​7/5 - The Crooked Fingers - Tier 2 (4)


7/5 - The Crooked Fingers - Tier 2 (4)

  • On a walkway (see drawing), Punks see Melted Zombi-Copz (MT - W) mill about––off the walkway’s path is the same orange electric fire from Tier 2 - Room 2.
  • If Copz are thrown into fire they cannot escape (8 ft. drop from walkway). Punks fall in, incur 2d6 VIG HP DMG, and must make successful AGIL CHECK to escape. 
  • Last Copz killed drops a Pewter Key that unlocks N door. 

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