​4/3 - Voidglor (2)


4/3 - Voidglor (2) 

  • Room same as previous, except for low-hanging ceiling chains. If Punks cross to middle of room, a 20 ft. deep pit trap opens with ten 8 ft. tall iron spikes. 
  • Pit Trap - AGIL STAT CHECK to avoid/INTL STAT CHECK to check/deactivate. 
    • If avoided, Punks deftly grab on overhead chains and move to safety. 
    • If failed, Player rolls 1d6 to see how many spikes injure Punk for 2d6 VIG HP DMG. If Player rolls a 5 or 6, they are spared but must climb out of pit (AGIL STAT CHECK)
  • Wooden door to east—unlocked. 
  • Yuki isn’t present.

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