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<blockquote data-quote="dougmander" data-source="post: 2580072" data-attributes="member: 14375"><p>11. North of the badgers' room is a corridor connected to the badger's room by the door in the north wall of the badger's room which is also the door at the southern end of the corridor. If PCs stop to listen to this door, the door will not say anything but will feel it is among friends.</p><p></p><p>The corridor is 2" wide (that's 25mm figure scale; the actual width of the corridor is 2 meters). The ceiling is directly above the floor and parallel to it but this is of no significance to the adventure.</p><p></p><p>Read the following text to the players:</p><p>"You see a remarkably clean corridor receding to the north with no features whatsoever." (Show the players Illustration A from Appendix B of this module to help clarify what they see).</p><p></p><p>If the PCs advance beyond the spot marked X on the map, they will incur the wrath of a very large carrion crawler that has made a liar out of the area. The crawler is not hungry but not completely full, despite the fact that it has recently eaten the gelatinous cube that used to patrol this area.</p><p></p><p><strong>Crawler, Carrion</strong> 3 HD, 40 hp, AC 4; Attacks: 8 tenticles d1 + paralysis; jaws 1d4+1.</p><p></p><p>If the carrion crawler is defeated, the gelatinous cube will escape through the largest wound (see "Comparitive Wound Sizes of Weapons", Dragon Magazine #7) and attack the party. Vaguely visible within the cube is a skeletal humanoid figure grasping some sort of edged weapon, possibly a scimitar, tulwar, falchion, or saber. Roll 1d4 on the following table to see how each PC interprets the weapon:</p><p></p><p>1 = scimitar</p><p>2 = tulwar</p><p>3 = falchion</p><p>4 = katana</p><p></p><p></p><p><strong>Cube, Gelatinous</strong> 4 HD, 45 hp, AC9; Attacks: corrosive gelatin 1d6/round.</p><p></p><p>If the carrion crawler is defeated, the skeleton within it will come to life and attack the party.</p><p></p><p><strong>Skeleton, Animated</strong> 1 HD, 7 hp, AC 7; Attacks: rapier 1d6. Edged weapons and arrows only do 1/2 damage.</p><p></p><p>The bastard sword carried by the skeleton is a <em>+1 longsword</em>. Hidden in the pommel is a secret compartment that contains a tiny scroll with the words "GAR-YGY-GAX-RUL-ES!". If these words are spoken while the PC is standing on the coruscating dais in Area 78, a great cheer will arise from the surrounding air, having no other effect than to contribute to the atmosphere of mystery so essential to a successful adventure.</p><p></p><p>When the characters reach the spot marked Y, they will trigger a <em>teleport</em> that places them in Hant's giant ant gladiatorial arena (Area 104). The corridor soon ends at an iron-bound door with neither an air of menace or friendliness about it.</p></blockquote><p></p>
[QUOTE="dougmander, post: 2580072, member: 14375"] 11. North of the badgers' room is a corridor connected to the badger's room by the door in the north wall of the badger's room which is also the door at the southern end of the corridor. If PCs stop to listen to this door, the door will not say anything but will feel it is among friends. The corridor is 2" wide (that's 25mm figure scale; the actual width of the corridor is 2 meters). The ceiling is directly above the floor and parallel to it but this is of no significance to the adventure. Read the following text to the players: "You see a remarkably clean corridor receding to the north with no features whatsoever." (Show the players Illustration A from Appendix B of this module to help clarify what they see). If the PCs advance beyond the spot marked X on the map, they will incur the wrath of a very large carrion crawler that has made a liar out of the area. The crawler is not hungry but not completely full, despite the fact that it has recently eaten the gelatinous cube that used to patrol this area. [b]Crawler, Carrion[/b] 3 HD, 40 hp, AC 4; Attacks: 8 tenticles d1 + paralysis; jaws 1d4+1. If the carrion crawler is defeated, the gelatinous cube will escape through the largest wound (see "Comparitive Wound Sizes of Weapons", Dragon Magazine #7) and attack the party. Vaguely visible within the cube is a skeletal humanoid figure grasping some sort of edged weapon, possibly a scimitar, tulwar, falchion, or saber. Roll 1d4 on the following table to see how each PC interprets the weapon: 1 = scimitar 2 = tulwar 3 = falchion 4 = katana [b]Cube, Gelatinous[/b] 4 HD, 45 hp, AC9; Attacks: corrosive gelatin 1d6/round. If the carrion crawler is defeated, the skeleton within it will come to life and attack the party. [b]Skeleton, Animated[/b] 1 HD, 7 hp, AC 7; Attacks: rapier 1d6. Edged weapons and arrows only do 1/2 damage. The bastard sword carried by the skeleton is a [i]+1 longsword[/i]. Hidden in the pommel is a secret compartment that contains a tiny scroll with the words "GAR-YGY-GAX-RUL-ES!". If these words are spoken while the PC is standing on the coruscating dais in Area 78, a great cheer will arise from the surrounding air, having no other effect than to contribute to the atmosphere of mystery so essential to a successful adventure. When the characters reach the spot marked Y, they will trigger a [i]teleport[/i] that places them in Hant's giant ant gladiatorial arena (Area 104). The corridor soon ends at an iron-bound door with neither an air of menace or friendliness about it. [/QUOTE]
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