diff --git a/pages/dungeon23/floor01.md b/pages/dungeon23/floor01.md index 0d5038d..2691537 100644 --- a/pages/dungeon23/floor01.md +++ b/pages/dungeon23/floor01.md @@ -32,7 +32,7 @@ check will convince the kobold to stay and provide information about the rooms k wary of the PCs. Use the [kobold warrior](#kobold-warrior) stat block if necessary. **EXITS:** A passage to the east leads to the [Barracks](#02-barracks) and beyond. A passage to the west leads to [Lake -in the Cave](04-lake-in-the-cave). +in the Cave](#04-lake-in-the-cave). ## 02. Barracks: @@ -84,13 +84,13 @@ reset before it can make another attack. This natural-seeming area breaks up the entrance area of the stone dungeon into two general branches --- this branch, leading deeper within but usually not a return route for the monsters, and the branch through the -[Barracks](02-barracks) and [Snare Room](03-snare-room) which leads to a different section of the dungeon. Given the +[Barracks](#02-barracks) and [Snare Room](#03-snare-room) which leads to a different section of the dungeon. Given the size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure. **GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two -[lake ghouls](lake-ghoul) and eight [ghoulranhas](ghoulranha) attack the party once the *second* PC reaches the middle +[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle of the lake. **DROWNING:** +5 vs. PD; 2d6 damage; attacks every round at the start of the PC's turn while the PC is underwater; DC 15