diff --git a/pages/dungeon23/floor01.md b/pages/dungeon23/floor01.md index 3c4af98..3edfc40 100644 --- a/pages/dungeon23/floor01.md +++ b/pages/dungeon23/floor01.md @@ -241,3 +241,28 @@ try to push the PCs away and scurry around, resetting or undoing whatever the PC only when being attacked. They can be reasoned with, or convinced to take certain actions (such as refilling the [Flooded Room](#10-flooded-room)), but they do not speak common, so special action will have to be taken to communicate with them. If destroyed, the dungeon spawns new homunculi in 1d10 hours. + +## 18. The Hall of Shadows + +If the party does not have the *shadowward*: + +> This room is pitch black, and even your brightest light sources seem to get partially engulfed by the darkness. It is +> nearly impossible to see more than a couple feet in front of you, but you have seemingly no choice but to press +> forward. + +If the party *does* have the *shadowward*: + +> As you enter this room, the shadows seem to shy away from you, creating an area of perfect visibility around you, and +> 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 +> center of the room. + +This room tests the thoroughness of the PCs. They would do well to turn back if they cannot see, lest they almost +certainly trigger four pit traps (as *Godforsaken*, Stealth as level 6 without the *shadowward*, Stealth as level 2 with +it). The four pit traps cross the width of the hall, and are spread evenly across the length of the hall, making +avoiding them difficult if not detected. + +**SHADOW CAGE:** The cage, made of material shadow, holds *bounding boots* (as *Godforsaken*). It is easily opened if +the *shadowward* is touched against the cage. The cage is small enough to be carried, though it eminates a small amount +of conspicuous shadow, and feels cold. + +**EXITS:** A stone door on the west end leads to ???, and an alike door on the east end to ???.