| Dungeon Minor Break | |
|---|---|
| 1 | The site you pick has a ready source of potable water (a well, broken pipe or a basin formed by seepage). |
| 2 | You’re able to thoroughly secure the entrances to your camp, making you feel at ease (+1D to recover from exhausted or afraid) |
| 3 | Find a clue about something deeper in the dungeon (something scratched into a wall, an old journal, strange acoustics let you hear dungeon denizens conversing, discover a beast’s spoor, etc.) |
| 4 | You find an old leather pouch with coins of various provenance (1D gold coins, pack 1). |
| 5 | A patch of glowing fungi grows here. There are 1d6 stalks. Each stalk counts as a candle if picked. |
| 6 | You find a serviceable piece of gear (1-2 gear, 3-4 armor, 5-6 weapon, GM’s choice of specific item). |
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