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<blockquote data-quote="uzirath" data-source="post: 8876582" data-attributes="member: 8495"><p>And my second room. Written before work resumed; future rooms will likely be a lot shorter!</p><p></p><p>[HR][/HR]</p><p></p><p><strong>1/2 — Chasm Arcade</strong></p><p><strong></strong></p><p><strong>Description:</strong> The sound of the wind picks up as the rough, natural passage opens into a worked arcade along the edge of a chasm. The breeze helps clear the air, though it brings occasional wafts of foul underworld odors: brimstone, mold, and the sourness of sewage. The floor of the passage is 6 yards wide with a series of arcades (columns with arches between them) along both sides. The passage extends 120 yards ahead. It is roughly straight, though it is clearly following the contours of a natural cavern on the right side (see below).</p><p> On the right side, there is a low stone balustrade between the columns. Beyond this is the darkness of a massive crevice in the earth. It extends in every direction further than most light sources can pierce, though occasional glints and reflections can be seen directly across from the arches (about 30 yards away). About 80 yards along the passage, the chasm narrows slightly and there is an opening for a broad arching bridge that once extended 20 yards to the far side. The center of the bridge has long-since collapsed, leaving a 12-yard gap.</p><p> On the left side most of the pillars form a blind arcade with solid rock between the pillars. Occasionally, however, there are openings carved between the pillars. Some of these open into single small rooms. Others open into a series of linked chambers. One of these, located across from the bridge, has a secret trapdoor in a rear room with a staircase leading down to another area of the dungeon.</p><p> When this portion of the caves was more active, this was a shopping arcade with booths and a few permanent shops lining the passage. Little evidence remains of that bustling, mercantile past.</p><p></p><p><strong>Vision:</strong> -10 (total darkness)</p><p><strong>Hearing:</strong> -2 (wind)</p><p><strong>Exits:</strong> Large passages at either end of the arcade. Secret staircase descending from a room across from the bridge. Partially collapsed bridge across the chasm. Characters able to fly, walk on air, or climb walls can easily climb through the right-side arches to explore the chasm itself.</p><p></p><p><strong>Hazards</strong></p><p><strong>Falling:</strong> The chasm can be as dangerous as the GM desires. It could be 100 or more yards deep, likely killing even the doughtiest delvers. Or, it could be shallower with a soft landing (standing water, fungus, mounds of guano…).</p><p><strong>Foul Bats: </strong>A colony of a dozen Foul Bats (<strong><em>Monsters</em></strong>, p. 28) lives in a series of cramped caves higher up the chasm. If delvers are quiet and keep light to a minimum, the bats will notice them on a 7 or less on 3d every five minutes (rolling at least once while traversing the arcade). Louder noise, bright light, and/or investigating the bridge or chasm increases the odds to 10 on 3d per minute.</p><p></p><p><strong>Treasure</strong></p><p>The arcade and shops have been picked over many times. There may be some treasure at the bottom of the chasm or in the lair of the Foul Bats.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8876582, member: 8495"] And my second room. Written before work resumed; future rooms will likely be a lot shorter! [HR][/HR] [B]1/2 — Chasm Arcade Description:[/B] The sound of the wind picks up as the rough, natural passage opens into a worked arcade along the edge of a chasm. The breeze helps clear the air, though it brings occasional wafts of foul underworld odors: brimstone, mold, and the sourness of sewage. The floor of the passage is 6 yards wide with a series of arcades (columns with arches between them) along both sides. The passage extends 120 yards ahead. It is roughly straight, though it is clearly following the contours of a natural cavern on the right side (see below). On the right side, there is a low stone balustrade between the columns. Beyond this is the darkness of a massive crevice in the earth. It extends in every direction further than most light sources can pierce, though occasional glints and reflections can be seen directly across from the arches (about 30 yards away). About 80 yards along the passage, the chasm narrows slightly and there is an opening for a broad arching bridge that once extended 20 yards to the far side. The center of the bridge has long-since collapsed, leaving a 12-yard gap. On the left side most of the pillars form a blind arcade with solid rock between the pillars. Occasionally, however, there are openings carved between the pillars. Some of these open into single small rooms. Others open into a series of linked chambers. One of these, located across from the bridge, has a secret trapdoor in a rear room with a staircase leading down to another area of the dungeon. When this portion of the caves was more active, this was a shopping arcade with booths and a few permanent shops lining the passage. Little evidence remains of that bustling, mercantile past. [B]Vision:[/B] -10 (total darkness) [B]Hearing:[/B] -2 (wind) [B]Exits:[/B] Large passages at either end of the arcade. Secret staircase descending from a room across from the bridge. Partially collapsed bridge across the chasm. Characters able to fly, walk on air, or climb walls can easily climb through the right-side arches to explore the chasm itself. [B]Hazards Falling:[/B] The chasm can be as dangerous as the GM desires. It could be 100 or more yards deep, likely killing even the doughtiest delvers. Or, it could be shallower with a soft landing (standing water, fungus, mounds of guano…). [B]Foul Bats: [/B]A colony of a dozen Foul Bats ([B][I]Monsters[/I][/B], p. 28) lives in a series of cramped caves higher up the chasm. If delvers are quiet and keep light to a minimum, the bats will notice them on a 7 or less on 3d every five minutes (rolling at least once while traversing the arcade). Louder noise, bright light, and/or investigating the bridge or chasm increases the odds to 10 on 3d per minute. [B]Treasure[/B] The arcade and shops have been picked over many times. There may be some treasure at the bottom of the chasm or in the lair of the Foul Bats. [/QUOTE]
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