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Story Hour
Consequences of the Quill (Restored 5/13/06)
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<blockquote data-quote="LordVyreth" data-source="post: 1488266" data-attributes="member: 9626"><p><strong>For Lela</strong></p><p></p><p>I tried emailing you, but it said the administration locked that function. Just for those vollowing along, this has nothing to do with my campaign.</p><p></p><p>Anyway, what about this? The cave's central chamber has four locked doors. There are also four keys in the room, or they could be found by the PCs in an earlier adventure or set of adventures. The keys each have an elemental property. Behind the doors is a labyrinth, which descends very quickly at first so that much of it is below the starting room. Characters can make skill checks to notice the central room is disconnected from the rest of the cave by a small set of cracks. Directly below the central chamber, there is another room with a pit in the center of the room. At the bottom of the pit is a gateway to the negative energy plane. There can be a ladder in the pit, in case a player falls or jumps into it. The rest of the labyrinth eventually splits into four side passages, with elemental themes. To get through them, the party can use the keys, which not only unlock the first four doors, but also have limited powers of their own. For example, the air key can let the user feather fall at will, the fire key can produce flame, the earth key can produce a solid block of stone, and then store this block of stone to be transferred to someplace else, and the water key can create obscuring mist. These powers can be used to get through obstacles or puzzles within the side paths. They'd also be a good place for small combats, with mephits or low CR elementals (or non-true elemental creatures like arrowhawks.) The goal is to reach the end of each chamber, which contains a switch that opens and closes a portal to the corresponding plane. Opening the portal will send a solid sheet of fire, a river of water, a ball of sand, or a blast of wind down the passageway and into the maze. The goal is to release the four jets with correct timing and positioning to direct the fire and water into the lower chamber. To do this, the air blast has to move the fire sheet, and the sand has to block and redirect the river. This will make the fire and water mix in the lower chamber, creating steam that will last and rise through the ceiling, instead of pour into the negative energy portal. The goal now is get back though the maze (while avoiding the damaging jets of elemental power,) reach the central chamber, and let the steam actually push this room upwards, to the exit, a major magical item, or some other plot point.</p></blockquote><p></p>
[QUOTE="LordVyreth, post: 1488266, member: 9626"] [b]For Lela[/b] I tried emailing you, but it said the administration locked that function. Just for those vollowing along, this has nothing to do with my campaign. Anyway, what about this? The cave's central chamber has four locked doors. There are also four keys in the room, or they could be found by the PCs in an earlier adventure or set of adventures. The keys each have an elemental property. Behind the doors is a labyrinth, which descends very quickly at first so that much of it is below the starting room. Characters can make skill checks to notice the central room is disconnected from the rest of the cave by a small set of cracks. Directly below the central chamber, there is another room with a pit in the center of the room. At the bottom of the pit is a gateway to the negative energy plane. There can be a ladder in the pit, in case a player falls or jumps into it. The rest of the labyrinth eventually splits into four side passages, with elemental themes. To get through them, the party can use the keys, which not only unlock the first four doors, but also have limited powers of their own. For example, the air key can let the user feather fall at will, the fire key can produce flame, the earth key can produce a solid block of stone, and then store this block of stone to be transferred to someplace else, and the water key can create obscuring mist. These powers can be used to get through obstacles or puzzles within the side paths. They'd also be a good place for small combats, with mephits or low CR elementals (or non-true elemental creatures like arrowhawks.) The goal is to reach the end of each chamber, which contains a switch that opens and closes a portal to the corresponding plane. Opening the portal will send a solid sheet of fire, a river of water, a ball of sand, or a blast of wind down the passageway and into the maze. The goal is to release the four jets with correct timing and positioning to direct the fire and water into the lower chamber. To do this, the air blast has to move the fire sheet, and the sand has to block and redirect the river. This will make the fire and water mix in the lower chamber, creating steam that will last and rise through the ceiling, instead of pour into the negative energy portal. The goal now is get back though the maze (while avoiding the damaging jets of elemental power,) reach the central chamber, and let the steam actually push this room upwards, to the exit, a major magical item, or some other plot point. [/QUOTE]
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