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C. Rocky Islet

Room

DI MB1 · p.6

Open source p.6

Surrounded by turbulent waters, rougly pyramid-shaped, with a small beach of black sand on the north end.

  • → Turbulent waters. Anyone falling into or trying to cross at the islet must pass a STR check or be swept away by the river, which disappears further down a siphon.
  • → Siphon. To survive the siphon, characters need to pass a CON check (with disadvantage if armored) or drown while being tumbled and carried away. If successful they are spat out into the Bright Outside, at the foot of a waterfall overlooking a small lake, whose banks are home to a community of irascible fisherfolk. At your discretion, finding the way back to the Hub may be an adventure in itself, or it may be as simple as asking the fisherfolk, who will insist on taking all the character's possessions (actually Dungeon, Inc.'s property) as payment.

FISHERFOLK. H (4hp), HP4, ARM Δ4, ATT fishing spear , ML Δ8

  • → Beach. Annoying crabs crawl over an ancient, half-eaten corpse. 1 damage if the body is touched, unless they're dispersed (with an open flame, for example).
  • → Corpse. Probably a client from a previous expedition who drowned. Still has a purse (30 gp and a gem worth 100 gp) and a magical dagger (leaf-shaped blade of antique green metal, ivory handle engraved with ancient runes, ignores armor).