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<blockquote data-quote="Libramarian" data-source="post: 6091120" data-attributes="member: 6688858"><p>(1) The cave passage is screened by hundreds of very thin translucent tentacles, covered with razor-sharp barbs secreting paralytic poison. The tentacles depend from a purplish bloated mass on the ceiling with a prominent central sac. Without taking any special precautions the characters merely notice a slight pinkish haze to the passage. If a character walks into the tentacles they are paralyzed (no save) and begin to lose 1d4hp per round as the tentacles swell and turn beet red. The tentacles can be cut down with an attack vs. AC as leather from a sharp, slashing weapon of short sword length or greater, or the pulsating sac in the ceiling can be punctured with a piercing weapon of 5 feet length or greater (which causes a gout of warm, purple-black ichor to cover anyone stuck in the tentacles -- half Charisma until scrubbed off with soap and water). When the central mass dies unattached tentacles wither and turn dry and papery; attached tentacles harden into semi-flexible rubbery tubing about half an inch in diameter. Characters hear a few soft notes of singing ahead.</p><p></p><p>(2) An extremely thin and emaciated aquatic Elven woman is sitting on a stone shelf and waving her webbed feet in the water of an underground stream. Characters notice that her feet do not appear to disturb the water and the air near her is icy cold. She sings </p><p></p><p>O, beautiful Pame, under the sea</p><p>How I long to return to thee</p><p>My one fear is you would not remember me...</p><p></p><p>If the characters attack her or befoul the stream in any way she attacks as a Ghost. Characters may follow the stream through a tunnel into the Ogre's cave in (4).</p><p></p><p>(3) This entrance to this large room has a rainbow-y sheen. Just inside the room are two goblin corpses (no sign of violent death or struggle), further on a few dead rats. 60ft into the room is a silver chalice on a white marble dais, lit with an amber glow. Scattered around the dais are 36pp and 95ep. The chalice contains a <em>potion of heroism</em> but is full to the brim and will spill unless handled very carefully. The entire room is within a bubble of pure Nitrogen except for a large pocket of air in the ceiling. Any character entering the room while breathing normally will lose consciousness almost immediately. If the characters explore the room farther past the chalice they will find a brass throne covered with valuable furs (85gp) and a gelatinous cube. Characters hear laughter and agonized howling ahead.</p><p></p><p>(4) In this large room are 7 Kobolds roasting rats over a firepit near the entrance and a dozen more near the back of the chamber torturing an Ogre trapped inside a pocket of rubble. The Ogre can be freed with an hour of labour or crushed by collapsing the rubble further. Characters peering into the chamber can see a small crawl-space leading to an underground stream. The Ogre is weak (half normal hp) but will still be inclined to attack unless presented with 1 or 2 captured Kobolds, in which case he will accept a truce and warn the party that the Kobolds believe the next area is haunted and avoid it. Inside the Ogre's hovel are a pile of rat bones, <em>pipes of the sewers</em>, a packet of coxcomb seeds (cures intestinal diseases), an out-sized wineskin, and 80gp. Buried underneath the ashes of the Kobold's firepit is a chest containing 345gp, 1180sp, 3543cp, and 3 rubies worth 120gp each.</p><p></p><p>(5) The wide passage to this room is obscured by a grey fog. When the characters are halfway through they hear a female voice ask "Why do you discover this place?" If they say they're looking for the body of an aquatic elf so she can be returned to her people and/or properly buried they may pass without incident, otherwise roll to see if she attacks as a Ghost. At the end of the passage the fog clears and the characters pass over a hallway of metal grating and down spiral stairs. The corpse of the aquatic Elf lies strapped to a metal table. On the shelves are alembics, crusted mortars, small stunted fetuses floating in jars of yellowish ooze, a journal containing a clinical description of torture procedures and a sketchy map to an undersea Elven citadel, a <em>chime of hunger</em>, two <em>potions of healing</em>, a <em>potion of gaseous form</em>, and a <em>potion of climbing</em>. A ladder leads to the surface through an illusory boulder.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6091120, member: 6688858"] (1) The cave passage is screened by hundreds of very thin translucent tentacles, covered with razor-sharp barbs secreting paralytic poison. The tentacles depend from a purplish bloated mass on the ceiling with a prominent central sac. Without taking any special precautions the characters merely notice a slight pinkish haze to the passage. If a character walks into the tentacles they are paralyzed (no save) and begin to lose 1d4hp per round as the tentacles swell and turn beet red. The tentacles can be cut down with an attack vs. AC as leather from a sharp, slashing weapon of short sword length or greater, or the pulsating sac in the ceiling can be punctured with a piercing weapon of 5 feet length or greater (which causes a gout of warm, purple-black ichor to cover anyone stuck in the tentacles -- half Charisma until scrubbed off with soap and water). When the central mass dies unattached tentacles wither and turn dry and papery; attached tentacles harden into semi-flexible rubbery tubing about half an inch in diameter. Characters hear a few soft notes of singing ahead. (2) An extremely thin and emaciated aquatic Elven woman is sitting on a stone shelf and waving her webbed feet in the water of an underground stream. Characters notice that her feet do not appear to disturb the water and the air near her is icy cold. She sings O, beautiful Pame, under the sea How I long to return to thee My one fear is you would not remember me... If the characters attack her or befoul the stream in any way she attacks as a Ghost. Characters may follow the stream through a tunnel into the Ogre's cave in (4). (3) This entrance to this large room has a rainbow-y sheen. Just inside the room are two goblin corpses (no sign of violent death or struggle), further on a few dead rats. 60ft into the room is a silver chalice on a white marble dais, lit with an amber glow. Scattered around the dais are 36pp and 95ep. The chalice contains a [I]potion of heroism[/I] but is full to the brim and will spill unless handled very carefully. The entire room is within a bubble of pure Nitrogen except for a large pocket of air in the ceiling. Any character entering the room while breathing normally will lose consciousness almost immediately. If the characters explore the room farther past the chalice they will find a brass throne covered with valuable furs (85gp) and a gelatinous cube. Characters hear laughter and agonized howling ahead. (4) In this large room are 7 Kobolds roasting rats over a firepit near the entrance and a dozen more near the back of the chamber torturing an Ogre trapped inside a pocket of rubble. The Ogre can be freed with an hour of labour or crushed by collapsing the rubble further. Characters peering into the chamber can see a small crawl-space leading to an underground stream. The Ogre is weak (half normal hp) but will still be inclined to attack unless presented with 1 or 2 captured Kobolds, in which case he will accept a truce and warn the party that the Kobolds believe the next area is haunted and avoid it. Inside the Ogre's hovel are a pile of rat bones, [I]pipes of the sewers[/I], a packet of coxcomb seeds (cures intestinal diseases), an out-sized wineskin, and 80gp. Buried underneath the ashes of the Kobold's firepit is a chest containing 345gp, 1180sp, 3543cp, and 3 rubies worth 120gp each. (5) The wide passage to this room is obscured by a grey fog. When the characters are halfway through they hear a female voice ask "Why do you discover this place?" If they say they're looking for the body of an aquatic elf so she can be returned to her people and/or properly buried they may pass without incident, otherwise roll to see if she attacks as a Ghost. At the end of the passage the fog clears and the characters pass over a hallway of metal grating and down spiral stairs. The corpse of the aquatic Elf lies strapped to a metal table. On the shelves are alembics, crusted mortars, small stunted fetuses floating in jars of yellowish ooze, a journal containing a clinical description of torture procedures and a sketchy map to an undersea Elven citadel, a [I]chime of hunger[/I], two [I]potions of healing[/I], a [I]potion of gaseous form[/I], and a [I]potion of climbing[/I]. A ladder leads to the surface through an illusory boulder. [/QUOTE]
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