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<blockquote data-quote="Slife" data-source="post: 2581019" data-attributes="member: 16347"><p>#24</p><p>After the disturbing encounter #23 the characters will be in a pond/lake. There's a huge rusty pipe dumping sewage into the pond/lake. If the party has a druid, (or they picked up the one from room 72c) he must make a DC 25 will save, or wax poetically about how humans are destroying the enviroment for 3d10 rounds. For this time, no spells with verbal components may be cast. Not just by the druid, by the whole party. It's <em>that</em> loud. </p><p></p><p>The water is the exact colours of the legendary crimson emerald the Eye Of Argon (In the special Bonus Module when you buy The World's Most Tedious <s>Railroad</s> Dungeon) In it are swimming several (7d9) dace . They attack using Stirge stats, but instead of flying make them swim, and instead of draining HP they drain constitution. Because they're part of the natural ecology, all druids must deal subdual damage to the fish. </p><p></p><p>Also, because of the very thick marsh gasses and smell, flight and levitation spells are right out. </p><p></p><p>If successful, the party will be able to choose to continue to what you should say is room 300, but is actully room 1 again, but with enemies from room 48, (Stats specified in Encounter 35), or they can choose to go on to room 25. Also, the party can't go back into the pipe (although they certainly shouldn't want to, given what's in there). If they try, they will find a DC 45.4 pit trap that's full of black pudding. Real black pudding. It's rotton.</p></blockquote><p></p>
[QUOTE="Slife, post: 2581019, member: 16347"] #24 After the disturbing encounter #23 the characters will be in a pond/lake. There's a huge rusty pipe dumping sewage into the pond/lake. If the party has a druid, (or they picked up the one from room 72c) he must make a DC 25 will save, or wax poetically about how humans are destroying the enviroment for 3d10 rounds. For this time, no spells with verbal components may be cast. Not just by the druid, by the whole party. It's [i]that[/i] loud. The water is the exact colours of the legendary crimson emerald the Eye Of Argon (In the special Bonus Module when you buy The World's Most Tedious [s]Railroad[/s] Dungeon) In it are swimming several (7d9) dace . They attack using Stirge stats, but instead of flying make them swim, and instead of draining HP they drain constitution. Because they're part of the natural ecology, all druids must deal subdual damage to the fish. Also, because of the very thick marsh gasses and smell, flight and levitation spells are right out. If successful, the party will be able to choose to continue to what you should say is room 300, but is actully room 1 again, but with enemies from room 48, (Stats specified in Encounter 35), or they can choose to go on to room 25. Also, the party can't go back into the pipe (although they certainly shouldn't want to, given what's in there). If they try, they will find a DC 45.4 pit trap that's full of black pudding. Real black pudding. It's rotton. [/QUOTE]
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