Wednesday, April 27, 2011

Fire Chasm

Continuing my series of Special Rules to use for Pre-Objective Rooms, we come next to the Fire Chasm.  The Adventure Book contains some good rules for Warriors who attempt to cross the Fire Chasm, and my rules are based largely on them.  However, as I often do, I try and integrate the Warriors' Ability Scores into the equation.  After all, we can't expect the clumsy Dwarf to cross the rope bridge with equal ease as the graceful Elf, can we?








Fire Chasm - Special Rules

Exits
The Warriors will always enter the Firechasm from the side of the room not containing the idol. Place one exit along the opposite end of the room.

Events
The Firechasm always triggers an Event.

The Rope Bridge
As soon as a Warrior or Monster steps onto the bridge, they roll 1d6, add their Initiative, and consult the table below:

3 or less. The happless creature cannot maintain their footing and falls to their death into the fiery abyss below. Only the Rope can save them (they must be carrying it), and if it does, roll for the Rope to break as usual. Warriors saved by the Rope can continue their turn normally.
4. The creature slips, but manages to catch the rope bridge, dangling above the flames taking 1d6 Wounds unmodified. Place their model next to the bridge where they slipped. If there no spaces available due to two other models already dangling above the flames, consider this result a 3 or less. Dangling creatures lose the rest of their turn but can act normally on their next turn.
5. The creature loses its footing and must discard one piece of Equipment or Treasure (their choice), but can continue their turn normally.
6. The creature catches itself just in time before losing their footing. They're safe, but lose the remainder of their turn.
7 or above. The creature makes it across without incident and can continue their turn normally.

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