Here's this week's room previews. So far these have been from the very first area (an abandoned mine), but I'm gonna start jumping around to try and avoid getting burnt out too fast.
- The door to this chamber is stuck closed, as directly behind it are numerous supports from a hasty attempt at shoring up the ceiling.
- Treat this like a trap. A Thief can detect why the door is stuck and can remove the door entirely with a successful disarm attempt.
-Forcing the door open causes the supports to fail and the ceiling to partially cave in, flooding the room with swamp water. The initial torrent snuffs torches, soaks equipment, and deals 1d6 damage to anyone in the S corridor.
-The water eventually stops within 24 hours, leaving the following rooms flooded with knee-deep swamp water: 1, 2, 3, 4, 5, 6, 11, 12, 34, 35, 36, 37, and 38.