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<blockquote data-quote="dougmander" data-source="post: 2580383" data-attributes="member: 14375"><p>Encounter 17</p><p></p><p><strong>Elevatory Chamber</strong></p><p></p><p>This area is accessible only for characters who have found the key in the brain of the giant lobster in Encounter 14. Upon placing the key in the lock and turning the key clockwise as seen from above (see "Righty Tighty, Lefty Loosey" in <em>Alarums and Excursions</em> #2), the PCs will hear a roaring sound that seems to come from the very stone around them, and, in fact, does. The floor of the entire chamber will descend at a rate of 10 feet per round. After four rounds, the entrance to a passageway will appear on the east wall. Turning the key counterclockwise will interrupt the descent of the floor and allow PCs to enter the passageway; otherwise, PCs wishing to enter the passageway must jump before the floor descends beyond the passageway. Roll 4d6 five times and take the best two dice from each roll. Record the total on a piece of scrap paper, throw it away, and allow the PCs to enter the passageway. They will think they just did something risky and heroic. This is essential to maintaining the air of suspense crucial to a successful adventure.</p><p>The passageway leads to Encounter 104, Owlbear Trench Latrine.</p><p>Should the PCs continue to ride the floor downward, they will plunge into a pool of flaming lava acid that leaves behind only a general impression of an unpleasant event.</p><p></p><p>WARNING: This adventure is only valid with official World's Stupidest Dungeon miniature game figurines. We cannot guarantee that relative sizes, number of limbs, terrifying aspect, weaponry &c. will be accurate unless you use WORLD'S STUPIDEST DUNGEON miniatures. These precision sculpted miniature game pieces are made with pure lead for durable play. Suggested figures for this adventure:</p><p></p><p>WSD 0104: Bloated Carrion Crawler</p><p>WSD 0345: Assorted Baked Goods (includes pie, tarts, muffins, pasties)</p><p>WSD 0107: Toothless Hag</p></blockquote><p></p>
[QUOTE="dougmander, post: 2580383, member: 14375"] Encounter 17 [b]Elevatory Chamber[/b] This area is accessible only for characters who have found the key in the brain of the giant lobster in Encounter 14. Upon placing the key in the lock and turning the key clockwise as seen from above (see "Righty Tighty, Lefty Loosey" in [i]Alarums and Excursions[/i] #2), the PCs will hear a roaring sound that seems to come from the very stone around them, and, in fact, does. The floor of the entire chamber will descend at a rate of 10 feet per round. After four rounds, the entrance to a passageway will appear on the east wall. Turning the key counterclockwise will interrupt the descent of the floor and allow PCs to enter the passageway; otherwise, PCs wishing to enter the passageway must jump before the floor descends beyond the passageway. Roll 4d6 five times and take the best two dice from each roll. Record the total on a piece of scrap paper, throw it away, and allow the PCs to enter the passageway. They will think they just did something risky and heroic. This is essential to maintaining the air of suspense crucial to a successful adventure. The passageway leads to Encounter 104, Owlbear Trench Latrine. Should the PCs continue to ride the floor downward, they will plunge into a pool of flaming lava acid that leaves behind only a general impression of an unpleasant event. WARNING: This adventure is only valid with official World's Stupidest Dungeon miniature game figurines. We cannot guarantee that relative sizes, number of limbs, terrifying aspect, weaponry &c. will be accurate unless you use WORLD'S STUPIDEST DUNGEON miniatures. These precision sculpted miniature game pieces are made with pure lead for durable play. Suggested figures for this adventure: WSD 0104: Bloated Carrion Crawler WSD 0345: Assorted Baked Goods (includes pie, tarts, muffins, pasties) WSD 0107: Toothless Hag [/QUOTE]
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