Dungeon23 update, one more room
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@ -241,3 +241,28 @@ try to push the PCs away and scurry around, resetting or undoing whatever the PC
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only when being attacked. They can be reasoned with, or convinced to take certain actions (such as refilling the
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[Flooded Room](#10-flooded-room)), but they do not speak common, so special action will have to be taken to communicate
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with them. If destroyed, the dungeon spawns new homunculi in 1d10 hours.
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## 18. The Hall of Shadows
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If the party does not have the *shadowward*:
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> This room is pitch black, and even your brightest light sources seem to get partially engulfed by the darkness. It is
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> nearly impossible to see more than a couple feet in front of you, but you have seemingly no choice but to press
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> forward.
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If the party *does* have the *shadowward*:
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> As you enter this room, the shadows seem to shy away from you, creating an area of perfect visibility around you, and
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> you can vaguely make out misaligned floor tiles on the way to the other end of the hall. A cage of shadow rests in the
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> center of the room.
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This room tests the thoroughness of the PCs. They would do well to turn back if they cannot see, lest they almost
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certainly trigger four pit traps (as *Godforsaken*, Stealth as level 6 without the *shadowward*, Stealth as level 2 with
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it). The four pit traps cross the width of the hall, and are spread evenly across the length of the hall, making
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avoiding them difficult if not detected.
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**SHADOW CAGE:** The cage, made of material shadow, holds *bounding boots* (as *Godforsaken*). It is easily opened if
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the *shadowward* is touched against the cage. The cage is small enough to be carried, though it eminates a small amount
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of conspicuous shadow, and feels cold.
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**EXITS:** A stone door on the west end leads to ???, and an alike door on the east end to ???.
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