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)
No comments:
Post a Comment