Dungeon23 #7: hints of demonic influence on the dungeon
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				| @ -126,6 +126,27 @@ is here yet.] | ||||
| (*Effect:* +1 inspiration bonus to attack and damage against demons if the PC makes a small appeal to Marrowmaw after a | ||||
| full heal-up.) | ||||
| 
 | ||||
| **BEYOND:** The cave passage continues through this room to the various chambers that make up the [Hell-touched | ||||
| Colony](#07-hell-touched-colony). | ||||
| 
 | ||||
| ## 07. Hell-touched Colony | ||||
| 
 | ||||
| > The winding passage leads to a larger cavern broken up by natural rock wall, creating smaller interconnected chambers. | ||||
| > Light casts odd shadows from the varying stalagmites and short walls, making it difficult to immediately discern the | ||||
| > size and depth of the chamber. The rock gives off a slight warmth. | ||||
| 
 | ||||
| Portions of this section of the dungeon have been touched by the Diabolist's influence. Also by the hellbugs. The | ||||
| corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor. | ||||
| 
 | ||||
| **HELLBUGS:** Two hook scuttlers and three giant scorpions prawl the cavern walls and ceilings. They can be spotted with | ||||
| a DC 20 skill check, or a DC 15 skill check with ample lighting or dungeonsense or similar extraordinary ability. Adept | ||||
| hunters, they will strike if the party splits itself up investigating the cavern, or if it seems their prey is about to | ||||
| leave. [Give the giant scorpions a hellish ability, or maybe just fire damage?] | ||||
| 
 | ||||
| **TREASURE:** The PCs need to take some time before or after the battle to find it, but one of the chambers contains the | ||||
| skeletal remains of a long-since passed adventurer. Resting on the bones is a *+1 cloak of adroit avoidance* and a | ||||
| nonmagical ring bearing a family crest. [This should be some kind of nod or hook for something later in the dungeon.] | ||||
| 
 | ||||
| # Stat Blocks | ||||
| 
 | ||||
| ## Ghoulranha | ||||
|  | ||||
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