The passageway enters a 30-foot wide,
70-foot long, 20-foot high room. Stone steps descend into a pool of white, bubbling, translucent goo and emerge from the muck at the other end. A 1-foot wide stone bridge arches some 5 feet above the pool crossing all the way to the other end of the room. Bisecting the room exactly halfway across the bridge is a 30-foot wide, 20-foot high, 5-foot thick wall of transparent, crackling blue fire that leaps from wall to wall and from ceiling to the surface of the goo. The air smells as if a lightning bolt has struck nearby. <Odor Detection, DSG> |
The blue fire
is actually a field of magick
force that strikes any character who tries
to
walk through it for 16 points of electrical
damage
(save vs. Breath Weapons for 8
points).
A character who walks across the bridge
after 1st coating himself or herself with
the
thick white goo
suffers only 1/2 damage
(8 points or save for 4 points). Whenever
the electricity
strikes a character for
damage (including a thief..climbing
the
walls), a Dexterity
check must be made to <Climb, DSG/WSG>
see if the character falls into the
goo. The
character must roll his or her Dexterity
or
less on a d20 to avoid falling in; no damage
is sustained from the fall.
A character crossing through the
fire
without touching the bridge, walls, or
ceiling
ing (by flying,
for example) sutters no damage,
but all metal on his or her body is
strongly "magnetized" for 5 turns; a
drawn sword will attach itself to metal
armor or shield, and so on. This is not
true
magnetism, so even non-ferrous metals are
affected.
The white goo
is 10 feet deep; the bubbles
are caused by air
being forced through the
thick liquid. An unencumbered character
can swim
through the goo with great effort.
(Swimming is so difficult that a character
who swims the entire length of the room
will
take 1 to 4 points of damage
from <Fatigue & Exhaustion, WSG>
severe overexertion.) However, the
curtain
of fire does
not effect characters below the
surface of the goo.
A character who walks
across the bottom of the room will discover
that the goo
can be breathed without difficulty
and that any taken into the body is
harmlessly absorbed. The
goo hides any
character in it from the rest of the party.
Any character walking across the floor of
the room has a 15% chance to bump into
the
sheathed Sword of Lyons suspended in the
goo. This lejendary invisible short
sword is
+1 (AL CG).
While it issheathed, its wearer
is invisible (as the spell invisibility)
until he
or she attacks. When the sword is drawn
the
invisibility ends, but the sword itself
is
always invisible. The sword was dumped
here by order of the slave
lords, in hopes
that it would never be found.
A character who wears the ring
of free
action
may move through the white goo
with no difficulty. Party members will
discover
as they leave the pool that the
sticky
white goo
has coated their bodies and
hardens as it dries. For the next 5 turns
the drying goo
impairs fighting capability.
Those so covered attack and defend at -2.
At the end of the 5 turns the rubbery
material is solid enough to peel off easily.
The drying process cannot be speeded up
by
any means, nor can the goo be removed
with water,
oil, or any other solvent.
>>6.