2/7 - Room 3


2/7 - Chamber 2

  • Same interior as Chamber 1
  • 1 Lyppengush Sage guards east door—has key to Chamber 3
  • Lyppengush Sage (MT-W) - Knows Nitar’s Fireballs (∞ uses), 3 additional spells (DG’s choice), and can charm (SPELL CHECK) a Punk to cease attack or turn on their comrades for 3 COMBAT ROUNDS.
  • Locked door with giant seal of Lyppengush on its center on east door. 
  • If Punks attempt to open/break door activates portcullis trap of crystallized seaweed, sharpened to razor points. AGIL STAT CHECK to avoid 2d4 VIG HP DMG. Portcullis cannot be lifted by anything the Punks possess. No Nullen Eel will divulge what is behind door. 

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