it's another Dungeon23 room!
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@ -209,8 +209,8 @@ door. It always feels slightly wet.
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> The smell of a fresh forest wafts through the air of this room. It is slightly mossy yet warm, as if it is inviting
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> you to rest here.
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Resting in this room adds +2 to a recovery roll, and grants one subtle cypher. The corridor continues north to the
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[Gathering Grounds](#12-gathering-grounds) and east to the ???.
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Resting in this room adds +2 to a recovery roll, and grants one subtle cypher. The corridor continues north to a wooden
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door to the [Gathering Grounds](#12-gathering-grounds) and east to the [Rope Bridge](#13-rope-bridge).
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## 12. Gathering Grounds
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@ -226,6 +226,24 @@ leave where they have taken shelter. If communicated with, they explain that fac
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held here, assuming other kobolds would come to rescue them. If the kobolds are reunited with the main group, the party
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will surely be rewarded, either in form of gathered treasure, or perhaps gaining some followers for part of the dungeon.
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## 13. Rope Bridge
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> A crude rope bridge, perhaps constructed by the kobolds, spans a wide, unevenly cut chasm some 40' deep, severing the
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> corridor in two. It appears strong enough to support a person or two crossing at the time, but care will have to be
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> taken to cross safely.
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The chasm, seemingly tearing through the dungeon at this point, has formed in the dungeon over time, and the denizens
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have constructed a simple rope bridge to cross it. It is unstable, especially when more than one person is crossing at a
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time, and requires a difficulty 3 Speed task to cross safely. Failure causes the PC to tumble into the pit and land on
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the hard chasm floor, taking 4 damage. The first PC to venture down here, even if unwillingly, may find a cypher. The
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walls of the chasm are themselves difficulty 3 Might tasks to climb up or down --- climbing down may be necessary if,
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somehow, the bridge breaks or is otherwise cut.
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**GM INTRUSION:** The rope bridge breaks while a PC is traversing it.
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**EXITS:** From the east, the corridor leads to the [Empty Room](#11-empty-room), and continuing to the west leads to
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???.
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## 15. Trap-Worker Room
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> The scuttle of homunculi can be heard in this room filled with arcane levers, gears, and switches. The room is small
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