Eight
more caves
SUMP
ISLAND
Drop
2d6 vertical feet onto an island in a shore-less stream.
Water
laps the island rim. There is no bank or beach but only walls.
Upstream the river rises in rapids or waterfalls. Downstream it dives
beneath the touching stone. An arrow scratched, and the flow of air,
gives direction. The sump is d4 minutes long with d4 air pockets. The
island is a balancing boulder.
CLASS
IV RAPID DUNES
A
wide flat cave curved like letters C or J. A floor of sand.
The
river is a trickle. The dunes in sweeps and fans are damp and
waist-high. The cave will flood violently in d20+5 minutes and stay
flooded for d20 minutes. The cycle repeats. You leave wet crunching
tracks. So does anything else. Bodies and lost items washed away
might rest here for a while.
SUMP
The
water shows the way under the stone.
To
pass, dive and blackly search. Standard sump is d4 minutes long with
d4 air pockets. It will feel longer. Fear will kill you. You will
exit in blackness, wrap up a candle or a lamp for passage. Scratches
and signs may tell the way and time.
SARAWAK
CHAMBER
A
space so vast it can't be seen.
Light
disappears without return. You fingertip-trace one wall and follow it
round. This takes 4d4 hours. Crossing takes 1/3 that. Whenever
players understand it's size, by echo delay, or trying to cross, Save
vs Paralysis. Attackers retreat in the dark. Giga-boulder maze and a
wide sandy centre-space.
Like
a randomised semi-organic Luxor.
Calcite
columns so close only one can pass at a time. You climb through long
ellipses shaped like sleepy eyes. Echo's scatter and light gets
trapped fast. Use dropped coins or dice to map.
MARBLE
JAR
Imagine
a jar of marbles with an ant climbing through.
You
are the ant. Vast breakdown pile filling a shaft. House-sized
irregular rocks, car-sized gaps. Drafts or trailing smoke may lead
the way. You can drop down without climbing checks. Passage gaps in
every downward direction. Half have no way past.
HALL
OF THIRTEEN
A
cluster of vast defensible stalagmites in the centre of an open cave
The
cave is an irregular doughnut. Around 13 giant centre-columns
clustered close together can be got amongst and climbed. You can leap
from top to flattened top. There is something good up there. 10%
chance of a prison built in the centre column space.
ALE-POUR
RAPPEL
A
rappel shaped like thick liquid being poured from a curved glass.
That
image is the shape of the empty space. A curving lip, a drop straight
down. Wide first, then narrowing. In the middle a descender can pause
and 'chimney', back flat on one side and feet out on the other. Then
slowly widening again.. Fallers will hit the funnel and grab. Jumpers
may survive.
And
two re-writes in the hope of greater clarity.
A
SWIM GYM
A
path down through stone of shallow pools linked by streams.
A
narrow staircase in the rock. The 'steps' are 3d4 pools you can jump
between. 4 to 6 vertical feet. Swim/wade across. Anyone fighting can
grapple and throw themselves down into the next pool as a free
action, SO LONG AS THEY TAKE THE OTHER GUY WITH THEM.
FOUNTAIN
OF FONTESTORBE
A
smooth, saxaphone-shaped chamber. Valved, wet, regularly refills.
Flowing
and shaped like the inside of a wind instrument lying flat. Many tiny
exits. Puddles and pools. Living fish flap. Will refill, violently
and unstoppably every d30 minutes, them empty again. forever.
Awesome! Interestingly I've never seen any good pictures of the Sarawak chamber - I think it's too big to properly illuminate. Somehow that seems fitting, that such a wonder remain mysterious.
ReplyDeleteSumps are fucking scary. Cave divers have got to be some of the more ballsy individuals the world has produced. Magic light would help a lot in those situations. I can't imagine how unpleasant it would be to encounter something large and hostile in the sump.