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<blockquote data-quote="StupidSmurf" data-source="post: 2579707" data-attributes="member: 35893"><p>Encounter 4: Room of Peril</p><p>If the PCs listen at the door, they hear a rhythmic beat, as if music was playing behind the door. Which, in fact it is. The music that is, not the door. The door plays nothing and is otherwise a normal mundane door, designed solely for the purposes of opening and closing, allowing and/or denying egress and ingress. The door has no musical talent, magical or otherwise. This should come as no surprise, as many are of the belief that the Doors have no musical talent anyway, and the organ solos are way too long. The door is not locked, although there is a lock. The lock simply isn’t engaged. Nor is the lock married. PCs can check it out if they wish. But it’s not locked. And not married. Or engaged. In fact, the lock has decided to sort of lay low for a while and just see various people as friends.</p><p></p><p>When the PCs’ enter, read the following allowed:</p><p></p><p>“You enter a 30’x30’ room, and all of your jaws drop collectively as your eyes and ears are treated to a site you haven’t ever heard before. Deployed about the room are nine badgers, standing up right, and appearing to be dancing. There’s a door opposite the door you came in, on the north wall. That is, the door’s on the north wall. You came in through the south door.</p><p></p><p>"The floor is made of dressed stone, which means that the stones have been worked into blocks by human hands, or demi-human hands. The hard stone floor is ideal for walking on, though it may hurt if a character falls down on it. The floor is rather clean.</p><p></p><p>“In the northeast corner are two myconid (mushroom men), who are playing musical instruments. The dancing badgers are dancing to the musical tunes played by the performing myconid mushroom men. The beat is catchy…”</p><p></p><p>Each PC must now make a saving throw versus Otto’s Irresistable Dance, or commence dancing along with the badgers. This continues for 1d6 hours, as the mushroom men can play a lot, since they’re really good musicians.</p><p></p><p>Unfortunately, the first five foot square beyond the door is a trap pressure plate. If anyone steps on it without first deactivating it, a trap door opens in the ceiling and a large poisonous hungry venomous snake drops on top of the stepping victims. This is a trap.</p><p></p><p>If the PCs can talk to the badgers by means of a Speak With Animals spell, that is fine. The badgers are otherwise friendly; but they just gotta dance. Little do the PCs know that the badgers are actually the devoted followers of the half-drow, half-dragon werebadger psionic monk/assassin divine champion of Lolth, encountered later on in the adventure. And the badgers won’t let on about their allegiance.</p><p></p><p>The mushroom men offer know clues as well, but they sautee nicely with some butter and garlic, if the PCs feel so inclined. Everyone in the room is a non-combatant, and won’t fight.</p><p></p><p>There’s no treasure in this room, unless youre PCs really like mushrooms.</p><p></p><p>However, if anyone checks the empty trap area where the poisonous hungry venomous snake dropped out from, they find a small 5’x5’ air-tight cubby hole with an old orc skull inside it. Inside the orc skull is a +2 longswrod and a riddle on a parchment. The riddle is as follows:</p><p></p><p>Adventurers brave, stop and hear</p><p>There’s no time to drink your beer</p><p>This dungeon’s only for the brave</p><p>If the princess you want to save</p><p>But before this room you all will pass</p><p>This note will proceed to fry your…</p><p></p><p>Then the Explosive Runes spell goes off.</p><p></p><p>Sammy the Snake: Str 14, Dex 17, Con 14, Int 1, Wis 8, Cha 12; Dam 1d4 (Fangs, plus 1d20 poison); AC 14; To Hit +4; Treasure None.</p></blockquote><p></p>
[QUOTE="StupidSmurf, post: 2579707, member: 35893"] Encounter 4: Room of Peril If the PCs listen at the door, they hear a rhythmic beat, as if music was playing behind the door. Which, in fact it is. The music that is, not the door. The door plays nothing and is otherwise a normal mundane door, designed solely for the purposes of opening and closing, allowing and/or denying egress and ingress. The door has no musical talent, magical or otherwise. This should come as no surprise, as many are of the belief that the Doors have no musical talent anyway, and the organ solos are way too long. The door is not locked, although there is a lock. The lock simply isn’t engaged. Nor is the lock married. PCs can check it out if they wish. But it’s not locked. And not married. Or engaged. In fact, the lock has decided to sort of lay low for a while and just see various people as friends. When the PCs’ enter, read the following allowed: “You enter a 30’x30’ room, and all of your jaws drop collectively as your eyes and ears are treated to a site you haven’t ever heard before. Deployed about the room are nine badgers, standing up right, and appearing to be dancing. There’s a door opposite the door you came in, on the north wall. That is, the door’s on the north wall. You came in through the south door. "The floor is made of dressed stone, which means that the stones have been worked into blocks by human hands, or demi-human hands. The hard stone floor is ideal for walking on, though it may hurt if a character falls down on it. The floor is rather clean. “In the northeast corner are two myconid (mushroom men), who are playing musical instruments. The dancing badgers are dancing to the musical tunes played by the performing myconid mushroom men. The beat is catchy…” Each PC must now make a saving throw versus Otto’s Irresistable Dance, or commence dancing along with the badgers. This continues for 1d6 hours, as the mushroom men can play a lot, since they’re really good musicians. Unfortunately, the first five foot square beyond the door is a trap pressure plate. If anyone steps on it without first deactivating it, a trap door opens in the ceiling and a large poisonous hungry venomous snake drops on top of the stepping victims. This is a trap. If the PCs can talk to the badgers by means of a Speak With Animals spell, that is fine. The badgers are otherwise friendly; but they just gotta dance. Little do the PCs know that the badgers are actually the devoted followers of the half-drow, half-dragon werebadger psionic monk/assassin divine champion of Lolth, encountered later on in the adventure. And the badgers won’t let on about their allegiance. The mushroom men offer know clues as well, but they sautee nicely with some butter and garlic, if the PCs feel so inclined. Everyone in the room is a non-combatant, and won’t fight. There’s no treasure in this room, unless youre PCs really like mushrooms. However, if anyone checks the empty trap area where the poisonous hungry venomous snake dropped out from, they find a small 5’x5’ air-tight cubby hole with an old orc skull inside it. Inside the orc skull is a +2 longswrod and a riddle on a parchment. The riddle is as follows: Adventurers brave, stop and hear There’s no time to drink your beer This dungeon’s only for the brave If the princess you want to save But before this room you all will pass This note will proceed to fry your… Then the Explosive Runes spell goes off. Sammy the Snake: Str 14, Dex 17, Con 14, Int 1, Wis 8, Cha 12; Dam 1d4 (Fangs, plus 1d20 poison); AC 14; To Hit +4; Treasure None. [/QUOTE]
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