it's another Dungeon23 room!

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Brian S. Stephan 2023-01-24 21:33:06 -06:00
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@ -209,8 +209,8 @@ door. It always feels slightly wet.
> The smell of a fresh forest wafts through the air of this room. It is slightly mossy yet warm, as if it is inviting
> you to rest here.
Resting in this room adds +2 to a recovery roll, and grants one subtle cypher. The corridor continues north to the
[Gathering Grounds](#12-gathering-grounds) and east to the ???.
Resting in this room adds +2 to a recovery roll, and grants one subtle cypher. The corridor continues north to a wooden
door to the [Gathering Grounds](#12-gathering-grounds) and east to the [Rope Bridge](#13-rope-bridge).
## 12. Gathering Grounds
@ -226,6 +226,24 @@ leave where they have taken shelter. If communicated with, they explain that fac
held here, assuming other kobolds would come to rescue them. If the kobolds are reunited with the main group, the party
will surely be rewarded, either in form of gathered treasure, or perhaps gaining some followers for part of the dungeon.
## 13. Rope Bridge
> A crude rope bridge, perhaps constructed by the kobolds, spans a wide, unevenly cut chasm some 40' deep, severing the
> corridor in two. It appears strong enough to support a person or two crossing at the time, but care will have to be
> taken to cross safely.
The chasm, seemingly tearing through the dungeon at this point, has formed in the dungeon over time, and the denizens
have constructed a simple rope bridge to cross it. It is unstable, especially when more than one person is crossing at a
time, and requires a difficulty 3 Speed task to cross safely. Failure causes the PC to tumble into the pit and land on
the hard chasm floor, taking 4 damage. The first PC to venture down here, even if unwillingly, may find a cypher. The
walls of the chasm are themselves difficulty 3 Might tasks to climb up or down --- climbing down may be necessary if,
somehow, the bridge breaks or is otherwise cut.
**GM INTRUSION:** The rope bridge breaks while a PC is traversing it.
**EXITS:** From the east, the corridor leads to the [Empty Room](#11-empty-room), and continuing to the west leads to
???.
## 15. Trap-Worker Room
> The scuttle of homunculi can be heard in this room filled with arcane levers, gears, and switches. The room is small