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FEATURES OF THE AREA<br />
Vane’s Hideout: Vane uses abundant step to move through<br />
the solid rock wall sealing off this chamber from the rest of the<br />
encounter area. Since he can use this ability only once per day,<br />
he retreats here only to escape danger and must remain within<br />
until the following day. Vane’s simple camp consists of dried plant<br />
growth for firewood, a cooking pot, a sleeping mat, and scrolls<br />
of poetry describing his world before the arrival of Ragnorra.<br />
The southern wall is porous volcanic rock and abuts the<br />
geyser cave (page 104). Water and steam slowly filter through<br />
the stone to create a shallow, warm pool. A living creature immersed<br />
in its waters heals 1d6 points of damage per minute.<br />
Bioenergy Cyst, Tentacular Boil (Worldskin Features):<br />
See descriptions in the worldskin, page 102.<br />
Membranous Openings: These are areas of inflamed tissue<br />
growing over wounds left by Two-and-a-Half-Brains as she<br />
burrowed her tunnels. The skin has almost healed, leaving small<br />
openings for access. Treat a square containing a membranous<br />
opening as difficult terrain. However, with a successful DC 30<br />
Tumble check, a character can move through at full speed.<br />
A membranous opening provides soft cover.<br />
Ragnorra: Ragnorra is now dimly aware of the presence of<br />
the PCs and is beginning to sense a threat, though she has difficulty<br />
telling creatures apart. Beginning in the third round of<br />
the encounter, she acts randomly in self-defense. Roll 1d12<br />
each round and consult the following table to see what action<br />
she takes.<br />
ENCOUNTER 7-2<br />
d12 Action<br />
1 None.<br />
2–4 Use cyst or boil to attack PCs.<br />
5 Use cyst or boil to attack Vane.<br />
6–7 Regenerate cyst or boil (use cyst or boil to attack<br />
PCs if no feature needs regeneration).<br />
8 Regenerate cyst or boil (use cyst or boil to attack<br />
Vane if no feature needs regeneration).<br />
9–10 Skin quake: Balance DC 20 to avoid falling prone.<br />
11 Roll on crater wandering monsters table (page 103).<br />
Creatures appear at the southeast entrance.<br />
12 Roll twice on Crater Wandering Monsters table,<br />
choosing the tougher encounter.<br />
Creatures appear at the northern entrance.<br />
Tunnels: The bulette’s burrows have healed since they<br />
were dug. They are now wide and high enough to accommodate<br />
one Medium creature, or two if they are squeezing. Any new<br />
tunnels the creature creates are large enough to accomodate a<br />
Huge creature.<br />
self-defense. Anyone attempting to use Diplomacy gains<br />
a +3 bonus on these checks, due to the beast’s increased<br />
Intelligence and her eagerness to escape.<br />
Once a character enters the area, read:<br />
You face a bulette, but unlike one you have ever<br />
seen before. Two translucent, gelatinous sacs bulge<br />
on either side of her head carapace, each of which<br />
holds a brain. In the bulette’s eyes is a strange look<br />
for a voracious eating machine—it shows fear and<br />
curiosity.<br />
If the PCs can establish a friendly relationship with Twoand-a-Half<br />
Brains, she can assist them in at least two ways.<br />
• She can burrow tunnels within or under the worldskin,<br />
bypassing surface hazards and possibly giving the PCs an<br />
advantage when they confront Ragnorra.<br />
• She can eat worldskin features from below. Unlike attacks<br />
against features on the surface, such feeding goes<br />
unnoticed by Ragnorra.<br />
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