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War Golem's Return of Khaos (Updated 8/10 & 8/11)
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<blockquote data-quote="War Golem" data-source="post: 970535" data-attributes="member: 142"><p>The next day, Six casts <em>raise dead</em> on the Navigator, and successfully makes contact with the young elf. But when requested to return, the elf declines. She finds herself in heaven now, and there is little in her life back on the prime capable of enticing her to rejoin it. Six pleads with the elf, but to no avail. Clearly the young girl does not share Six's sense of duty with regards to the impending threat of Khaos.</p><p></p><p>Despite the inherently entropic nature of the Crystal Sea, Six manages to successfully <em>control weather</em> for most of the next two days, doing her best to make up for the loss of the Navigator. But her efforts fall short on the afternoon of the second day when land is sighted, and the ship is pulled inexorably towards what turns out to be a small island, rocky and barren, adorned only by a small stone building at its center. Six tries her best to pull the ship away from the small island with her magic, but the ship grounds itself on the edge of the island anyway.</p><p></p><p>The party is indecisive initially on whether to investigate the small building or not, but eventually Flick, a couple sailors, the two sauran warriors, the skaven adventurer, and all of the party end up disembarking. Inside the building is a single room, with about a dozen animal masks hanging on the walls of the room, and a large circular symbol carved into the center of the floor.</p><p></p><p>Heian ends up putting on the Dolphin mask, and finds that the mask molds itself to his face and head, almost as if it were alive. But he feels no different, and now when he looks at the circle in the floor, he sees a stairway spiraling down into the ground. Flick and his sailors decide to return to the ship, but everyone else dons a mask and follows Heian down the staircase.</p><p></p><p>The adventurers find the spiral staircase both dark and narrow as they descend into the ground, perhaps a hundred feet down before the stairs straighten out and then empty into a large, mostly rectangular cavern. The party stands at one end of a five foot wide path that continues straight onward for perhaps sixty feet, surrounded on both sides by ten feet of murky water. On each side, beyond the water is another ten foot wide strip of cavern floor before the walls reach up and wrap over to form the stalactite covered ceiling some twenty feet above the walkway.</p><p></p><p>As the adventurers enter the room, each one finds themselves "changed" somewhat, as the animal totem of the mask they've each selected bonds with them. Heian's dolphin mask causes him to grow gills, Mugo's porcupine mask causes him to sprout large, sharp spines over his body, Kimchee's owl mask grants her greater wisdom and mental capabilities. The party finds the walkway quite slippery, and the less nimble and agile members of the party have a tough time of it. Six and Mugo both slip into the water before long, and quickly find themselves in water infused with the essence of raw Chaos. Both suffer a Chaos transformation before they manage to climb back onto the narrow walkway.</p><p></p><p>By the time Heian has led the way out onto the walkway for everyone to have entered the room behind him, he can now see that the walkway ends prematurely, and that there is fifteen feet of the water between the end of the path and the ledge in front of the darkened archway that appears to be the only exit from the room. It is at this time that the adventurers are caught completely by surprise, as no less then a dozen ropelike tentacles whip out from the darkness on either side of the cavern and attempt to wrap themselves around various people on the walkway.</p><p></p><p>As the adventurers react, they find the tendrils belong to several ropers hidden on the edges of the cavern. When grasped by one of the sticky tendrils, the ropers attempt to pull their victims into the water. Overall, they have only limited success with this, but the adventurers manage to find themselves in the water several times on their own as they try to reach the archway. Six's new bat-like wings (courtesy of her eagle mask) aid her in reaching the archway, while Falko and Deuce use magic to traverse the water. But none of the others escape the effects of Chaos, least of all Kimchee, who finds himself repeatedly ensnared by the tendrils and drained of all his strength. Only Six's heroics save the bard from ending up as roper food (or worse).</p><p></p><p>A <em>restoration</em> spell from Jenna gets Kimchee back on his feet, and he thanks her profusely as wispy flames lick around what used to be his eyebrows - Kimchee is now a creature of fire, thanks to his Chaos bath.</p><p></p><p>The adventurers pass through the archway and find themselves in a small room with a pedestal in the center and yet another darkened archway on the far side. On the pedestal are eight amulets, each one clearly broken and missing three pieces necessary to return the amulet to its full shape. Each one of the adventurers puts on one of the amulets and continues on through the far archway.</p><p></p><p>A very large, square room awaits, with the floor laid out in a vast gridwork of colored tiles - tan, light blue, dark blue, pink and red. All of the adventurers are standing on the tile in the center of the room. Each of the eight red tiles are located at the far corners of the room, and in the middle along each wall, and on the wall next to each red tile is a small portal.</p><p>The adventurers quickly determine the "rules" of this vast puzzle-like room, but are not all able to successfully navigate their way out quite as quickly. The pink tiles bring a blast of harmful energy when stepped upon, while the dark blue tiles inflict a random Chaos effect. Most of the adventurers hit at least one of the dark blue tiles on their way to a red tile, while some of the more weak-willed members suffer the effects of Chaos many times. There are no casualties, though, and eventually everyone is on a red tile, at which time they all are able to step through their respective portals.</p><p></p><p><em>DM's Note: We used a Scrabble board to simulate the puzzle room. A Reflex saving throw determined how many spaces one could move each turn, while Will saving throws were necessary to resist the "pull" of the non-tan, harmful tiles when one was next to them. The characters with poor Will saves had a tough time of it (especially the sauran NPCs, Mugo and Blade), but even Jenna and Six, the two clerics with impressive Will save bonuses, each rolled a "1" on a Will save in this room.</em></p><p><em></em></p><p><em>The Chaos effects for this adventure were determined using the <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=20108" target="_blank">Jester's Insane Levels Chaos Chart</a>. There is some pretty crazy stuff on there, and I let most of it go without mitigating what the players rolled. Needless to say, they won't be leaving this adventure without some significant alterations.</em></p></blockquote><p></p>
[QUOTE="War Golem, post: 970535, member: 142"] The next day, Six casts [i]raise dead[/i] on the Navigator, and successfully makes contact with the young elf. But when requested to return, the elf declines. She finds herself in heaven now, and there is little in her life back on the prime capable of enticing her to rejoin it. Six pleads with the elf, but to no avail. Clearly the young girl does not share Six's sense of duty with regards to the impending threat of Khaos. Despite the inherently entropic nature of the Crystal Sea, Six manages to successfully [i]control weather[/i] for most of the next two days, doing her best to make up for the loss of the Navigator. But her efforts fall short on the afternoon of the second day when land is sighted, and the ship is pulled inexorably towards what turns out to be a small island, rocky and barren, adorned only by a small stone building at its center. Six tries her best to pull the ship away from the small island with her magic, but the ship grounds itself on the edge of the island anyway. The party is indecisive initially on whether to investigate the small building or not, but eventually Flick, a couple sailors, the two sauran warriors, the skaven adventurer, and all of the party end up disembarking. Inside the building is a single room, with about a dozen animal masks hanging on the walls of the room, and a large circular symbol carved into the center of the floor. Heian ends up putting on the Dolphin mask, and finds that the mask molds itself to his face and head, almost as if it were alive. But he feels no different, and now when he looks at the circle in the floor, he sees a stairway spiraling down into the ground. Flick and his sailors decide to return to the ship, but everyone else dons a mask and follows Heian down the staircase. The adventurers find the spiral staircase both dark and narrow as they descend into the ground, perhaps a hundred feet down before the stairs straighten out and then empty into a large, mostly rectangular cavern. The party stands at one end of a five foot wide path that continues straight onward for perhaps sixty feet, surrounded on both sides by ten feet of murky water. On each side, beyond the water is another ten foot wide strip of cavern floor before the walls reach up and wrap over to form the stalactite covered ceiling some twenty feet above the walkway. As the adventurers enter the room, each one finds themselves "changed" somewhat, as the animal totem of the mask they've each selected bonds with them. Heian's dolphin mask causes him to grow gills, Mugo's porcupine mask causes him to sprout large, sharp spines over his body, Kimchee's owl mask grants her greater wisdom and mental capabilities. The party finds the walkway quite slippery, and the less nimble and agile members of the party have a tough time of it. Six and Mugo both slip into the water before long, and quickly find themselves in water infused with the essence of raw Chaos. Both suffer a Chaos transformation before they manage to climb back onto the narrow walkway. By the time Heian has led the way out onto the walkway for everyone to have entered the room behind him, he can now see that the walkway ends prematurely, and that there is fifteen feet of the water between the end of the path and the ledge in front of the darkened archway that appears to be the only exit from the room. It is at this time that the adventurers are caught completely by surprise, as no less then a dozen ropelike tentacles whip out from the darkness on either side of the cavern and attempt to wrap themselves around various people on the walkway. As the adventurers react, they find the tendrils belong to several ropers hidden on the edges of the cavern. When grasped by one of the sticky tendrils, the ropers attempt to pull their victims into the water. Overall, they have only limited success with this, but the adventurers manage to find themselves in the water several times on their own as they try to reach the archway. Six's new bat-like wings (courtesy of her eagle mask) aid her in reaching the archway, while Falko and Deuce use magic to traverse the water. But none of the others escape the effects of Chaos, least of all Kimchee, who finds himself repeatedly ensnared by the tendrils and drained of all his strength. Only Six's heroics save the bard from ending up as roper food (or worse). A [i]restoration[/i] spell from Jenna gets Kimchee back on his feet, and he thanks her profusely as wispy flames lick around what used to be his eyebrows - Kimchee is now a creature of fire, thanks to his Chaos bath. The adventurers pass through the archway and find themselves in a small room with a pedestal in the center and yet another darkened archway on the far side. On the pedestal are eight amulets, each one clearly broken and missing three pieces necessary to return the amulet to its full shape. Each one of the adventurers puts on one of the amulets and continues on through the far archway. A very large, square room awaits, with the floor laid out in a vast gridwork of colored tiles - tan, light blue, dark blue, pink and red. All of the adventurers are standing on the tile in the center of the room. Each of the eight red tiles are located at the far corners of the room, and in the middle along each wall, and on the wall next to each red tile is a small portal. The adventurers quickly determine the "rules" of this vast puzzle-like room, but are not all able to successfully navigate their way out quite as quickly. The pink tiles bring a blast of harmful energy when stepped upon, while the dark blue tiles inflict a random Chaos effect. Most of the adventurers hit at least one of the dark blue tiles on their way to a red tile, while some of the more weak-willed members suffer the effects of Chaos many times. There are no casualties, though, and eventually everyone is on a red tile, at which time they all are able to step through their respective portals. [i]DM's Note: We used a Scrabble board to simulate the puzzle room. A Reflex saving throw determined how many spaces one could move each turn, while Will saving throws were necessary to resist the "pull" of the non-tan, harmful tiles when one was next to them. The characters with poor Will saves had a tough time of it (especially the sauran NPCs, Mugo and Blade), but even Jenna and Six, the two clerics with impressive Will save bonuses, each rolled a "1" on a Will save in this room. The Chaos effects for this adventure were determined using the [URL=http://enworld.cyberstreet.com/showthread.php?s=&threadid=20108]Jester's Insane Levels Chaos Chart[/URL]. There is some pretty crazy stuff on there, and I let most of it go without mitigating what the players rolled. Needless to say, they won't be leaving this adventure without some significant alterations.[/i] [/QUOTE]
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War Golem's Return of Khaos (Updated 8/10 & 8/11)
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