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How to play · Chapter 6

What a Room Can Hold

Gold, chests, Baths of Fates, statues, vaults and stalls.

Loose gold is picked up with the room. A rich room keeps its treasure in a chest, and only a chest can be trapped, so choose who opens it with care. Traps hurt more deeper down and on harder settings.

A room and what it holds
A room and what it holds

A Bath of Fates offers any living member a drink. The commonest drink heals, other drinks raise or lower other things than health, and a basin can run dry.

A Living Statue will say what a magic item does, for gold, but it never names its price. Offer too little and it keeps the gold silently. Offer far too little and the item is destroyed. It will also mend a member, ten gold at a time, or raise a fallen one, and those prices it states plainly.

Half the vaults open to a number lock, where a wrong guess brings hints and may wound the guesser. The rest have a lock plate, where you push each key to its keyhole, taking a push back wounds the hand, and a hint costs gold. The one you came to save is behind the deepest vault. A store stall sells on a few floors down. Torn pages lie in plain view, and a map may be in the open or in a chest.

More on this: Rooms & hazards