Re: M4 WG: Harsh Climates
The tunnel curves gently as you move, but it is mainly straight. It is also mainly flat. This and the smooth, paved floor makes walking down the tunnel much easier than all the hiking you've done for the past few days. With the gentle, steady glow of the glowrod you find walking to be easy. Your feet and legs, as if grateful for the break, are picking this moment to account for all the hard work you've been putting them through.
By the chrono it is almost nightfall outdoors when you see the tunnel changing ahead. A bright glow, like sunlight, shines ahead. Any discussion of resting is tabled for the moment, driven aside by curiosity towards this new development. By all reckoning, you should be well underground.
You continue down the tunnel and see the last of the archways. This one opens into a room. Cautiously, you approach the doorway and peer inside. No immediate threats seem in evidence, so you conduct a further foray inside. To your best estimate, the room is safe.
The room is a fifty-meter square. The walls are worked stone, rather than the geometric patterns seen in the tunnel. The floors are simple stone cobbles, rather than the flat paving stones of the tunnel. None of them are the same, fit in where they can be rather than shaped to a specific size.
The centre of the room contains a stone pyramid of sorts. There are three tiers of stone, each about a meter high, connected by a staircase on each of the four sides. There is a line of blocks, each about half a meter high, creating a sort of wall on the edges of each tier.
On the third, highest tier is a small garden. A little patch of moist earth sits in the centre of the stone, in which three short trees grow. Each of the trees, about a meter in height, has a few leafy branches and appear to be growing healthily.
The light in the room is provided by what appear to be windows in the ceiling. At first you assume that these must be lamps of some sort, but the warmth and colour suggests that it is, somehow, true sunlight.
On each of the four walls of the chamber is a door. These doors are thick stone set into square doorways. As you are finishing surveying the room, they begin to make noise. You hear the stone doors rumble and grind.
Do something quickly before combat if you wish, such as getting into cover. Indicate where in the room you are beginning: East, West, North, or South; ground level, first tier, second tier, or third tier.
Then, roll Cool.