Dungeon Minor Break |
1 |
The site you pick has a ready source of potable water (a well, broken pipe or a basin formed by seepage). |
2 |
You’re able to thoroughly secure the entrances to your camp, making you feel at ease (+1D to recover from exhausted or afraid) |
3 |
Find a clue about something deeper in the dungeon (something scratched into a wall, an old journal, strange acoustics let you hear dungeon denizens conversing, discover a beast’s spoor, etc.) |
4 |
You find an old leather pouch with coins of various provenance (1D gold coins, pack 1). |
5 |
A patch of glowing fungi grows here. There are 1d6 stalks. Each stalk counts as a candle if picked. |
6 |
You find a serviceable piece of gear (1-2 gear, 3-4 armor, 5-6 weapon, GM’s choice of specific item). |