Empty rooms feel a little like a cop-out. However, Empty rooms make sense; an empty room serves both a mechanical and narrative purpose. A small respite that allows characters to recover and players to relax. If players attempt to abuse these spaces put a roving guard on the floor to keep them on their toes. Empty rooms, Roving guards, and short rests to recover focus points can reward players who chose the snare crafting feat, which has an increased efficacy in the confines of a dungeon.
Privy
This room was built as a space for the residents of the temple to relieve themselves; the Gripilli do not use the privy, instead, they use earthen pots they empty into Maggot Pits as food for their livestock.Design
Entries
Northwest Entry (Small)
This room hasn't been used for it's intended purpose for nearly a century. The privy cutes are effectively sanitary by now. The chutes in the privy are big enough for a small creature to slide down or for a medium creature to squeeze (DC 10) down into a 10ft moat beside the Temple. a DC 20 athletics check allows them to climb into the room.
Northeast Entry (Secret)
A (DC 15 to find) Strong Coral Panel (Hardness 15; 30 hp) decorated with a raging river and Aquan text hides a secret passage. The Text says "Fir yân chuen choùn ɥīdûng" "the holy rush washes the wastes clean" pressing against the panel opens the passage into the western Rogue's Shute.
East Entry
Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp) leads into the Meditation Chamber
South Entry (Trapped)
an unlocked Iron Doorwith a Gripilli Spear Trap.
West Entry (Small)
This room hasn't been used for it's intended purpose for near a century. The privy cutes are effectively sanitary by now. The chutes in the privy are big enough for a small creature to slide down or for a medium creature to squeeze (DC 10) down into a 10ft moat beside the Temple. a DC 20 athletics check allows them to climb into the room.
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