Tuesday, April 4, 2017

THE GROUNDS 21 RAINBOW LAKE.

21 RAINBOW LAKE. The waters of this lake include all of the colors of the rainbow. The colors march across from the lake from north to south in wide bands at about the speed of a crawling baby, never staying still and having no regard for the normal physics of waves and ripples. A boat house stands on the east shore of the lake and there is an island with bright green turf and a covered well.

Drinking the lake water will cause the skin and hair of the drinker to change to the hue of the lake water in that particular band. This effect will last for one hour or until a new drink of water is taken. Because of this effect, all creatures which are encountered in the lake will be the color of the nearest band of water. Despite being brightly colored, the lake water is still transparent when viewed from close up.

The lake is well stocked with normal fish (including rainbow trout). It is rather shallow and small, being only fifteen feet deep at its deepest point and just over 300 feet by 300 feet in total area. Substitute the following table for adventures on or below the lake.


Rainbow Lake Encounter Table
1d10
Description
1
1d3 aquatic ogres (20%) or 1d4+2 electric eels (80%
2
1 giant crayfish
3
1d4+1 giant flamingos
4
1d6+1 giant frogs
5
1d4+1 giant otters
6
1 giant pike
7
1d2 giant water beetles
8
1 giant water spider
9
2d4 lampreys
10
2d6 nixies (50%) or 2d4 pygmy dolphins (50%)

Aquatic Ogre (Merrow)
This encounter will be with Hose, Jayce, and/or Rotclaw, the denizens of Area 21D. If attacked and/or killed as wandering monsters then this will affect the description at that area. Each merrow carries a large spear which they will use before moving to melee.

Ogre, Aquatic (Merrow) (AC 4; MV 6”//12”; HD 4+4; hp 26, 22, 19; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-8 or large spear (2d6); SA Surprise on a 1-4; SD Camouflage, immune to charm; XP 260, 240, 225)

These merrows are only immune to charm due to their drinking the Gray Pool water. If all the merrows are eliminated, repllace this encounter with electric eels.


Electric Eel
Electric Eel (AC 9; MV 12”; HD 2; #AT 1 bite; D 1-3; SA Jolt (1, 2, or 3D8); SD Immune to electricity; XP 65+ 2/hp)


Giant Crayfish
Giant Crayfish (AC 4; MV 6”//12”; HD 4+4; #AT 2 claws; D 2-12/2-12; SA Surprise on a 1-3; XP 90 + 5/hp)


Giant Flamingo
Giant Flamingo (AC 7; MV 6"//18"; HD 2; #AT 1 peck; D 1-4; MR 50%; XP 65+2/hp)


Giant Frog
Giant Frog (AC 7; MV 3”//9”; HD 1; #AT 1 bite; D 1-3; SA Jump, surprise on 1-4, tongue; XP 14 + 1/hp)


Giant Otter
This will be will a family. The first two encountered will be a mated pair.

2 Giant Otter (AC 5; MV 9”//18”; HD 5; hp 24, 21; #AT 1 bite; D 3-18; XP 210, 195)

Any additional giant otters will be partially grown pups.

3 Young Giant Otters (AC 5; MV 9"//15"; HD 3; hp 13, 11, 10; #AT 1 bite; D 2-12; XP 74, 68, 65)

There is only one family of otters. If all are encountered and killed, then replace this result with lampreys.


Giant Pike
Giant Pike (AC 5; MV 36”; HD 4; #AT 1 bite; D 4-16; SA Surprise on a 1-4; XP 85 + 4/hp)


Giant Water Beetle
Giant Water Beetle (AC 3; MV 3”//12”; HD 4; #AT 1 bite; D 3-18; XP 85 + 4/hp)


Giant Water Spider
Giant Water Spider (AC 5; MV 15”; HD 3+3; #AT 1 bite; D 1-4; SA Poison; XP 190 + 4/hp)


Lamprey
Lamprey (AC 7; MV 12”; HD 1+2; #AT 1 bite; D 1-2; SA Drain blood for 2 hit points per round; XP 28 + 2/hp)


Nixie
If the nixies charm adventurers, they will task them to defeat the merrows at Area 21D.

Nixie (AC 7; MV 6"//12"; HD 1-4 hit points; #AT 1; D Dagger or javelin; SA Charm; MR 25%; XP 32 + 1/hp)


Pygmy Dolphin
Pygmy Dolphin (AC 6; MV 18”; HD 1; #AT 1 bite; D 1-4; SA Giggle; MR 35%; XP 49 +1/hp)

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