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Sithramir's Secrets (FINALLY Updated 10/30/03)
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<blockquote data-quote="sithramir" data-source="post: 1176646" data-attributes="member: 12183"><p><strong>Dungeons and "Half-dragons?"</strong></p><p></p><p>The hallway is dark, causing Adoran to retrieve his Sunrod from his haversack. The hallway makes its way about 60 feet down and turns to the right. The group sees 2 closed doors on the left and an archway leading to some sort of a room to the right. A variety of interesting objects can be seen in the room to the right as they approach the archway. A large table along one wall is covered with skulls of different shapes and sizes. A corner shelf holds a number of odds and ends, and an enormous weapon rack dominates another wall. </p><p></p><p> “This room must hold Gungir’s recently acquired ‘trophies’” Adoran remarks. </p><p></p><p> Peering in suspiciously, Xerxes casts a minor magic to detect magical emanations throughout the room. “Those skulls would make some excellent hats!” the cleric remarks. “You guys go ahead. I’ll keep an eye on our rear while I try to figure out how remove all the guards and enchantments lying in this room.”</p><p></p><p> As Quinten and Xerxes study the enchantments throughout the room, the rest of the troupe makes its way further down the hallway. </p><p></p><p> Rounding the corner, they come to what must be the prison area. At the end of the hallway, awaits two cells. The first one merely has an open bar locked door and inside lies the corpse of a bat winged creature. The winged humanoid has claws, fangs, and short horns and the room reeks of brimstone and death. </p><p></p><p> “I don’t think the creature could handle the cold climate in these caves, “ Crom whispers as he runs his finger along the icy covered bars. </p><p></p><p> Peering through the other door, Vez yells to the other mercenaries, “Guys. You better get over here. I believe we’ve found the son Grunhilde informed us about.”</p><p></p><p>___________________________________________________________</p><p></p><p> The trophy room is split into three distinct display areas. A large table along the north wall holds an array of skulls, including those of a dire bear, a frost worm, a hound archon, an ogre, a large white dragon, and several dwarves. </p><p></p><p> The triangular shelf set into the northeast holds several art objects including an intricately carved mammoth tusk, a jeweled helm sized for a dwarf and a solid platinum torc sized for a giant. Finally, a large weapon rack hangs from the eastern wall. It holds a huge black iron greatsword, a huge greatclub, a gargantuan Morningstar, a battered crossbow, and a war hammer.</p><p></p><p> “I don’t want to expend my only spell able to defeat such enchantments in case it is needed before we make our escape out of here” stated Quinten.</p><p></p><p> Nodding, the chapattis replies, “Well I have one also and was thinking similarly. However, I think several of those glowing weapons may be magical and worth a look.”</p><p>Holding his holy symbol before him, the cleric utters a few phrases and suddenly several of the glows subside.</p><p></p><p> “Three of the skulls, the war hammer, and the torc are all still emanating magic but the floor seems to be safe to enter now.”</p><p></p><p> Stepping into the room and walking towards the table holding the skulls, Xerxes decided to chance fate and picks up the large dragon skull. He feels some sort of force attempting to grasp his inner life force but is able to resist it. “Bah! These enchantments aren’t very powerful” the cleric remarks. Grabbing another skull the room is filled with fire. Xerxes natural elemental resistance takes the blunt of the blow.</p><p></p><p> “You are unburned? Interesting” Quinten says peering at the cleric a bit more closely. “You’re an Aasimar! Any relation to our missing angel friend Attilla?” asks the mage, grinning evilly.</p><p></p><p> With a smirk, Xerxes replies, “No. Thankfully. Perhaps we should approach the rest of these items with a bit more caution.”</p><p></p><p> With a chuckle the necromancer can only nod.</p><p></p><p>___________________________________________________</p><p> </p><p> Inside the room sits a solitary creature. It has the ivory-scaled body of a draconic beast, but the torso, arms, and head of a giant. Its mighty hands clutch an enormous sword, the point resting on the ground before it. The creature seems simultaneously angry and sad.</p><p></p><p> Approaching the rune covered door to the cell, Adoran reads the writing adorning it. “The script is in giant and it warns to leave this chamber alone under all circumstances.”</p><p>Appraising the chain holding the door closed Vez states, “I could probably unlock it. Perhaps we can free the beast and use him against Gungir?”</p><p></p><p> With a nod, Adoran peers into the cell and speaks in giant, “Hello, good sir, I am Adoran and my companions and I may have a proposition for you.”</p><p></p><p> Head rising, the giant answers in a highly accented common, “No need to waste your efforts human. I would gladly slay my father if the situation presented itself. The door is magically warded as is the cell. I doubt the likes of you has the power to remove it.” Head lowering again, the giant begins to ignore them.</p><p></p><p> “If we are able to free you from your prison, aside from reeking revenge on your father, what information could you offer us, er um may I ask your name?” continues Adoran.</p><p></p><p> Ignoring most of what the mulhorandi asked, the giant simply replies, “I am the Nameless Thing and that is enough.”</p><p></p><p> Tapping the mage on the shoulder, the drow ponders, “Perhaps we should give him reason to parley with us? I can unlock the chain. Can you attempt to remove the runes on the door?” Nodding, the two get to work. Vez succeeds in unlocking the lock on the chain. Chanting the mage is able to remove one of the wards.</p><p></p><p> A hopeful look appearing on the centauroid creature’s face, he begins, “You have surprised me human. Perhaps you are stronger than I first believed. I do have information to offer. I will start by helping your two associates making a ruckus over in the trophy room.” Seeing the surprised look on Adoran’s face the Nameless Thing continues, “Yes. My hearing is greater than what most would expect, mostly due to my heritage. If you utter “Gungir crushes enemies underfoot” it will deactivate the wards in that room.</p><p></p><p> Vez makes his way to see if what the dragon kinned creature said is true. Smiling as he approaches Quinten and Xerxes, the dark elf mutters “Gungir crushes enemies underfoot” and to Quinten’s magically attuned eyes the room becomes dark.</p><p></p><p> “You’ve removed the rest of the glyphs! Impressive. May I inquire as to how?” asks the necromancer.</p><p></p><p> With an obvious sigh, Vez answers, “Its amazing what one can find out when they don’t waste their time searching through trapped skulls in the middle of a frost giant stronghold. Come on. Take anything of worth and come see what we’ve encountered. It may be an easy way out of this mess we’ve gotten ourselves into.”</p><p></p><p> Raising his hands in the air in a “what can you do” manner, the necromancer along with Xerxes grab what loot they can and make their way to the prison area with Vez.</p></blockquote><p></p>
[QUOTE="sithramir, post: 1176646, member: 12183"] [b]Dungeons and "Half-dragons?"[/b] The hallway is dark, causing Adoran to retrieve his Sunrod from his haversack. The hallway makes its way about 60 feet down and turns to the right. The group sees 2 closed doors on the left and an archway leading to some sort of a room to the right. A variety of interesting objects can be seen in the room to the right as they approach the archway. A large table along one wall is covered with skulls of different shapes and sizes. A corner shelf holds a number of odds and ends, and an enormous weapon rack dominates another wall. “This room must hold Gungir’s recently acquired ‘trophies’” Adoran remarks. Peering in suspiciously, Xerxes casts a minor magic to detect magical emanations throughout the room. “Those skulls would make some excellent hats!” the cleric remarks. “You guys go ahead. I’ll keep an eye on our rear while I try to figure out how remove all the guards and enchantments lying in this room.” As Quinten and Xerxes study the enchantments throughout the room, the rest of the troupe makes its way further down the hallway. Rounding the corner, they come to what must be the prison area. At the end of the hallway, awaits two cells. The first one merely has an open bar locked door and inside lies the corpse of a bat winged creature. The winged humanoid has claws, fangs, and short horns and the room reeks of brimstone and death. “I don’t think the creature could handle the cold climate in these caves, “ Crom whispers as he runs his finger along the icy covered bars. Peering through the other door, Vez yells to the other mercenaries, “Guys. You better get over here. I believe we’ve found the son Grunhilde informed us about.” ___________________________________________________________ The trophy room is split into three distinct display areas. A large table along the north wall holds an array of skulls, including those of a dire bear, a frost worm, a hound archon, an ogre, a large white dragon, and several dwarves. The triangular shelf set into the northeast holds several art objects including an intricately carved mammoth tusk, a jeweled helm sized for a dwarf and a solid platinum torc sized for a giant. Finally, a large weapon rack hangs from the eastern wall. It holds a huge black iron greatsword, a huge greatclub, a gargantuan Morningstar, a battered crossbow, and a war hammer. “I don’t want to expend my only spell able to defeat such enchantments in case it is needed before we make our escape out of here” stated Quinten. Nodding, the chapattis replies, “Well I have one also and was thinking similarly. However, I think several of those glowing weapons may be magical and worth a look.” Holding his holy symbol before him, the cleric utters a few phrases and suddenly several of the glows subside. “Three of the skulls, the war hammer, and the torc are all still emanating magic but the floor seems to be safe to enter now.” Stepping into the room and walking towards the table holding the skulls, Xerxes decided to chance fate and picks up the large dragon skull. He feels some sort of force attempting to grasp his inner life force but is able to resist it. “Bah! These enchantments aren’t very powerful” the cleric remarks. Grabbing another skull the room is filled with fire. Xerxes natural elemental resistance takes the blunt of the blow. “You are unburned? Interesting” Quinten says peering at the cleric a bit more closely. “You’re an Aasimar! Any relation to our missing angel friend Attilla?” asks the mage, grinning evilly. With a smirk, Xerxes replies, “No. Thankfully. Perhaps we should approach the rest of these items with a bit more caution.” With a chuckle the necromancer can only nod. ___________________________________________________ Inside the room sits a solitary creature. It has the ivory-scaled body of a draconic beast, but the torso, arms, and head of a giant. Its mighty hands clutch an enormous sword, the point resting on the ground before it. The creature seems simultaneously angry and sad. Approaching the rune covered door to the cell, Adoran reads the writing adorning it. “The script is in giant and it warns to leave this chamber alone under all circumstances.” Appraising the chain holding the door closed Vez states, “I could probably unlock it. Perhaps we can free the beast and use him against Gungir?” With a nod, Adoran peers into the cell and speaks in giant, “Hello, good sir, I am Adoran and my companions and I may have a proposition for you.” Head rising, the giant answers in a highly accented common, “No need to waste your efforts human. I would gladly slay my father if the situation presented itself. The door is magically warded as is the cell. I doubt the likes of you has the power to remove it.” Head lowering again, the giant begins to ignore them. “If we are able to free you from your prison, aside from reeking revenge on your father, what information could you offer us, er um may I ask your name?” continues Adoran. Ignoring most of what the mulhorandi asked, the giant simply replies, “I am the Nameless Thing and that is enough.” Tapping the mage on the shoulder, the drow ponders, “Perhaps we should give him reason to parley with us? I can unlock the chain. Can you attempt to remove the runes on the door?” Nodding, the two get to work. Vez succeeds in unlocking the lock on the chain. Chanting the mage is able to remove one of the wards. A hopeful look appearing on the centauroid creature’s face, he begins, “You have surprised me human. Perhaps you are stronger than I first believed. I do have information to offer. I will start by helping your two associates making a ruckus over in the trophy room.” Seeing the surprised look on Adoran’s face the Nameless Thing continues, “Yes. My hearing is greater than what most would expect, mostly due to my heritage. If you utter “Gungir crushes enemies underfoot” it will deactivate the wards in that room. Vez makes his way to see if what the dragon kinned creature said is true. Smiling as he approaches Quinten and Xerxes, the dark elf mutters “Gungir crushes enemies underfoot” and to Quinten’s magically attuned eyes the room becomes dark. “You’ve removed the rest of the glyphs! Impressive. May I inquire as to how?” asks the necromancer. With an obvious sigh, Vez answers, “Its amazing what one can find out when they don’t waste their time searching through trapped skulls in the middle of a frost giant stronghold. Come on. Take anything of worth and come see what we’ve encountered. It may be an easy way out of this mess we’ve gotten ourselves into.” Raising his hands in the air in a “what can you do” manner, the necromancer along with Xerxes grab what loot they can and make their way to the prison area with Vez. [/QUOTE]
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