Tuesday, April 25, 2017

THE GROUNDS 21D MERROW LAIR ENTRANCE CAVE.

21D MERROW LAIR ENTRANCE CAVE. The passage descends about fifteen feet while traversing an equal distance north. The water turns bone-chillingly cold as it nears the bottom and a sickly green light emanates from the membrane separating the lake water from the entrance cave.

A thin merrow, Rotclaw, sits in the cave tormenting some crustaceans he has captured.

Rotclaw (AC 4; MV 6”//12”; HD 4+4; hp 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 225)

Rotclaw has a large spear which he will throw before melee. Rotclaw is dumb and there is a 50% chance that he will try to engage intruders alone. If he does remember to call for help, he will yell loudly for Hose (in the Larder) to come help him. All of the merrows have drunk from the corrupted waters of the Gray Pool and are immune to charm magic.

Hose will arrive in 1 melee round after the fight starts if Rotclaw yells for her or 2-5 rounds if not, as she will hear the ruckus.

This cave and the others in the complex contain green phosphorescent algae that is sufficient for humans to see. The liquid on this side of the membrane and in all the caves is breathable to air and water breathers, because this used to be a nixie lair.

No comments:

Post a Comment