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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Let's make a dungeon
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="fnork de sporg" data-source="post: 1288486" data-attributes="member: 4713"><p>How's this?</p><p></p><p></p><p></p><p><strong>Room 7: Meeting Room</strong></p><p></p><p><em>The light here is quite clear though diffuse and has no obvious point origin origin nor casts any shadows. Each wall contains a stunningly realistic vista of some region of the Abyss, including a lake of fire, a moutain of skulls, a bridge built from raw meat, a naked Marilith drenched in waterfall of blood, and a field of thousands of crucified Pit Fiends. These murals are bordered by hundreds of fist-sized jewels, mostly diaomonds and rubies.</em> </p><p></p><p>Upon breaking these jewels will reveal themselves to be nothing more than cut glass with cunning and economical Illusion enchantments.</p><p></p><p><em>This thirty by thirty five foot room is dominated in the center by a defiled good-aligned altar, it's holy symbols scratched out or covered over by blasphemous glyphs, that has been turned over, fitted with massive pillows, and turned in to a throne of sorts. This throne is supported by what at first appear to be four grey statues of hunched humanoids with feathery wings. However their slight motions and their muted, almost silent, weeping quickly reveal themselves to be living creatures.</em></p><p></p><p>A succesfull Knowledge (Planes) check (dc 14) will reveal these as Avoral, a type of celestial. They will respond to questioning and if the subject is broached will relate their sorrowfull tale. Untold ages ago they were the last celestial survivors of a great apocalyptic battle between celestial and demonic forces in which the demons emerged victorious. Rather then slay them as would normally be done Blasphemy, then working as a general in said army, chose to keep them as slaves for her own amusement. In time she traded favors to have them put under a powerful Geas forcing them in to unquestining servitude to her as long as they live. Once she made them fight in her name and in for her amusement and occasionally would make them wipe out unimportant good-aligned human villages but eventually she bored of their torment and now she is content to let them serve as mere furniture </p><p></p><p>But the Avoral know that her boredom will not last and eventually the litany of tortures will begin again. They will reject any ideas of their possible salvation, since the geas was actually cast as a favor for Blasphemy and not by her simply killing the marilith will not lift it, and instead beg sympathetic characters for death. However they will warn the party that Blasphemy has given them instructions to defend themselves against attackers and that they cannot disobey. These Avoral are identical to those in the 3rd corebook except that Blesphemy has forbid the mfrom using their Dimension Door, Dispell Magic, Protection Against Evil, or Lay on Hands abilities. The Avoral have no treasure.</p><p></p><p>If the Bralani are in your party they will be aghast and in horror of the situation of the poor Avoral. They will urge the party to fight the Avoral, to "free their enchained souls" as they put it, but will refrain from combat with them stating that combat with celestials would be too disturbing for them at this point. In fact if combat is engaged with the Avoral they will wait in the next unoccupied room. The enslaved Avoral, for their part, will not react much differently whether the Bralani are present or not. They are past caring.</p><p></p><p></p><p>This room is where Blasphemy meets her guests and supplicants. The entire room is under a permanent Zone of Truth (DC 35) though it is keyed not to affect Mariliths. The eerie light is apparently a natural feature of the caves that were later carved in to the current dungeon, a nturally occuring bleedthrough to the plane of positive energy. Any damaged living being that spends time here will begin to regain hitpoints at the rate of two-an-hour. Additionally living creatures will not age as long as they remain in this room, though few wil lever spend enough time here to discover this fact. At one point it was a place of worship for several primitive tribes, though there are few ways for the player characters to ever learn this. However should this information be obtained, perhaps through the use of Legend Lore or other such magic, the PCs may be or later become aware of legends that speak of such a place and the healing powers it contains. Blasphemy has no clue as to the real origins of her meeting room's light source and simply assumes it was a useful enchantment left over from a previous tenant, perhaps the same one she first murdered upon her arrival here.</p><p></p><p>The mountain of skulls in the middle of the mural on the north wall is in fact a secret door (search DC 30). The Avoral have been ordered to remain secret about the secret door. Though they cannot broach the subject if it is asked of them they will make it clear to the party that while they are forbidden to mention any possible presence of such doors they willingly refuse to deny that such things exist. The secret door is unlocked.</p></blockquote><p></p>
[QUOTE="fnork de sporg, post: 1288486, member: 4713"] How's this? [b]Room 7: Meeting Room[/b] [i]The light here is quite clear though diffuse and has no obvious point origin origin nor casts any shadows. Each wall contains a stunningly realistic vista of some region of the Abyss, including a lake of fire, a moutain of skulls, a bridge built from raw meat, a naked Marilith drenched in waterfall of blood, and a field of thousands of crucified Pit Fiends. These murals are bordered by hundreds of fist-sized jewels, mostly diaomonds and rubies.[/i] Upon breaking these jewels will reveal themselves to be nothing more than cut glass with cunning and economical Illusion enchantments. [i]This thirty by thirty five foot room is dominated in the center by a defiled good-aligned altar, it's holy symbols scratched out or covered over by blasphemous glyphs, that has been turned over, fitted with massive pillows, and turned in to a throne of sorts. This throne is supported by what at first appear to be four grey statues of hunched humanoids with feathery wings. However their slight motions and their muted, almost silent, weeping quickly reveal themselves to be living creatures.[/i] A succesfull Knowledge (Planes) check (dc 14) will reveal these as Avoral, a type of celestial. They will respond to questioning and if the subject is broached will relate their sorrowfull tale. Untold ages ago they were the last celestial survivors of a great apocalyptic battle between celestial and demonic forces in which the demons emerged victorious. Rather then slay them as would normally be done Blasphemy, then working as a general in said army, chose to keep them as slaves for her own amusement. In time she traded favors to have them put under a powerful Geas forcing them in to unquestining servitude to her as long as they live. Once she made them fight in her name and in for her amusement and occasionally would make them wipe out unimportant good-aligned human villages but eventually she bored of their torment and now she is content to let them serve as mere furniture But the Avoral know that her boredom will not last and eventually the litany of tortures will begin again. They will reject any ideas of their possible salvation, since the geas was actually cast as a favor for Blasphemy and not by her simply killing the marilith will not lift it, and instead beg sympathetic characters for death. However they will warn the party that Blasphemy has given them instructions to defend themselves against attackers and that they cannot disobey. These Avoral are identical to those in the 3rd corebook except that Blesphemy has forbid the mfrom using their Dimension Door, Dispell Magic, Protection Against Evil, or Lay on Hands abilities. The Avoral have no treasure. If the Bralani are in your party they will be aghast and in horror of the situation of the poor Avoral. They will urge the party to fight the Avoral, to "free their enchained souls" as they put it, but will refrain from combat with them stating that combat with celestials would be too disturbing for them at this point. In fact if combat is engaged with the Avoral they will wait in the next unoccupied room. The enslaved Avoral, for their part, will not react much differently whether the Bralani are present or not. They are past caring. This room is where Blasphemy meets her guests and supplicants. The entire room is under a permanent Zone of Truth (DC 35) though it is keyed not to affect Mariliths. The eerie light is apparently a natural feature of the caves that were later carved in to the current dungeon, a nturally occuring bleedthrough to the plane of positive energy. Any damaged living being that spends time here will begin to regain hitpoints at the rate of two-an-hour. Additionally living creatures will not age as long as they remain in this room, though few wil lever spend enough time here to discover this fact. At one point it was a place of worship for several primitive tribes, though there are few ways for the player characters to ever learn this. However should this information be obtained, perhaps through the use of Legend Lore or other such magic, the PCs may be or later become aware of legends that speak of such a place and the healing powers it contains. Blasphemy has no clue as to the real origins of her meeting room's light source and simply assumes it was a useful enchantment left over from a previous tenant, perhaps the same one she first murdered upon her arrival here. The mountain of skulls in the middle of the mural on the north wall is in fact a secret door (search DC 30). The Avoral have been ordered to remain secret about the secret door. Though they cannot broach the subject if it is asked of them they will make it clear to the party that while they are forbidden to mention any possible presence of such doors they willingly refuse to deny that such things exist. The secret door is unlocked. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Let's make a dungeon
Top