Dungeons/Infected Cavern/1/Rooms

[R.2] Splashing room

 * occasional splashing acid
 * if patient:
 * places : see Descriptions
 * Dex check: DC 10, run past
 * Dex save: DC 10
 * 5: fall off ledge
 * Strength save: DC 10, fall into pit
 * Submersion damage: 4d10 (5' deep)
 * Climb (athletics) check: DC 10, climb back up (juttings & dry moss)
 * Splash damage: 1d10
 * pool of acid blocks path, 3ft long
 * Also splash
 * * (0.5' deep)
 * Athletics check: DC 10 (leap over)
 * Strength check: DC 10 (break bridge, draining pool)
 * Damage: 2d10

[R.3] Fungus room

 * (after disturbing): fungi [E.1]
 * Farther in:
 * DC 18 perception check: puddle (see Descriptions)
 * Slithering Tracker [E.1] *later
 * Even farther:
 * mycelium [P.1]
 * DC 15 perception check: small, capped mushrooms

[R.4] Acidfall room

 * (DC 15 perception check): oozes [E.2]
 * pools of acid [P.2]

[H.4-5]

 * Nap time. The players  will  need it.

[R.5] Boss room

 * Gorgon, [E.3]
 * Strength check:
 * (DC 10): throw small gel into acid pool near Gorgon (no effect)
 * (DC 15): throw huge gel into acid pool near Gorgon
 * reacts & splashes, dealing 2d10 acid damage (similar to acid hallway)
 * (finish fight)
 * then more Slithering Trackers [E.3] *later
 * Question time
 * Only some answered: "Time is thin."
 * Don't answer questions just cause they're simple!
 * Example: "Is there a domain of Time?"
 * "No, we don't have one of those yet."  "Maybe you'll find out someday."

[H.5-Q]

 * Putra tears open an exit
 * Cavern -> Nexus
 * Nexus -> players' room
 * "Welcome... to Arxsec's Rift."