Dungeon23 rooms 5 and 6
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@ -88,6 +88,8 @@ leading deeper within but usually not a return route for the monsters, and the b
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size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a
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size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a
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way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure.
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way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure.
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Traversing the islands brings the PCs [Beyond the Lake](#05-beyond-the-lake).
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**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
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**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
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necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
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necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
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[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
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[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
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@ -100,6 +102,30 @@ or to hold their breath and stay submerged.
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**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
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**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
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*potions of healing*, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
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*potions of healing*, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
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## 05. Beyond the Lake:
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> This small natural chamber has all the makings of a good place to make camp, should the party wish to, and is easily
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> defendable.
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The natural passage between the [Lake](#04-lake-in-the-cave) and the [Lynx Room](#06-lynx-room) branches off to the side
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in the middle, leading to this small chamber.
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**WAILING:** If the PCs rest here for an extended period of time, they are disturbed by occasional wailing, as if the
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cave walls themselves were lamenting something lost. The cause is unknown.
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## 06. Lynx Room
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> A large stone statue of a lynx dominates this cave chamber. It appears to be too heavy to have been simply dragged
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> into the chamber, but there are no signs of how it was placed here. A detectable magical aura eminates from the
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> statue.
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It seems as if the pedestal at one point had an inscription, but it has been lost to time. [I haven't decided why this
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is here yet.]
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**GREAT GOLD WYRM, DIABOLIST:** The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter.
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(*Effect:* +1 inspiration bonus to attack and damage against demons if the PC makes a small appeal to Marrowmaw after a
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full heal-up.)
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# Stat Blocks
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# Stat Blocks
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## Ghoulranha
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## Ghoulranha
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