​7/7 - The Crooked Fingers - Tier 2 (6)


7/7 - The Crooked Fingers - Tier 2 (6)

  • In the room’s center are pillars forming a diamond around stairwell (see drawing). The pillar farthest W can move to enter stairs. 
  • Each corner has a Seismic Blade Trap that engages once Punks cross their respective boundaries. Traps retract to original corner positions after tripping. Successful AGIL CHECKS will avoid the traps. 
  • Seismic Blade Trap
    • If struck, 2d6 VIG HP DMG
    • 15% chance that blade sends shocking vibrations through target for +1d6 VIG HP DMG
    • Can only be disarmed on MS CUNN CHECK

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