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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
World's Largest Dungeon in actual play [Spoilers!]
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="Joyce Jun'r" data-source="post: 2232703" data-attributes="member: 31471"><p><strong>Even More Region A Customization</strong></p><p></p><p>So, as you may recall, I'm editing the plotline and content of Region A to better suit my <a href="http://www.enworld.org/forums/showpost.php?p=2195533&postcount=791">campaign prospectus</a>. I ran our first session last Tuesday, and it went swimmingly, but afterwards I realized that my players -- all long-time D&D players, and hardboiled dungeon-crawlers -- would be difficult to scare and impress. I mean, they've killed a thousand darkmantles before in prior campaigns -- what's a few dozen more?</p><p> </p><p>Clearly, then, I needed some rare or unexpected monsters. My narrative skills are pretty good, I fancy (one player did compliment me by describing a darkmantle in the "most chillingly alien way" he's yet heard), but nothing surprises and scares players more than an unknown monster. </p><p></p><p>Before I even went to the bookstore to delve through all the additional Monster Manuals, Fiend Folios and whatnot, however, one of the players (while speaking in-character), gave me the perfect idea. While combating a swarm of fiendish rats, she said that they were "too smart" for vermin, and were probably being controlled "by a sinister wizard" somewhere in the dungeon. Of course, this was not the case -- I was just playing the rats as being particularly intelligent -- but she didn't need to know that.</p><p> </p><p>I've decided that Room A55 still contains one of the Dungeon's original prisoners -- Lucent, a psionic Brain in a Jar (the concept taken from <em>Libris Mortis</em>, but modified heavily). The door to this room, I've decided, is a made of stone, and is circular in shape with a brass gryphon head sticking out of the center. It originally could only be opened with a key, inserted into the gryphon's mouth, which than rolled the stone door to the side. The door also had a stream of engraved Celestial runes around its edge, which was effectively a ward against psionics that prevented Lucent from using his mental powers behind the confines of his cell.</p><p> </p><p>During one of the many earthquakes that racked the Dungeon decades or centuries ago, the circular door cracked. Subsequent tremors and quakes only exacerbated the damage, until eventually the circular door cracked in half entirely, and one side collapsed to the floor. Thus the ward was broken.</p><p> </p><p>But Lucent was not able to escape, for he is, after all, only a brain possessing no mode of transportation or movement. The Celestials were smart enough not to put him in a free-standing jar, but instead in a floor-to-ceiling length column made of adamantine (to hinge it in place) and a special material that is similar to glass (i.e., it is transparent) but is a hundred times stronger, able to withstand much stronger blows (effectively, I'm saying it has a hardness of 10, and an attacker must deal 30 points of damage to one targeted section before breaking a hole into it). Lucent, the brain, floats in yellowish liquid which itself fills the glass column.</p><p> </p><p>With the arrival of the fiendish creatures, Lucent has used his modified <em>dominate animal </em>ability to assume control over any vermin that stumble nearby. He then sees through the eyes and ears of these creatures to scout out the Region, hoping to find individuals talented and powerful enough to get him the hell out. His primary goal is merely escape -- if he can find someone (or a group) who seems capable of fleeing the Dungeon, he intends on luring them to his cell using his dominated fiendish creatures (and when they close enough, telepathy). Once there, he hopes to initiate terms of parley, during which time he can use his <em>suggestion</em> and <em>dominate person </em>abilities to "convince" whoever arrives to somehow free him, put him in a container and take him along with them during their travels.</p><p> </p><p>Of course, because he is evil, he will have no moral problem turning his rescuers into mindless slaves.</p><p> </p><p>Thoughts? Suggestions? Praise? Death threats?</p><p><span style="color: #cccccc"></span></p><p><span style="color: #cccccc"></span></p></blockquote><p></p>
[QUOTE="Joyce Jun'r, post: 2232703, member: 31471"] [b]Even More Region A Customization[/b] So, as you may recall, I'm editing the plotline and content of Region A to better suit my <a href="http://www.enworld.org/forums/showpost.php?p=2195533&postcount=791">campaign prospectus</a>. I ran our first session last Tuesday, and it went swimmingly, but afterwards I realized that my players -- all long-time D&D players, and hardboiled dungeon-crawlers -- would be difficult to scare and impress. I mean, they've killed a thousand darkmantles before in prior campaigns -- what's a few dozen more? Clearly, then, I needed some rare or unexpected monsters. My narrative skills are pretty good, I fancy (one player did compliment me by describing a darkmantle in the "most chillingly alien way" he's yet heard), but nothing surprises and scares players more than an unknown monster. Before I even went to the bookstore to delve through all the additional Monster Manuals, Fiend Folios and whatnot, however, one of the players (while speaking in-character), gave me the perfect idea. While combating a swarm of fiendish rats, she said that they were "too smart" for vermin, and were probably being controlled "by a sinister wizard" somewhere in the dungeon. Of course, this was not the case -- I was just playing the rats as being particularly intelligent -- but she didn't need to know that. I've decided that Room A55 still contains one of the Dungeon's original prisoners -- Lucent, a psionic Brain in a Jar (the concept taken from [i]Libris Mortis[/i], but modified heavily). The door to this room, I've decided, is a made of stone, and is circular in shape with a brass gryphon head sticking out of the center. It originally could only be opened with a key, inserted into the gryphon's mouth, which than rolled the stone door to the side. The door also had a stream of engraved Celestial runes around its edge, which was effectively a ward against psionics that prevented Lucent from using his mental powers behind the confines of his cell. During one of the many earthquakes that racked the Dungeon decades or centuries ago, the circular door cracked. Subsequent tremors and quakes only exacerbated the damage, until eventually the circular door cracked in half entirely, and one side collapsed to the floor. Thus the ward was broken. But Lucent was not able to escape, for he is, after all, only a brain possessing no mode of transportation or movement. The Celestials were smart enough not to put him in a free-standing jar, but instead in a floor-to-ceiling length column made of adamantine (to hinge it in place) and a special material that is similar to glass (i.e., it is transparent) but is a hundred times stronger, able to withstand much stronger blows (effectively, I'm saying it has a hardness of 10, and an attacker must deal 30 points of damage to one targeted section before breaking a hole into it). Lucent, the brain, floats in yellowish liquid which itself fills the glass column. With the arrival of the fiendish creatures, Lucent has used his modified [i]dominate animal [/i]ability to assume control over any vermin that stumble nearby. He then sees through the eyes and ears of these creatures to scout out the Region, hoping to find individuals talented and powerful enough to get him the hell out. His primary goal is merely escape -- if he can find someone (or a group) who seems capable of fleeing the Dungeon, he intends on luring them to his cell using his dominated fiendish creatures (and when they close enough, telepathy). Once there, he hopes to initiate terms of parley, during which time he can use his [i]suggestion[/i] and [i]dominate person [/i]abilities to "convince" whoever arrives to somehow free him, put him in a container and take him along with them during their travels. Of course, because he is evil, he will have no moral problem turning his rescuers into mindless slaves. Thoughts? Suggestions? Praise? Death threats? [color=#cccccc] [/color] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
World's Largest Dungeon in actual play [Spoilers!]
Top