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<blockquote data-quote="evilbob" data-source="post: 6221633" data-attributes="member: 9789"><p>It's just too much fun to not keep going! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (This is based on something I read recently...)</p><p></p><p><strong>Encounter 205b</strong></p><p></p><p>While exploring the hallway, the PCs happen upon the second room on the left with a giant web. Once they enter the room, a huge spider pounces on them and stings 1d6 of the PCs (at least one PC gets stung). It's a special type of magical spider that cannot be detected or defended against before the first sting, nor can they resist the poison, or avoid it. The poison is impervious to magic or healing and even works on dwarves, constructs, undead, and other creatures normally immune to poison. It does not work on Tzzird, although he falls into a coma for 1d4 months. The poison is slow-acting, and once stung, any PCs affected have exactly two weeks before they will die. Once the spider has finished stinging (hopefully most) of the PCs, it disappears and cannot be followed, traced, scried upon, or otherwise detected ever again, as it has phased into another dimension of which the PCs are forever unaware.</p><p></p><p>The rest of the doors in this room are locked and trapped, and covered in more of the same web. There is also a hidden door (level 21, DC 35, resists magical detection, 5% chance to detect) which is also trapped with a dimensional teleport spell that teleports the first 5 people through the hidden door to outside the castle. Behind this room is an invisible wall that cannot be detected with magic, and then above this room is a special extra-dimensional space that can only be accessed from the room below through 8 feet of solid stone that cannot be magically changed or altered. In this room is an old woman sitting in a stool with three legs. She tells the PCs she can give them the antidote to the poison, since she is an old spellcaster. However, first they must collect the following items for her spell:</p><ul> <li data-xf-list-type="ul"> 3 tears from a magical owlbear that lives on top of a mountain 150 miles due east</li> <li data-xf-list-type="ul"> twelve pieces of a fungus that only grows at the bottom of a special cave 400 miles west of here</li> <li data-xf-list-type="ul"> 17 dead orc ears</li> <li data-xf-list-type="ul"> the left shoe of the lord of all dragons, Henry MacGuffen, who sleeps at the top of Whispy Mountain (see Map AA)</li> </ul><p></p><p>See encounters 306, 128, and 167 for more information about these locations. Note that the PCs are not allowed any magical transportation since all of these locations are warded against them. Also they can't be scried or flown to, or use horses. Teleporting is right out.</p><p></p><p>Additionally, after 1d3 days, each infected PC starts to lose 1 point of Strength, permanently. After that they lose 1 point of Dex, and so forth. If the PCs die from the poison, their bodies disintegrate and then their ashes turn into another one of those spiders and they infect 1d6 more PCs before phasing away again, just like before.</p><p></p><p>Additionally, the wizard at the end of the tower has two doses of antivenom that can protect a PC from being infected in the first place.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6221633, member: 9789"] It's just too much fun to not keep going! :) (This is based on something I read recently...) [B]Encounter 205b[/B] While exploring the hallway, the PCs happen upon the second room on the left with a giant web. Once they enter the room, a huge spider pounces on them and stings 1d6 of the PCs (at least one PC gets stung). It's a special type of magical spider that cannot be detected or defended against before the first sting, nor can they resist the poison, or avoid it. The poison is impervious to magic or healing and even works on dwarves, constructs, undead, and other creatures normally immune to poison. It does not work on Tzzird, although he falls into a coma for 1d4 months. The poison is slow-acting, and once stung, any PCs affected have exactly two weeks before they will die. Once the spider has finished stinging (hopefully most) of the PCs, it disappears and cannot be followed, traced, scried upon, or otherwise detected ever again, as it has phased into another dimension of which the PCs are forever unaware. The rest of the doors in this room are locked and trapped, and covered in more of the same web. There is also a hidden door (level 21, DC 35, resists magical detection, 5% chance to detect) which is also trapped with a dimensional teleport spell that teleports the first 5 people through the hidden door to outside the castle. Behind this room is an invisible wall that cannot be detected with magic, and then above this room is a special extra-dimensional space that can only be accessed from the room below through 8 feet of solid stone that cannot be magically changed or altered. In this room is an old woman sitting in a stool with three legs. She tells the PCs she can give them the antidote to the poison, since she is an old spellcaster. However, first they must collect the following items for her spell: [LIST] [*] 3 tears from a magical owlbear that lives on top of a mountain 150 miles due east [*] twelve pieces of a fungus that only grows at the bottom of a special cave 400 miles west of here [*] 17 dead orc ears [*] the left shoe of the lord of all dragons, Henry MacGuffen, who sleeps at the top of Whispy Mountain (see Map AA) [/LIST] See encounters 306, 128, and 167 for more information about these locations. Note that the PCs are not allowed any magical transportation since all of these locations are warded against them. Also they can't be scried or flown to, or use horses. Teleporting is right out. Additionally, after 1d3 days, each infected PC starts to lose 1 point of Strength, permanently. After that they lose 1 point of Dex, and so forth. If the PCs die from the poison, their bodies disintegrate and then their ashes turn into another one of those spiders and they infect 1d6 more PCs before phasing away again, just like before. Additionally, the wizard at the end of the tower has two doses of antivenom that can protect a PC from being infected in the first place. [/QUOTE]
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