Tomb Chamber - Special Rules
Exits
Warriors always enter the Tomb Chamber from the lower level. Place one exit at the far end of the room, behind the tomb.
Events
The Tomb Chamber always triggers an Event.
Multi-Level Room
The Tomb Chamber follows all the rules for Multi-Level Rooms.
The Tomb
The tomb squares themselves are impassible. The tomb is sealed with a massive stone slab, and the Warriors can try to remove it if they dare. Most likely there are foul gasses inside the ancient tomb that might debilitate the Warriors, but there is also the chance of great riches.
Any number of Warriors can try to remove the slab at once. They all need to be standing adjacent to the tomb. Each Warrior should roll 1D6 and add their Strength. If the total is 28 or greater, the Warriors succeed in removing the heavy slab. Roll below:
1. Lethal gasses escape the ancient tomb - each Warrior next to the tomb must pass a Toughness Test or is killed!
2. A fetid gas seeps from the tomb - each Warrior next to the tomb will lose 1 Wound per Turn until they pass a Toughness Test at the beginning of their turn.
3. A choking, stifling gas escapes the tomb, each Warrior next to the tomb will suffer from a coughing fit until they pass a Toughness Test at the beginning of their turn. While subjected to this condition, they suffer -1 on any to-hit rolls.
4. The spirits of those interned in the tomb are not happy with the desecration! The Warriors must face 1d3 Ghosts.
5. 2d6 Giant Spiders immediately spring from the tomb to attack the Warriors.
6. The tomb smells incredibly stale, but there are no adverse effects from breaking the seal.
Should the Warriors survive the tomb's effects, each one can then roll 1d6. On a 4, 5, or 6 that Warrior finds something of value inside and takes a Treasure card.
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