Dungeons/Manifest/Corrosive Nightmare/1/Rooms

[R.1] Floating Stones

 * stones
 * dex save: DC 10 at first, but DC 15 as stones spread out
 * Athletics check, DC 20: skip __ft ahead
 * vines
 * perception check, DC 10: weak vs strong vines
 * 15+: some vines look different
 * Corrosive Fungus - player must fight, climb away, or fall
 * On a hit, taking 8+ total damage in a turn: DC 10 con save, vs loose grip (player feels weak)
 * acrobatics check (back up or across, player's choice): DC 10 at first, but DC 15 as the vines spread out
 * On/off as triggered: [E.1]
 * Below the vines:
 * Shriekers (30ft blindsight, alert all corrosive fungus until 1 minute after it ceases)
 * Shriekers do not alert each other
 * filled with Violet Fungus
 * open space, 30ft tall
 * thicker vines to climb back up
 * DC 5 athletics check
 * Across the pit:
 * [see Descriptions]

[R.2] Sea of Vines

 * Within
 * increasing concentration of Corrosive Fungus
 * Below
 * (very sparsely) thick, hanging vines (to climb up)
 * DC 5 athletics check
 * [E.2] Corrosive Cloakers, Shriekers
 * can't fly in vines
 * [E.3] Corrosive Buds

[R.3] Tunnels

 * heavy fog
 * tunnel entrances