2/8 - Room 4


2/8 - Chamber 3

  • Same interior as previous chambers. 
  • Punks must avoid pit trap on entering (AGIL STAT CHECK) or fall in and suffer 2d4 VIG HP DMG from crystallized seaweed spikes. Even if party avoids DMG, must spend 1 CR getting out of pit. Lyppengush Sage wins INITIATIVE if Punks fall in pit. 
  • 1 Lyppengush Sage (MT-W) guards west door—has key to Chamber 4

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