Kerkerkruip Wiki
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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
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