Enter
The air is damp and heavy with the echoes of dripping water. Moss and algae cling to the walls, and the occasional rat scurries across the uneven floor.
Here and there, faint light filters through grates far above, casting eerie shadows that dance along the slick, stone surfaces. These tunnels, though now relegated to the shadows of the old city’s underbelly, carry with them an air of decrepit grandeur and somber history.
Encounter
Trigger
The Trap is already triggered — the disgusting water appears to be rising.
- Right now, the water level is
1. - After every time you roll, add
2to the water level.
If you use Mermaid’s Breath, you won’t take damage in this room.
Avoiding
To get to the other end, you may need to swim. This means rolling above the current water level. It’s a long tunnel.
- Roll above the water level 4 times to successfully avoid the trap. Every time you fail, take the difference in damage.
Subtract your armor’s protection from your rolls – the heavier the protection, the harder it is to swim.
Disarming
This trap has 4 mechanisms, valves that must be closed by winning a Battle Roll.
The water level continues rising in between every roll, and you have to swim to each valve.
- Roll higher than the current water level to swim successfully, but take the difference in damage every time you fail.
- After
2valves are closed, the water only rises1after each roll.
Resolve
If you disarmed the trap, you find a Clue:
Once the water drains, you see something interesting…
The leaks came from scrapes in the sides of the pipes – something very large came through here, something who’s very skin was harder than the tiles and stones…
Rest
You cannot rest here, nor is there a clear way out. You’ll have to pick a pipe.
Discover the next room with a Cursed Roll.