lords are drawn out in delicate shapes, and before each pane a large tribune houses several chairs, as if to accommodate dignitaries in past ages. All if this is organized in two semi-circles, placed to the sides of the long, rectangular hall. To each side, one set of massive double doors stand. The left one is shut tight, but the right one is half-open. It would certainly allow an adult – and even a half-giant – to squeeze through. All these elements are crowned by the third pair of doors, though. Placed in the back of the room, they shine in their eternal rest, illuminated by the lines and colors of the other walls. This side, though, is completely distinct than the others. It seems to be made of continuous metal plaques, curved to give the doors and the walls the same appearance. The doors are only discernible by the outlines that draw them in an otherwise inconspicuous surface. Before these doors, another pane stands. This one, though, is of transparent glass, rising directly from the floor as if it was a panel. As the heroes enter the hall, a symbol appears over it, holding the same patterns as those found in the illusions housed around the baths. The banner seems to resemble a set of three stylized eyes, aligned at the angles of a crocked inverted triangle. Inscriptions presented on what seems to be ancient common appear right below the image, and the female face from before reappears at the screen. A series of inscriptions fill the screen soon after, written in common language. They describe the code of conduct to be followed within this area, giving details on how to address officers and diplomats and how to identify official Teraphim envoys. Clearly, the place has been livelier in the past. Poe flies up high, coming closer to the lights as he tries to scout the area. As for the other crow, the one that followed the heroes down, some complaints can be heard coming from the mists, right at the edge of the room. But if the heroes turn over their shoulders, the bird isn’t there. Instead, the silhouette of a dark-haired woman, dressed in ragged clothes – and perfectly familiar to Aanzu’s yearning eyes – stands at the edge of the halls. “Remember, my prince. Destroy the totem, and we’ll aid you in your quest. We’ll aid all your friends.” – she marches once more towards the mists, an inviting, yet sly smile upon her face. And as she disappears the voice of a crow can be heard beyond the fog… [MENTION=24380]Neurotic[/MENTION] [MENTION=6855102]Greenmtn[/MENTION] [MENTION=23298]industrygothica[/MENTION] [MENTION=6776182]JustinCase[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=8858]hafrogman[/MENTION] [/QUOTE]
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