Editing Goon Deeps of Sargolis:Catacombs of Naltis

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== Egresses (roll +DL) ==
 
== Egresses (roll +DL) ==
1 behind a barrel in the basement of the Happy Ass tavern
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1
  
2 a simple ladder down the hole in an alley of convenience
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2
  
3 stairs seem to lead into the basement of Idim's Holy Temple - but not really
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3
  
4 a pale green door between Grimshow's Curiosity Shop and Eddle's Heirlooms for Cheap
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4
  
5 a portal that connects the catacombs into an empty attic of an abandoned tavern
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5
  
6 under the second bridge built across the river Nals
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6
  
7 a side door from the executioner's passage out of the abandoned Imperial Tower
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7
  
8 a door into the City Armory - bolted on both sides
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8
  
9 a large cabinet in the Harsh Lady's dining room
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9
  
 
== Scenery (roll +DL, twice - lower roll takes precedence in conflict) ==
 
== Scenery (roll +DL, twice - lower roll takes precedence in conflict) ==
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6 debris on floor
 
6 debris on floor
  
7 stagnant air with a foul odor
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7 storage containers (possible treasure)
  
 
8 sourceless red glow of heat (each time you enter, add 1 item of "Hot" to load and remove all items of "Cold")
 
8 sourceless red glow of heat (each time you enter, add 1 item of "Hot" to load and remove all items of "Cold")
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1-2 egress
 
1-2 egress
  
3 DL -1
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3-4 DL -1
  
4-7 DL +1
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5-6 DL +1
  
8 egress
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== Treasure (roll +DL) ==
 
 
9 DL -1
 
 
 
== Discovery (roll +DL) ==
 
 
1 skeleton + weapon (1-2: dagger; 3: sword; 4: axe; 5: spear; 6: two-handed weapon (counts x2 items))
 
1 skeleton + weapon (1-2: dagger; 3: sword; 4: axe; 5: spear; 6: two-handed weapon (counts x2 items))
  
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7 Sentinel bat (DS 8, evasive, leaves room on the first missed attack, if it escapes roll twice for denizens in next room)
 
7 Sentinel bat (DS 8, evasive, leaves room on the first missed attack, if it escapes roll twice for denizens in next room)
  
8 Leech armor (2 Load, +3 Armor; -1 Skulker and Erudite; DS 10 Dangerous Action to remove)
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8 ? ? ?
  
 
9 Ancient vampire (DS 13, life stealing, cruel and scheming) + retainers (roll twice again for denizens)
 
9 Ancient vampire (DS 13, life stealing, cruel and scheming) + retainers (roll twice again for denizens)
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''life stealing'' on a successful hit (players fail a roll), gains 1 Health (this does not change DS)
 
''life stealing'' on a successful hit (players fail a roll), gains 1 Health (this does not change DS)
  
== Hazard (roll +DL) ==
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== Discovery ==
1 hidden hollow spot in floor (each person roll +Skulker or +Erudite v DS 8, each time passing through room) - on first failed roll, tumble and take damage then the spot is known and no more rolls required
 
 
 
2 steps slippery when wet (each person roll +Skulker v DS 8) each failed roll, tumble and take damage
 
 
 
3 spiderwebs (to cut through, fight as opponent DS 8 that deals no damage) - each failed roll, roll for a Denizen attracted to the commotion
 
 
 
4 pressure plate (first person roll +Erudite v DS 8) - failure triggers silent alarm - roll twice for Denizens in next room
 
 
 
5 closed portcullis - opening it closes a portcullis behind you; to open either one, highest Brute rolls v DS 8
 
 
 
6 withered human bodies hosting fungal fruiting bodies (roll +Brute v DS 8+DL) - on failed roll, take no damage but add the amount of failure to your Load as Spores; can be removed by medical or magical treatment
 
 
 
7 hidden tripwire (first person roll +Erudite v DS 10) - on failed roll, trigger swinging hammer that damages person behind you
 
 
 
8 one-way hidden door - entering increases DL by 1
 
 
 
9 entrance to Ancient Vampire's resting place
 
  
== Dice Rolls ==
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== Hazard ==
https://orokos.com/roll/c-Catacombs+of+Naltis
 

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