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<blockquote data-quote="Nifft" data-source="post: 419124" data-attributes="member: 6562"><p>Thank you! Here, then, are some more:</p><p></p><p></p><p><strong>Dry Siren:</strong> The ghost of a Harpy-Sorceress haunts her cave, in a ravine. Her song is just as potent in death as it was in life, and those affected by it will walk towards the sound of her voice -- and into the ravine.</p><p></p><p>At the bottom of the ravine are the animated remains of many gnolls (4 Zombies and 31 Skeletons; due to damage from their falls, they move at half listed speed and do damage as though they were size Small. Treat them as size Small for Hit Dice and CR determination).</p><p></p><p></p><p><strong>Crimson Scent:</strong> A beautiful wildflower grows with surprising frequency over this field. The petals are shiny -- almost metallic -- and the center is a vibrant crimson. The stalks are clumped together in places, and spread out in others. A crisp scent fills the valley air.</p><p></p><p>The flowers are the souls of soldiers betrayed in an epic battle with demonic forces. The demons did what they could to taint the field, and a Druid later did what she could to purify the field. Unfortunately, the demons' powers proved stronger.</p><p></p><p>The scent of the field is the flower's pollen, which acts as a poison slowly (if the party merely stays in the vicinity) or quickly (if someone sniffs a flower). Anyone plucking a flower must make a reflex save [DC 15] to avoid being pricked by thorns among the leaves and petals; anyone so cut risks being poisoned as well.</p><p></p><p><em>Crimson Bite Flower Poison:</em></p><p>Every Hour In Valley: Fort [DC 10] initial 1 minute of Nausea, secondary Lightheaded (-2 Circumstance penalty to all rolls) for 1 hour</p><p>Sniff Flower: Fort [DC 20] initial 3d6 rounds of Confusion, secondary Sleep for 2d4 hours</p><p>Pricked by Thorn: Fort [DC 25] initial 2d4 rounds of Confusion, secondary Sleep for 2d6 hours</p><p></p><p>Anyone sleeping in the valley, voluntarily or due to the poison, must make a Will save [DC 15] or be assailed by visions of slaughter, despair, and infernal suffering (treat as being affected by a Nightmare spell). Those who succeed have visions of ghostly human soldiers, forlorn and mute, trying to communicate thier situation... and perhaps a way to purify the battlefield and free them.</p><p></p><p>Gnolls in the area regard the valley as sacred, due to the holy visions of rage and battle it provides. Spending a night in the field has been incorporated in their Rites of Manhood. They will 'defend' the field with all thier might, should they spot interlopers 'defiling' it.</p><p></p><p></p><p><strong>Dark Pool:</strong> A watering hole. If the party tastes the water, it tastes slightly sour.</p><p></p><p>Spot DC 10: Many animal tracks lead up to it.</p><p>Spot DC 20: No gnoll tracks present.</p><p>Spot DC 30: Very small bubbles in the center of the pool at irregular intervals.</p><p></p><p>The bottom of the pool is a huge black pudding, which will emerge at night should the party camp nearby. If anyone goes swimming, they're grabbed by the black pudding and pulled under. Simply drinking from the pool has only a 1 in 20 chance of 'awakening' the black pudding.</p><p></p><p>For a more "gravelands" feel, make it a huge bone ooze (from MM2, which I don't yet have).</p><p></p><p></p><p>That's all for today. -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 419124, member: 6562"] Thank you! Here, then, are some more: [b]Dry Siren:[/b] The ghost of a Harpy-Sorceress haunts her cave, in a ravine. Her song is just as potent in death as it was in life, and those affected by it will walk towards the sound of her voice -- and into the ravine. At the bottom of the ravine are the animated remains of many gnolls (4 Zombies and 31 Skeletons; due to damage from their falls, they move at half listed speed and do damage as though they were size Small. Treat them as size Small for Hit Dice and CR determination). [b]Crimson Scent:[/b] A beautiful wildflower grows with surprising frequency over this field. The petals are shiny -- almost metallic -- and the center is a vibrant crimson. The stalks are clumped together in places, and spread out in others. A crisp scent fills the valley air. The flowers are the souls of soldiers betrayed in an epic battle with demonic forces. The demons did what they could to taint the field, and a Druid later did what she could to purify the field. Unfortunately, the demons' powers proved stronger. The scent of the field is the flower's pollen, which acts as a poison slowly (if the party merely stays in the vicinity) or quickly (if someone sniffs a flower). Anyone plucking a flower must make a reflex save [DC 15] to avoid being pricked by thorns among the leaves and petals; anyone so cut risks being poisoned as well. [i]Crimson Bite Flower Poison:[/i] Every Hour In Valley: Fort [DC 10] initial 1 minute of Nausea, secondary Lightheaded (-2 Circumstance penalty to all rolls) for 1 hour Sniff Flower: Fort [DC 20] initial 3d6 rounds of Confusion, secondary Sleep for 2d4 hours Pricked by Thorn: Fort [DC 25] initial 2d4 rounds of Confusion, secondary Sleep for 2d6 hours Anyone sleeping in the valley, voluntarily or due to the poison, must make a Will save [DC 15] or be assailed by visions of slaughter, despair, and infernal suffering (treat as being affected by a Nightmare spell). Those who succeed have visions of ghostly human soldiers, forlorn and mute, trying to communicate thier situation... and perhaps a way to purify the battlefield and free them. Gnolls in the area regard the valley as sacred, due to the holy visions of rage and battle it provides. Spending a night in the field has been incorporated in their Rites of Manhood. They will 'defend' the field with all thier might, should they spot interlopers 'defiling' it. [b]Dark Pool:[/b] A watering hole. If the party tastes the water, it tastes slightly sour. Spot DC 10: Many animal tracks lead up to it. Spot DC 20: No gnoll tracks present. Spot DC 30: Very small bubbles in the center of the pool at irregular intervals. The bottom of the pool is a huge black pudding, which will emerge at night should the party camp nearby. If anyone goes swimming, they're grabbed by the black pudding and pulled under. Simply drinking from the pool has only a 1 in 20 chance of 'awakening' the black pudding. For a more "gravelands" feel, make it a huge bone ooze (from MM2, which I don't yet have). That's all for today. -- Nifft [/QUOTE]
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