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Collaborative Cave #2 - Updated map (see 1st post) - Now doing room assignment
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<blockquote data-quote="Elephant" data-source="post: 3693272" data-attributes="member: 17431"><p>Here's the basic outline for Room 15:</p><p></p><p>Once the party finds the secret door, they can see the inscription “He who cannot give anything away cannot feel anything either.” Surrounding the inscription are four runes meaning:</p><p></p><p>* Wisdom</p><p>* Temperance</p><p>* Justice</p><p>* Courage</p><p></p><p>When the secret door is opened, it triggers a Magic Mouth that says, "To get this far, you must be strong. But, I wonder, are you worthy?"</p><p></p><p>As the PCs open the door, they hear a whimpering sound from within.</p><p></p><p>They see an emaciated Pixie elder chained to the wall with cold iron shackles. Scars criscross her face and hands, and she has blackened stumps where her wings once were.</p><p></p><p>If the PCs release her (non-Fey PCs will automatically succeed in removing the shackles), she will thank the PCs and accompany them through the rest of the cave. <em>She will be able to show them a hidden cache where her possessions were being kept. In gratitude for her release, she offers everything she owns.</em></p><p><em></em></p><p><em>If they accept all her possessions, they fail the test. If they accept some reward but leave her with the rest of her possessions, or if they give her anything to help her out once she leaves the cave, they pass. After all, a crippled Pixie could use SOMETHING to help return to her life in the forest!</em></p><p></p><p>If they attack her, she dies (her DR, SR, and special abilities are suppressed by the shackles, and she has no equipment).</p><p></p><p>As they leave the secret room, the ceiling of room 13 collapses, a pair of dragons flawing and biting at each other. One is Copper, one is Green. They roll away from each other and hop to their feet, then take notice of the PCs. "Say, these morsels don't have an interest. Perhaps they'd be willing to arbitrate our little dispute?"</p><p></p><p>The copper dragon, looking the worse for wear, reluctantly agrees. They outline their dispute:</p><p></p><p>Green claims that he's laired nearby for over a hundred years. This copper usurper is trying to move in and claim his territory!</p><p></p><p>Copper points out that Green is an EVIL dragon, so the area is better off without him. "Besides, I need a lair of my own now, and he's just in the way." - and the dragon ends by sticking its tongue out at Green.</p><p></p><p>Attack Green or Rule for Copper: Green attacks and kills Copper, then flies away. He'll attack the PCs if any of them are convenient targets, but he focuses on Copper.</p><p></p><p>Rule for Green: Copper flies away in a huff, Green stays for a moment to chat...</p><p></p><p>Green demands that the party hand over the pixie because he needs a snack. If they stand up to his bullying, he simply flies away.</p><p></p><p>If the party fails any of these four tests, the moral axis of the PCs' alignments changes to Evil.</p><p></p><p>4 tests:</p><p>1. Wisdom - Release the pixie</p><p>2. Temperance - Leave the pixie with some of her possessions when she offers the party its reward.</p><p>3. Justice - Arbitrate fairly between the good and evil dragons (rule in favor of the Green)</p><p>4. Courage - Stand up to the dragon-bully</p></blockquote><p></p>
[QUOTE="Elephant, post: 3693272, member: 17431"] Here's the basic outline for Room 15: Once the party finds the secret door, they can see the inscription “He who cannot give anything away cannot feel anything either.” Surrounding the inscription are four runes meaning: * Wisdom * Temperance * Justice * Courage When the secret door is opened, it triggers a Magic Mouth that says, "To get this far, you must be strong. But, I wonder, are you worthy?" As the PCs open the door, they hear a whimpering sound from within. They see an emaciated Pixie elder chained to the wall with cold iron shackles. Scars criscross her face and hands, and she has blackened stumps where her wings once were. If the PCs release her (non-Fey PCs will automatically succeed in removing the shackles), she will thank the PCs and accompany them through the rest of the cave. [i]She will be able to show them a hidden cache where her possessions were being kept. In gratitude for her release, she offers everything she owns. If they accept all her possessions, they fail the test. If they accept some reward but leave her with the rest of her possessions, or if they give her anything to help her out once she leaves the cave, they pass. After all, a crippled Pixie could use SOMETHING to help return to her life in the forest![/i] If they attack her, she dies (her DR, SR, and special abilities are suppressed by the shackles, and she has no equipment). As they leave the secret room, the ceiling of room 13 collapses, a pair of dragons flawing and biting at each other. One is Copper, one is Green. They roll away from each other and hop to their feet, then take notice of the PCs. "Say, these morsels don't have an interest. Perhaps they'd be willing to arbitrate our little dispute?" The copper dragon, looking the worse for wear, reluctantly agrees. They outline their dispute: Green claims that he's laired nearby for over a hundred years. This copper usurper is trying to move in and claim his territory! Copper points out that Green is an EVIL dragon, so the area is better off without him. "Besides, I need a lair of my own now, and he's just in the way." - and the dragon ends by sticking its tongue out at Green. Attack Green or Rule for Copper: Green attacks and kills Copper, then flies away. He'll attack the PCs if any of them are convenient targets, but he focuses on Copper. Rule for Green: Copper flies away in a huff, Green stays for a moment to chat... Green demands that the party hand over the pixie because he needs a snack. If they stand up to his bullying, he simply flies away. If the party fails any of these four tests, the moral axis of the PCs' alignments changes to Evil. 4 tests: 1. Wisdom - Release the pixie 2. Temperance - Leave the pixie with some of her possessions when she offers the party its reward. 3. Justice - Arbitrate fairly between the good and evil dragons (rule in favor of the Green) 4. Courage - Stand up to the dragon-bully [/QUOTE]
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