fix multiple broken anchor links
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@ -32,7 +32,7 @@ check will convince the kobold to stay and provide information about the rooms k
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wary of the PCs. Use the [kobold warrior](#kobold-warrior) stat block if necessary.
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**EXITS:** A passage to the east leads to the [Barracks](#02-barracks) and beyond. A passage to the west leads to [Lake
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in the Cave](04-lake-in-the-cave).
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in the Cave](#04-lake-in-the-cave).
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## 02. Barracks:
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@ -84,13 +84,13 @@ reset before it can make another attack.
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This natural-seeming area breaks up the entrance area of the stone dungeon into two general branches --- this branch,
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leading deeper within but usually not a return route for the monsters, and the branch through the
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[Barracks](02-barracks) and [Snare Room](03-snare-room) which leads to a different section of the dungeon. Given the
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[Barracks](#02-barracks) and [Snare Room](#03-snare-room) which leads to a different section of the dungeon. Given the
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size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a
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way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure.
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**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
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necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
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[lake ghouls](lake-ghoul) and eight [ghoulranhas](ghoulranha) attack the party once the *second* PC reaches the middle
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[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
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of the lake.
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**DROWNING:** +5 vs. PD; 2d6 damage; attacks every round at the start of the PC's turn while the PC is underwater; DC 15
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