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<blockquote data-quote="iserith" data-source="post: 6722479" data-attributes="member: 97077"><p><strong>Originally posted by iserith:</strong></p><p></p><p><span style="font-size: 12px"><strong>Time Passes...</strong></span></p><p> </p><p><strong>If the adventurers take a long rest in the forest outside the barrow</strong>, roll a d20. On a result of <strong>17-20</strong>, roll another d20 on the table below to see what happens.</p><p> </p><ul> <li data-xf-list-type="ul">1-2. A mother <strong>owlbear</strong>, crazed and looking for her stolen egg. If someone has her egg, she attacks that person relentlessly and with advantage.</li> <li data-xf-list-type="ul">3-4. Four <strong>orcs</strong>, a scouting party for the army that is assembling in the East. They are looking for the legendary sword, <em>Eye-Closer</em>, on the order of their warlord, Grimgaunt the Orc-Wight.</li> <li data-xf-list-type="ul">5-6. Guy Lyrique, a wandering minstrel that was attacked on the road by a wolf and has wandered delirious through the forest for days. That was no normal wolf though - it was a <strong>werewolf </strong>and Guy has been infected with lycathropy. His change begins at an inopportune moment for the adventurers.</li> <li data-xf-list-type="ul">7-8. A <strong>bugbear </strong>and four <strong>goblins </strong>that have been tracking Gambol the blink dog. They think they can gain his power of teleportation if they eat him.</li> <li data-xf-list-type="ul">9-10. A <strong>centaur </strong>and a <strong>giant owl</strong> on their way to a fey wedding. They know of the barrow and suspect the adventurers might be tomb-robbers, so they're hostile until the adventurers prove otherwise.</li> <li data-xf-list-type="ul">11-12. A<strong> yuan-ti malison</strong> (type 1) following the pheromone trail left by Lily Guild. He knows the truth of her capture, but cannot reveal her true identity or the presence of the Snake Cult to unbelievers like the adventurers.</li> <li data-xf-list-type="ul">13-14. A band of mercenaries (a <strong>berserker </strong>and three <strong>bandits</strong>) working for The Drab Men who have now turned on their unreliable ettercap co-conspirator. They're here to kill Daddy Longlegs and the prisoners he's keeping and destroy any evidence of the plot.</li> <li data-xf-list-type="ul">15-16. A <strong>will-o'-wisp </strong>that tries to lure adventurers into an area of quicksand.</li> <li data-xf-list-type="ul">17-18. Three <strong>swarms of insects</strong>, nasty biting flies, that descend upon the adventurers' location to feed.</li> <li data-xf-list-type="ul">19-20. An <strong>ogre </strong>with a craving for fresh halfing or gnome for dinner. But any adventurer will do to sate his appetite for flesh.</li> </ul><p> </p><p><strong>If the adventurers take a long rest in the barrow or spend 8 hours in contact with someone already infected by the Iron Shadow,</strong> they run the risk of becoming infected themselves. At the end of the long rest, each adventurer must make a DC 11 Intelligence saving throw. With a successful saving throw, the Iron Shadow is resisted for now. On a failed save, the creature is affected by the Iron Shadow and suffers the first stage of exhaustion (Basic Rules v0.2, page 107) as his or her imagination and creativity is slowly drained away. A creature infected by the Iron Shadow can attempt another Intelligence saving throw at the end of each week with a +1 to the DC for each week since infection. Success means that the disease remains as it is; failure means another step on the exhaustion track. The Iron Shadow can only be remedied through spells like <em>greater restoration</em> or more powerful magic. <em>Remove curse</em> only transfers the Iron Shadow to the caster with no saving throw permitted.</p></blockquote><p></p>
[QUOTE="iserith, post: 6722479, member: 97077"] [b]Originally posted by iserith:[/b] [Size=3][b]Time Passes...[/b][/size] [b]If the adventurers take a long rest in the forest outside the barrow[/b], roll a d20. On a result of [b]17-20[/b], roll another d20 on the table below to see what happens. [LIST][*]1-2. A mother [b]owlbear[/b], crazed and looking for her stolen egg. If someone has her egg, she attacks that person relentlessly and with advantage. [*]3-4. Four [b]orcs[/b], a scouting party for the army that is assembling in the East. They are looking for the legendary sword, [i]Eye-Closer[/i], on the order of their warlord, Grimgaunt the Orc-Wight. [*]5-6. Guy Lyrique, a wandering minstrel that was attacked on the road by a wolf and has wandered delirious through the forest for days. That was no normal wolf though - it was a [b]werewolf [/b]and Guy has been infected with lycathropy. His change begins at an inopportune moment for the adventurers. [*]7-8. A [b]bugbear [/b]and four [b]goblins [/b]that have been tracking Gambol the blink dog. They think they can gain his power of teleportation if they eat him. [*]9-10. A [b]centaur [/b]and a [b]giant owl[/b] on their way to a fey wedding. They know of the barrow and suspect the adventurers might be tomb-robbers, so they're hostile until the adventurers prove otherwise. [*]11-12. A[b] yuan-ti malison[/b] (type 1) following the pheromone trail left by Lily Guild. He knows the truth of her capture, but cannot reveal her true identity or the presence of the Snake Cult to unbelievers like the adventurers. [*]13-14. A band of mercenaries (a [b]berserker [/b]and three [b]bandits[/b]) working for The Drab Men who have now turned on their unreliable ettercap co-conspirator. They're here to kill Daddy Longlegs and the prisoners he's keeping and destroy any evidence of the plot. [*]15-16. A [b]will-o'-wisp [/b]that tries to lure adventurers into an area of quicksand. [*]17-18. Three [b]swarms of insects[/b], nasty biting flies, that descend upon the adventurers' location to feed. [*]19-20. An [b]ogre [/b]with a craving for fresh halfing or gnome for dinner. But any adventurer will do to sate his appetite for flesh. [/LIST] [b]If the adventurers take a long rest in the barrow or spend 8 hours in contact with someone already infected by the Iron Shadow,[/b] they run the risk of becoming infected themselves. At the end of the long rest, each adventurer must make a DC 11 Intelligence saving throw. With a successful saving throw, the Iron Shadow is resisted for now. On a failed save, the creature is affected by the Iron Shadow and suffers the first stage of exhaustion (Basic Rules v0.2, page 107) as his or her imagination and creativity is slowly drained away. A creature infected by the Iron Shadow can attempt another Intelligence saving throw at the end of each week with a +1 to the DC for each week since infection. Success means that the disease remains as it is; failure means another step on the exhaustion track. The Iron Shadow can only be remedied through spells like [i]greater restoration[/i] or more powerful magic. [i]Remove curse[/i] only transfers the Iron Shadow to the caster with no saving throw permitted. [/QUOTE]
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