The corridor is narrow,
plastered stone,
&& roofed by an arched ceiling. Heavy wooden beams form arches every 10 feet. Ahead, the floor of the corridor has collapsed, revealing a flooded sewer line. This collapse extends for 60 feet and then ends, as the water flows out from a sunken opening. 15 feet above this water line is a door set in the end of the passage. Leaning against the wall at this end of the passage is a pole about 10 feet long && 3 inches thick. The water appears to be moving at a swift pace. <Rate of Flow = x> Trash floats away from the door && disappears through a narrow opening under the collapsed edge of the corridor. The air is foul && smells of sewage. <exposure to filth: Disease, DMG> |
Characters may attempt to swim
to the
far end ov the hall, but to do so against
the
current i s difficult && tiring.
Current SPEED <Fatigue, WSG>,
<Rate of Flow = x>
is 3" and the water
depth is 8 feet. Only
characters in leather
armor |or| less (except
those in magick
armor) may swim the distance.
Those in leather may NOT carry more
than 200 gp (20#) ov extra weight. Swimming
characters MOVE @ the same rate as their
dungeon
SPEED +plus+ |or| -minus- the SPEED ov
the current.
Many methods may be used to reach the
opposite side, including unhinging the
doors to
be used as rafts, levitating
a person
over with a rope,
spider
climbing along the
walls, etc. A door will carry either 1
heavily loaded |or| armored character |or|
2
unarmored ones. If NOT poled |or| towed
by a
rope, the door will drift with the current.
Spikes
driven into the doors && walls will
support no more than 1 armored character
at a Time.
It takes 3 rounds to travel
the length of a rope to the opposite end.
Room 15: +4 for levitate,
spider climb |or| climb walls.
Room 15: +4 for making raft
out ov door.
Room 15: -4 for attempting to swim
in METAL armor.
>>16.