2/2 - Room 5


2/2 - Tunnels

  • Punks can easily dock/anchor boat.
  • Tunnel is somewhat lit at entrance due to crystal lake reflections, but remains dark until party reaches Room 6 or 7. 
  • Cavern mouth and tunnel appx. 20 ft. wide and 15 ft. high. 
  • Nullen Eels guard tunnels.
  • Nullen Eels (MT-A). Same as those encountered on lake. Innate darkvision
  • Punk penalties of -/+ 2 FIGHTING ROLL/SPELL CHECK if they fight without light source. 
  • If light source is an eel head, then Nullen Eels become enraged and gain +1 FIGHTING ROLL

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