An extremely narrow passage, sometimes barely two feet wide, forces you to walk sideways for the first few feet, and then bends sharply up and over some rocks into a small cavern beyond.
A stone ledge juts out at a right angle on the south wall of this cavern, fourteen feet off the ground. The leather strap of a backpack hangs from the edge of the ledge, while above, a narrow fissure yawns up into the dark.
A crusader’s pack fell into this cavern during the battle on the surface. The rift closed, but not before the pack came to rest on this ledge.
As you look up at the tantalizing object, you know some climbing will be involved to retrieve it. The rocks look slippery in this part of the cavern, so it will not be easy…
DC 20 Climb
If the check is failed, the character can attempt to catch themselves at a DC 40 Climb check. If the original check was missed by 4 or less, they can attempt to perform a DC 20 Reflex saving throw to land more gracefully and ignore the first 10 ft of damage, and reducing their damage taken from 1d6 to 1d3. If they roll a 1 on either their Climb or Reflex roll, they fall and break their ankle, effectively putting themselves in the same predicament at Anevia.
Tantalizing Ledge Treasure: 1. Backpack 2. Trail Rations (10) 3. Flint and Steel 4. Caltrops 5. Flasks of Oil (2) 6. Arrows (12) 7. Vial of Red Liquid 8. Vial of Green Liquid
Tantalizing Ledge Treasure: 1. DC 15 Appraise (50g – Masterwork) 2. - 3. - 4. - 5. - 6. - 7. DC 18 Spellcraft (Potion of Cure Light Wounds), DC 18 Appraise (50g) 8. DC 21 Spellcraft (Potion of Lesser Restoration), DC 21 Appraise (300g)
At the other end of the small cavern the tunnel continues – though less cramped this time – and continues for about fifty feet before it again becomes a narrow passage, or alternatively diverts back down to an opening that surely must be the path you chose not to follow.