Sunday, May 22, 2011

Sewer

The following rules are paraphrased from the White Dwarf #204 article, "Room for Improvement".

Sewer - Special Rules










  • The Warriors enter through the door that leads into the sewer water.
  • The Sewer Dungeon Room always triggers an Event.
  • Stepping into a sewer square can be treacherous, and requires a D6 roll.  If the Warrior rolls a 1, consult the table below.
    1,2. A tentacle from below pulls the Warrior down and deals 1d6 Wounds with no modifiers.
    3,4. The Warrior steps into a sink hole, and drops an item into the murk below before regaining his footing.  Discard a random Treasure Card.
    5,6. The Warrior slips on a deposit of slime, and is out of action until the end of the next Warriors Phase.
  • It costs a Warrior their entire Movement to climb out of a sewer square.
  • If a Warrior is trying to climb out along the edge with the two sewage pipes, they must pass a Strength Check (1d6 + Strength, and score 7 or higher).  If the Warrior has purchased Boots, they may add 1 to this Check.  A failure means they are pushed back by the foul, gushing sewer water and must roll on the table above.

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