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D&D Discussions • View topic - Cavern description

Cavern description

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Cavern description

Postby Theylan » Wed Apr 23, 2008 3:02 pm

Description:

1st cavern. The entrance/ waterfall is really about 120ft across. So it’s not proper scale on our map. The cavern is about 60ft deep, widening initially and then narrowing to about 60 ft across where it creates the entrance into the second cavern. The ceiling is a good 60ft high or more in places. In the center of the cavern there is a sigil which is about 20 ft in diameter (which you’ve already discovered creates a globe of lesser invulnerability effect throughout the entire cavern). The floor is worn smooth and is moist but not to slippery except nearest the waterfall. Balance checks would be required for hasty movements within 10 ft. of the falls (DC 10 balance check for full movement failure means half speed) . Low light conditions are in effect here. The walls are natural stone. You would surmise that the area inside would make flight possible for even a huge dragon.

2nd cavern: This cavern has the feeling of enormity. As Tymora approached she could feel an immense cold emanating from that cavern. From everyone’s current vantage point excepting Detricks. You can see that the cavern is dark excepting the first 15ft where there is dim light and a deep blue light radiates from deep in the cavern making it possible to see the last 40 ft or so around the light but nothing in-between. The source of the light is a staff or rod that looks like it is wedged into ice. It stands upright and there is a small blue orb at the top of the rod that emits the light. You can tell that it stands near a wall of the cavern and it also partially illuminates what looks to be a small pile of coins at the edge of the light. Tymora can tell that the 1st 15ft or so that she can see on the floor and walls is a sheet of ice those with dark vision can see that the ice conditions exists for the range of your vision (60ft). (from experience you know definitely slippery. Translation DC 10 balance check to move half speed. Failure means you can’t move, failure by 5 or more means you fall prone.) You hear nothing but the rushing of the waterfall. Which makes it so you have to yell to be heard. (translation -10 to listen checks) You estimate that the staff is about 500ft to 600ft deep in the cavern.

Ty also notices that there are shards of ice broken and scattered all over the place in the second cavern at least as far as she can see.
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Postby Greylen » Wed Apr 23, 2008 11:07 pm

I make Knowledge checks for everything around the area... Are the scattered icicles actually spikes? Can the Sigil be nulified? how best to beard a dragon in it's lair, etc. etc. :)

More info please. ;)
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Postby Theylan » Thu Apr 24, 2008 10:40 am

your knowledge checks tell you that there is ice and stone everywhere. the icicles range in size from tiny specs to about as long as your finger and they look like they've been strewn about the cavern at random.

Dettrick's checks reveal nothing more about the Sigil other than it cancels 3rd level or lower spells and spell like abilities.

Now to properly beard a dragon I had to search long and hard through some ancient tomes and consult some experts on the matter (Jaren) and he was able to discover an astonishing spell developed by the infamous dwarf Eck. Eck was a bit spritish in is character, as mischevious as they come and quite ingenious so without further delay I give you.

Eck’s Folly

(Transmutation)

Level: Bard 0, Drd 0, Sorc/Wis 0

Components: V,S,M

Casting Time: 1 standard action

Range: Close (25 ft + 5ft/2 lvl)

Area: 25-foot radius

Duration: 1 rd/caster lvl

Saving Throw: Fortitude negates

Spell Resistance: Yes

When cast, this spell causes the temporary loss of a creature’s body hair. The caster selects a 25-foot radius area in which to cast the spell; any creatures within that area are affected, be they friend or foe. During the duration of the spell, any affected creature suffers a -1 ability modifier to their Charisma. Dispel Magic or wish may counter the spell; the caster may dispel at any time.

Once the duration has expired, or the spell has been countered or dispelled, on the next round immediately following termination of the spell the affected creature’s hair immediately re-grows to its pre-Folly length, style, appearance, etc., just as if the spell had not been cast. Upon termination, the affected creature’s Charisma returns to normal.

Folly will not cleanse, change, or modify hair in any way from its state and appearance at the time of casting. It will not dispel or negate effects from disguise- or polymorph-type spells--the hair perceived as the viewer will simply fall out as if it were natural and will re-grow upon the termination of the spell. This spell will not affect physical attempts to disguise the affected creature’s appearance, including false hair (such as a wig or false eyelashes). Such effects fall to the ground with the creature’s natural hair, but will not be replaced during the re-growth.

This spell was created hundreds of years ago by a dwarf now known only as "Eck." As this is not a dwaven name, its true genesis--and reasoning behind the spell--is lost to time. It is possible it was intended as a way to insult and embarrass other dwarves, as beard loss is a very serious occurrence. Facts about "Eck" himself are also lost to time: "Eck" has a similar sound in Druidic that means "to remove"; the activation word "entay" also resembles a sound in Druidic. These facts lead many scholars to believe that he was a Druid or associated with a Druid in some way. It is equally possible, however that "Eck" was a Bard who used this spell upon himself or other entertainers to remove their beards and hair to assume different roles, although the spell’s limited duration casts doubt upon this theory.


Material Component: a drop of acid in which a single louse has been dissolved.

Verbal Component: the word "entay."
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Postby Greylen » Fri Apr 25, 2008 12:39 pm

I guess if the spell is reversible, that would definitely qualify as "bearding" the dragon... :P
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