Monday, February 27, 2012

THE IRIDESCENT GROTTOES

1. The Entrance Cavern - Chert, dim light from outside
1d4 Frog-Dogs lurk here, in randomly determined (1d6) side-passages (1.1 - 1.6).  There will always be 1d4 Frog-Dogs present, no matter how many are killed.  They will attack anyone passing through, unless bribed with food. 
Undigestable remnants of meals remain in the side-passages.  Each side-passage is so low it can only be entered by crawling, and pitch-dark.  Treasures are as follows:
1.1 - 4 stone arrowheads, 6 silver Moons
1.2 - Nothing
1.3 - A large, heavy silver cross of the type symbolic of the Church of Io.  This is a holy symbol to those who worship that God.  Crosses such as these are sometimes awarded to those who perform generous deeds for the Church, or as gifts to young people on their way to service in the Church.  Worth 50 Lunars.
1.4 - Broken sword with aluminum hilt.  Worth 10 Lunars.
1.5 - A knobbled Carnivorous Goat drinking horn.  The initials K.L. are neatly stamped into the steel endplate.  1 Gold Sun.
1.6 - 4 pretty quartz pebbles and 4 silver Lunars.

2. The Mushroom Chambers
Limestone, mud floor, dimly lit by Rope Vines.
The floor descends down a muddy slope about 3 yards to this chamber with a 30-foot-high ceiling.
This cavern contains a mystical fungus garden, dimly lit by subterranean glowing vines hanging from the ceiling.
If searched, each turn spent reveals 2d6 potentially useful or dangerous mushrooms or creatures, whose location should be randomly determined.
1. Purple moss.  Passing within 20 feet causes Endurance roll.  Failure means falling asleep for 3d6 hours.  Eating causes permanent coma.
2. Brown moss.  Passing within 20 feet causes Endurance roll at -3.  Failure means sneezing loudly (roll for Wandering Monsters) and uncontrollably for 1d4 turns.  
3. Crumbs of Darkness.  Eating forces Endurance roll - failure indicates 1d6 damage, success indicates gaining 1d4 temporary Spell Points.
4. Great Throne.  About 20 feet high, with purple fuzz on top.  This fuzz is very nutritious.  Each mushroom yields about one pound if climbed, and each pound can substitute a days' rations and is worth 1 Lunar.
5. Cave-Angler.  Save vs POW at +1 or become entranced by the pretty glow.  Once entranced, the angler will attempt to bite you at +3, dealing 1d4 damage if successful, and then scurrying off into the shadows whether it succeeds or not.
6. Rope Vine.  If cut off from the root mass, this vine can easily be utilized as 50 ft. of strong rope.  It also glows faintly in the dark.  Alchemists can render this vine into Blue blade venom; Piku will pay 5 Lunars for it. Poisonous if eaten.
7. Tower Cap.  Giants of the fungus forest; scrape the ceiling at 30 feet.  Can be made into logs if cut. The bottom of the cap bears a ring of edible brown fuzz.  1 mushroom has a days' worth of rations, but it spoils quickly if collected.
8. Plump Helmet.  Tasty and harmless mushroom.
9. 1d6 edible rock snails; harmless
10. swarm of 1d12 flying bio-luminescent shrimp.  Attracted to light; they will swarm thickly around torches and lanterns.  Not a problem when there's only one, but for every additional one there's a 5% chance they'll put the torch out.  Delicious when boiled
11. Pack of 2d12 Giant Cave Fleas scurry across your feet.  Make a reflex save or suffer 1 damage from opportunistic bites.
12. Elf Tears; small, softly glowing mushroom. heal 1d10+1 HP if eaten.

3. The White Hallway
Chert, pitch black.  Climbs 15 feet from 2. Mushroom Chamber
Empty.  Sound of falling water quite audible from Area 4.

4. Water Chamber
Limestone with striations of chert and microcline.  Pitch black.
A huge chamber whose bottom is filled with water.  The entrance from Area 3 projects over a 2-yard-wide ledge, 3 yards above the surface of the water.  Those travelling without light will surely fall in.
The ledge is connected to another via a few Tower Cap logs laid across.  It requires a Skill check at +3 to cross without slipping and falling into the water. 
Two Slithes wait in the water below.  Clearly visible to those with Witchsight, but nearly invisible to anyone else without strong light.  They will quickly attack anyone who falls into the water.
The water is only a few feet deep; tall characters can make a Skill check to simply stand up to avoid drowning.
The other ledge is two yards across and six long, and leads to Area 4a.  
The origin of the splashing sound can be found in the opposite wall; it is a small waterfall which flows in from some distance outside.  Those swimming up this waterfall will travel perhaps a quarter-mile underground before reaching an entrance for the water in the middle of Wander Marsh.

NOTE uh this is a work in progress so check back from time to time i guess and it'll be updated


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