Room Description:
This next room seems... calmer than those that have come before. And more stable, as though it's anchored in some way against the ever-shifting nature of the other caverns. You feel as though you can take your time in this room... to some extent, at least. Bats flit about the room while fish swim about in a nearby pond.
Specific Mechanics:
The party can carry out 4 10-minute activities in this room, before its position in the cave complex starts to shift and they have to continue forwards. Standard activities such as Treat Wounds and Refocus can be used, and additional options are mentioned under "10-minute Activities" below.
10-minute Activities:
Catch Fish:
Make a DC 23 Survival check (or another suitable check, adjusting the DC accordingly).
- Critical Success You catch 2 fish.
- Success You catch 1 fish.
- Failure No fish take the bait... you catch nothing.
- Critical Failure A large eel-like creature appears, not wanting to share its food! If you have any fish, it steals one. If you don't, it bites at your finger, dealing 2d8 piercing damage.
Catch Bats:
Make a DC 23 Survival check (or another suitable check, adjusting the DC accordingly).
- Critical Success You catch 2 bats.
- Success You catch 1 bat.
- Failure The bats prove too elusive, you catch nothing.
- Critical Failure The bats retaliate, nipping at you. You take 1d8 piercing damage and 1d8 poison damage.
Cook:
Spend 1 raw bat or fish and make a DC 23 Crafting check (or another suitable check, adjusting the DC accordingly). Note that Healing Potions created from this are only Healing Potions in the mechanical sense - in the narrative they are just cooked meat.
- Critical Success You gain 2 Healing Potion (Moderate).
- Success You gain 1 Healing Potion (Moderate).
- Failure You gain 1 Healing Potion (Lesser).
- Critical Failure You burn the meat, gaining nothing.
Process Reagent:
Spend 1 reagent (gained from the Chase Sequence room) and make a DC 23 Crafting check (or another suitable check, adjusting the DC accordingly).
- Critical Success As success, but the item created can be up to 3 levels above your level.
- Success Gain your choice of any one common, non-healing consumable of your level or below.
- Failure You realize the reagent isn't behaving as you'd expect, and you're able to salvage it. Regain the spent reagent.
- Critical Failure An impact, a substance, the temperature, you're not sure what it is, but something sets the reagent off and it reacts violently! The reagent is lost.
Transfer Rune:
Choose a rune on a runestone or piece of equipment, and transfer it to any other appropriate piece of equipment. This only takes 10 minutes, requires no check, and supercedes the normal rules for transferring runes.