4) The tunnel continues on making slight twists and turns for approximately 1000 feet until it reaches a grating that opens out into the river. There are many offshoot tunnels like at numbers 1 and 2. Roll 4dIQ. If the roll is made, the party figures, the kidnappers did not turn west but east down the tunnel. Head down the east tunnel.

If the party doesn't make the IQ roll, there is a 2 in 6 chance that the party runs into a nuisance creature:

  • 1-4: 50 rats
  • 5: 10 scuttles
  • 6: ST 12 green slime

or other problem (examples: cave-in, methane gas pocket, etc). This will keep happening until the party makes its IQ roll. Once the party makes the roll, head down the east tunnel.

Page last modified on November 07, 2006, at 11:35 AM