Every game of Kerkerkruip starts out in the Entrance Hall.
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.
Effects
The entrance hall is flooded with bright light, which makes it difficult for attackers with eyes to see. The lights impose a penalty on all attacks by people who are not blind. The penalty interacts with smoke: If the smoke gives a penalty of 2 or more, the lights have no effect. Otherwise, the lights increase the total visual penalty to 2.
Properties
- not habitable (no rogues start out here)
- placeable, connectable, and connection-inviting (part of the normal dungeon)
- vp-agnostic (can be placed at any vertical level)
- treasurable (can contain treasures)
- extra-accepting (can have extra scenery)
- Mood: civilised
Commonly found in Entrance Hall
- No monsters
- Bright lights