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<blockquote data-quote="ElectricDragon" data-source="post: 7486460" data-attributes="member: 10778"><p><span style="font-size: 22px"><strong>THE LAIR OF THE LEAD DRAGON</strong></span></p><p>In the yolk that is the egg of Arkonseptsis’ realm is the lair of “no magic”. Though magic can be cast or activated here, it is likely to immediately draw the lead dragon’s attention. No matter where he is in his realm, Arkonseptsis can be anywhere his attention is drawn in 4d6+2 rounds. He knows all the shortest routes. In his lair though, he can be anywhere his attention is drawn in only 2d6 rounds. Once he has shown up, he will use his normal speed for combat.</p><p></p><p>The lair of Arkonseptsis is shaped like an ellipsoid angled slightly upward, with the lowest level of the lair below water.</p><p></p><p><strong><span style="font-size: 15px">Lake Level</span></strong></p><p>The lake itself is shaped like a half-circle, with the flat edge being the wall of the tunnels beyond. The curved edge offers three ledges on which the party can climb out of the water; all other areas being filled with a multitude of stalagmites and some stalactites, enough to call the whole area a forest of stalagmites. The radius of the lake is 1,000 feet.</p><p></p><p>The only entrance to this cavern is deep under water (40 feet) but not at the bottom (50 feet) and once the surface is reached, a swimmer needs to cross nearly 1,000 feet of ice cold, deep lake water to get to an area where climbing out of the water is possible. Those in the water and not ooze type or aquatic subtype or resistant to cold must make a Fortitude save DC 15 every 10 minutes or suffer -1 Strength and -1 Dexterity from numbness (this numbness stacks). Make numbness checks every 10 minutes in the water. Numbness penalties lessen by 1 on each ability score for each minute spent out of the water. A campfire will provide enough warmth to lessen the time to rounds spent out of the water instead of minutes.</p><p> </p><p>The lake is infested with treasure oozes. Any creature in the water acquires an treasure ooze attached to it each minute. They will stay attached until a pile of objects comes into range. </p><p></p><p>Further, the water is tainted with <em>Blinding Sickness</em> and requires a save versus the disease (DC 16) or catch the disease, repeat this save every 10 minutes for anyone in the water until they fail a save or exit the water. This cavern is nearly lightless, having only a faint multicolored glow coming through the stalagmite forest of the second level.</p><p></p><p>The ledges are five feet above the water, requiring a jump and grab to get up on the ledge.</p><p>Climbing out of the water is made difficult by slippery edges everywhere climbing up is possible (3 different places easily seen because of a diffuse glow from around the stalagmites surrounding the curved side of the lake): Climb check DC is 20 to climb out of the water because of the slipperiness.</p><p></p><p>The chance of an encounter while in the lake is 50%, checked every 10 minutes. If an encounter occurs, roll on the table below to determine what creature(s) are encountered. If possible, creatures encountered will follow any that seek to escape onto land.</p><p></p><p><span style="font-size: 12px"><strong>Lake Random Encounters</strong></span><strong></strong></p><p><strong><span style="font-size: 10px">1d12:Encounter (# of creatures)/Creature Size</span></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">1 giant octopus (1d3)/L</span></p><p><span style="font-size: 10px">2 giant octopus (1)/H</span></p><p><span style="font-size: 10px">3 black pudding (1d3)/H</span></p><p><span style="font-size: 10px">4 black pudding (1d2)/G</span></p><p><span style="font-size: 10px">5 elder black pudding (1)/G</span></p><p><span style="font-size: 10px">6 wizard pudding (1)/G</span></p><p><span style="font-size: 10px">7 ocher jelly (1d3)/L</span></p><p><span style="font-size: 10px">8 ocher jelly (1d2)/H</span></p><p><span style="font-size: 10px">9 gelatinous cube (1d4)/L</span></p><p><span style="font-size: 10px">10 gelatinous cube (1d3)/H</span></p><p><span style="font-size: 10px">11 gray ooze (1d6)/M</span></p><p><span style="font-size: 10px">12 gray ooze (1d3)/L</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Kerthan mentions a legendary tale of an apprentice dwarven blacksmith of clan Stonehammer, named Hraggar, who encountered a "Magic Eater" deep underground. While running from it he stumbled and fell into a puddle that turned out to be the corner of a deep lake. Hraggar's armor bore him down to the bottom where he found a glowing bluish gate and rather than wait to drown or try and walk out, he entered the gate. </em></span></p><p><span style="font-size: 10px"><em>The other side of the gate offered a bleak, hostile landscape. Hraggar quickly took off his armor and plunged back through the gate into the icy water. Months later, a fellow clan member found him wandering the deep tunnels, barely alive. Though the best dwarven physicians and priests tried for years; he never recovered enough strength to return to his craft. The clan history blames the Magic Eater for his affliction; Kerthan the Historian claims that "Magic Eater" is another epithet for Arkonseptsis.</em></span></p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7486460, member: 10778"] [size=6][b]THE LAIR OF THE LEAD DRAGON[/b][/size] In the yolk that is the egg of Arkonseptsis’ realm is the lair of “no magic”. Though magic can be cast or activated here, it is likely to immediately draw the lead dragon’s attention. No matter where he is in his realm, Arkonseptsis can be anywhere his attention is drawn in 4d6+2 rounds. He knows all the shortest routes. In his lair though, he can be anywhere his attention is drawn in only 2d6 rounds. Once he has shown up, he will use his normal speed for combat. The lair of Arkonseptsis is shaped like an ellipsoid angled slightly upward, with the lowest level of the lair below water. [b][size=4]Lake Level[/size][/b] The lake itself is shaped like a half-circle, with the flat edge being the wall of the tunnels beyond. The curved edge offers three ledges on which the party can climb out of the water; all other areas being filled with a multitude of stalagmites and some stalactites, enough to call the whole area a forest of stalagmites. The radius of the lake is 1,000 feet. The only entrance to this cavern is deep under water (40 feet) but not at the bottom (50 feet) and once the surface is reached, a swimmer needs to cross nearly 1,000 feet of ice cold, deep lake water to get to an area where climbing out of the water is possible. Those in the water and not ooze type or aquatic subtype or resistant to cold must make a Fortitude save DC 15 every 10 minutes or suffer -1 Strength and -1 Dexterity from numbness (this numbness stacks). Make numbness checks every 10 minutes in the water. Numbness penalties lessen by 1 on each ability score for each minute spent out of the water. A campfire will provide enough warmth to lessen the time to rounds spent out of the water instead of minutes. The lake is infested with treasure oozes. Any creature in the water acquires an treasure ooze attached to it each minute. They will stay attached until a pile of objects comes into range. Further, the water is tainted with [i]Blinding Sickness[/i] and requires a save versus the disease (DC 16) or catch the disease, repeat this save every 10 minutes for anyone in the water until they fail a save or exit the water. This cavern is nearly lightless, having only a faint multicolored glow coming through the stalagmite forest of the second level. The ledges are five feet above the water, requiring a jump and grab to get up on the ledge. Climbing out of the water is made difficult by slippery edges everywhere climbing up is possible (3 different places easily seen because of a diffuse glow from around the stalagmites surrounding the curved side of the lake): Climb check DC is 20 to climb out of the water because of the slipperiness. The chance of an encounter while in the lake is 50%, checked every 10 minutes. If an encounter occurs, roll on the table below to determine what creature(s) are encountered. If possible, creatures encountered will follow any that seek to escape onto land. [size=3][b]Lake Random Encounters[/b][/size][b] [size=2]1d12:Encounter (# of creatures)/Creature Size[/size][/b][size=2] 1 giant octopus (1d3)/L 2 giant octopus (1)/H 3 black pudding (1d3)/H 4 black pudding (1d2)/G 5 elder black pudding (1)/G 6 wizard pudding (1)/G 7 ocher jelly (1d3)/L 8 ocher jelly (1d2)/H 9 gelatinous cube (1d4)/L 10 gelatinous cube (1d3)/H 11 gray ooze (1d6)/M 12 gray ooze (1d3)/L [i]Kerthan mentions a legendary tale of an apprentice dwarven blacksmith of clan Stonehammer, named Hraggar, who encountered a "Magic Eater" deep underground. While running from it he stumbled and fell into a puddle that turned out to be the corner of a deep lake. Hraggar's armor bore him down to the bottom where he found a glowing bluish gate and rather than wait to drown or try and walk out, he entered the gate. The other side of the gate offered a bleak, hostile landscape. Hraggar quickly took off his armor and plunged back through the gate into the icy water. Months later, a fellow clan member found him wandering the deep tunnels, barely alive. Though the best dwarven physicians and priests tried for years; he never recovered enough strength to return to his craft. The clan history blames the Magic Eater for his affliction; Kerthan the Historian claims that "Magic Eater" is another epithet for Arkonseptsis.[/i][/size] [/QUOTE]
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