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Beyond the Crystal Cave - adapting to Torchbearer 2e
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<blockquote data-quote="pemerton" data-source="post: 9388734" data-attributes="member: 42582"><p><strong>The Entrance Caverns</strong></p><p></p><p>C1: As written.</p><p></p><p>C2: Any noise louder than quiet conversation (eg shouting, clapping) requires an Ob 3 Health test (suggested twist: deafened for the following turn).</p><p></p><p>The cavern can grant aid to a deserving supplicant once per phase: recovery from a condition, or 1D of coins, or an answer to a question, or +1D on a test. It can also transport a character into the garden if that is their deep desire (eg they are under the effect of Fountain of All Heal) or would be in the interests of the garden (this is what happened to Juliana and Orlando). When making a request or demand of the cavern, test Oratory (or Demanding Nature) vs an obstacle equal to Might. Gain +1D if in genuine need; suffer -1s for a greedy demand or an unworthy supplicant. Help is not possible on this test. Suggest twist: a loud bang renders those in the cave unconscious for the following turn, and deafened for the rest of the phase; those in the connecting passage or in C1 are deafened for the following turn.</p><p></p><p></p><p>C3: <em>The floor of this cavern is smooth but undulating. The roof, about 30' high, is covered with stalactites ranging in size from a few inches to several feet. The cavern appears unoccupied</em></p><p></p><p>C3a: <em>The tunnel slopes downwards a little and immediately around the sharp bend is almost entirely blocked by a forest of stalagmites and stalactites.</em> Test Dungeoneering Ob 1 (plus usual modifiers) to safely negotiate the tunnel (suggested condition: injured).</p><p></p><p>Lying at the end of the tunnel, impaled on a stalagmite, is the skeleton of a warrior: his armour, helmet and sword are almost completely rusted away; the leather and cloth of his other gear is completely rotted; beneath his bones is scattered 2D of gold coins (pack 1); around his neck hangs a jewelled gold amulet (4D, worn neck/pocket) that permits moving through water unimpeded (roll 1d6 per test/turn: on a 1, the magic fades).</p><p></p><p>C3b: <em>The tunnel slopes gently upwards and becomes damp towards the far end. The cavern appears to be unoccupied</em> There is nothing here.</p><p></p><p></p><p>C4: <em>This natural cavern is large and irregular in shape. The bare rock floor has a large depression which contains a large pool of mud. Next to the pool, on the side nearest your, are two mounds of dried mud about 4' high and 3' across.</em></p><p></p><p>Since the setting up of the time barrier around the garden, the trickle of water from the Crystal Cave has reached only as far as the pool of mud in this cavern. Here the dweomer of the water has become concentrated, and as a result magical creatures have been formed: three mud-men. The pool is about 1 foot deep.</p><p></p><p>The dried mud mounds contain the remains of two human adventurers who managed to drag themselves out of the mud before expiring to the predations of the mud-men. Chipping away the mud (Labourer Ob 1'suggested twist - damage armour on the first figure) will reveal their bodies, mummified by the dried mud and fixed in semi-crawling stances. One is wearing chainmail armour; the pack on his back is dry, brittle and dusty (and so unable to be salvaged) and its contents are ruined. The other wears ruined leather armour and a desiccated pouch containing 1D of silver coins and a semi-precious stone (2D).</p><p></p><p>[Stats for the mud-men are still to be worked out!]</p></blockquote><p></p>
[QUOTE="pemerton, post: 9388734, member: 42582"] [B]The Entrance Caverns[/B] C1: As written. C2: Any noise louder than quiet conversation (eg shouting, clapping) requires an Ob 3 Health test (suggested twist: deafened for the following turn). The cavern can grant aid to a deserving supplicant once per phase: recovery from a condition, or 1D of coins, or an answer to a question, or +1D on a test. It can also transport a character into the garden if that is their deep desire (eg they are under the effect of Fountain of All Heal) or would be in the interests of the garden (this is what happened to Juliana and Orlando). When making a request or demand of the cavern, test Oratory (or Demanding Nature) vs an obstacle equal to Might. Gain +1D if in genuine need; suffer -1s for a greedy demand or an unworthy supplicant. Help is not possible on this test. Suggest twist: a loud bang renders those in the cave unconscious for the following turn, and deafened for the rest of the phase; those in the connecting passage or in C1 are deafened for the following turn. C3: [I]The floor of this cavern is smooth but undulating. The roof, about 30' high, is covered with stalactites ranging in size from a few inches to several feet. The cavern appears unoccupied[/I] C3a: [I]The tunnel slopes downwards a little and immediately around the sharp bend is almost entirely blocked by a forest of stalagmites and stalactites.[/I] Test Dungeoneering Ob 1 (plus usual modifiers) to safely negotiate the tunnel (suggested condition: injured). Lying at the end of the tunnel, impaled on a stalagmite, is the skeleton of a warrior: his armour, helmet and sword are almost completely rusted away; the leather and cloth of his other gear is completely rotted; beneath his bones is scattered 2D of gold coins (pack 1); around his neck hangs a jewelled gold amulet (4D, worn neck/pocket) that permits moving through water unimpeded (roll 1d6 per test/turn: on a 1, the magic fades). C3b: [I]The tunnel slopes gently upwards and becomes damp towards the far end. The cavern appears to be unoccupied[/I] There is nothing here. C4: [I]This natural cavern is large and irregular in shape. The bare rock floor has a large depression which contains a large pool of mud. Next to the pool, on the side nearest your, are two mounds of dried mud about 4' high and 3' across.[/I] Since the setting up of the time barrier around the garden, the trickle of water from the Crystal Cave has reached only as far as the pool of mud in this cavern. Here the dweomer of the water has become concentrated, and as a result magical creatures have been formed: three mud-men. The pool is about 1 foot deep. The dried mud mounds contain the remains of two human adventurers who managed to drag themselves out of the mud before expiring to the predations of the mud-men. Chipping away the mud (Labourer Ob 1'suggested twist - damage armour on the first figure) will reveal their bodies, mummified by the dried mud and fixed in semi-crawling stances. One is wearing chainmail armour; the pack on his back is dry, brittle and dusty (and so unable to be salvaged) and its contents are ruined. The other wears ruined leather armour and a desiccated pouch containing 1D of silver coins and a semi-precious stone (2D). [Stats for the mud-men are still to be worked out!] [/QUOTE]
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