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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).

Created by

sunrunner4kr.

System

Torchbearer

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