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<blockquote data-quote="ichabod" data-source="post: 9073301" data-attributes="member: 1257"><p>This is the start of level 3, with is aligned with the Sphere of Earth. Environmental effects: You may not fly, and all walking speeds are halved. </p><p></p><p>The stream winding through this level is a moving rather quickly. It takes a DC 15 Athletics check to swim in without being swept away. Each time it goes out of a room or hallway, or goes near a sturdy object like a bridge, the character can make a DC 15 Dexterity save to stop their motion, and then a DC 15 Athletics check to drag themselves out of the water. If they fail that Athletics check by 10 or more, they are swept away again.</p><p></p><p>[ATTACH=full]290703[/ATTACH]</p><p></p><p><strong><strong>Room I: Ankle Biters</strong></strong></p><p></p><p>Two Xorn are hiding under the earth here. They will wait until everyone is in the passageway before rising up and attacking the straggler. No treasure. There is a shaft here, 10 feet up in the ceiling. It goes 60 feet up to Level 1 Room XVIII. The hatch at the top can be opened from below.</p><p></p><p><strong><strong>Room II: Bridge to Upstairs</strong></strong></p><p></p><p>This room has a quick moving stream running through it, with a bridge over it. There is also as shaft here leading up to the northern Hallway XIV or level three.</p><p></p><p><strong><strong>Room III: Pull My Finger</strong></strong></p><p></p><p>In the southwest corner of this room is a sword sticking into the wall. If the sword is pulled on, the ceiling collapses (DC 20 Dexterity save for the puller, DC 15 for anyone next to them, 4d8 damage on failed save, half damage on success). It is DC 18 Perception to notice that the wall and the ceiling are unstable (Dwarves with stonecunning get advantage on this check).</p><p></p><p>If they set off the trap, they now have the sword, which is a greater MacGuffin.</p><p></p><p><strong><strong>Room IV: Old Bones</strong></strong></p><p></p><p>This room is empty except for some old bones in the northeast corner. It's not clear what type of bones they are, but they are very old, perhaps from a creature's lair long ago. A DC 20 Investigation check reveals that one of the bones has carvings on it. This bone is hollow with some holes in it, and works as pipes of the sewers.</p><p></p><p><strong><strong>Room V: Cairnyard</strong></strong></p><p></p><p>This room is full of stone cairns (24 or them to be exact). Each one contains the remains of an adventurer who died in the dungeon. It takes about a minute of work to move enough stones to get at the remains for any given cairn.</p></blockquote><p></p>
[QUOTE="ichabod, post: 9073301, member: 1257"] This is the start of level 3, with is aligned with the Sphere of Earth. Environmental effects: You may not fly, and all walking speeds are halved. The stream winding through this level is a moving rather quickly. It takes a DC 15 Athletics check to swim in without being swept away. Each time it goes out of a room or hallway, or goes near a sturdy object like a bridge, the character can make a DC 15 Dexterity save to stop their motion, and then a DC 15 Athletics check to drag themselves out of the water. If they fail that Athletics check by 10 or more, they are swept away again. [ATTACH type="full"]290703[/ATTACH] [B][B]Room I: Ankle Biters[/B][/B] Two Xorn are hiding under the earth here. They will wait until everyone is in the passageway before rising up and attacking the straggler. No treasure. There is a shaft here, 10 feet up in the ceiling. It goes 60 feet up to Level 1 Room XVIII. The hatch at the top can be opened from below. [B][B]Room II: Bridge to Upstairs[/B][/B] This room has a quick moving stream running through it, with a bridge over it. There is also as shaft here leading up to the northern Hallway XIV or level three. [B][B]Room III: Pull My Finger[/B][/B] In the southwest corner of this room is a sword sticking into the wall. If the sword is pulled on, the ceiling collapses (DC 20 Dexterity save for the puller, DC 15 for anyone next to them, 4d8 damage on failed save, half damage on success). It is DC 18 Perception to notice that the wall and the ceiling are unstable (Dwarves with stonecunning get advantage on this check). If they set off the trap, they now have the sword, which is a greater MacGuffin. [B][B]Room IV: Old Bones[/B][/B] This room is empty except for some old bones in the northeast corner. It's not clear what type of bones they are, but they are very old, perhaps from a creature's lair long ago. A DC 20 Investigation check reveals that one of the bones has carvings on it. This bone is hollow with some holes in it, and works as pipes of the sewers. [B][B]Room V: Cairnyard[/B][/B] This room is full of stone cairns (24 or them to be exact). Each one contains the remains of an adventurer who died in the dungeon. It takes about a minute of work to move enough stones to get at the remains for any given cairn. [/QUOTE]
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