Tuesday, July 5, 2011

Well of Doom

Inspired by the article "Room for Improvement" in White Dwarf #204, here are my special rules for the Well of Doom Dungeon Room.

Well of Doom - Special Rules









Any Warrior standing in one of the 4 well squares can attempt to pull up the chain to see what is returned from the bottom of the foul well.  They must spend their complete turn performing this action.  Roll on the table below to determine what happens.

1. After pulling the chain up for a few moments, the Warrior reaches a section that is covered in a corrosive acid.  He must pass a Toughness Check or sustain severe burns to their hands, resulting in -1 to all attack rolls, and the inability to cast spells or perform any kind of detailed manipulation, for the remainder of the adventure.
2. The Warrior disturbs "something" lurking deep below the well.  He is attacked by 1D6 tentacles that erupt from the grate.  The Warrior can attempt to fend off as many tentacles as he has Attacks.  To fend off a tentacle, he must make a successful to-hit roll against Weapon Skill 4.  Any remaining tentacles strike the Warrior for 1D6+3 Wounds before he can scramble away to safety.
3. The chain dissolves in the Warrior's hands, returning nothing of value in the attempt.
4. 2D6 Giant Spiders swarm out of the grate.  After the battle is completed, the Warrior who pulled the chain up finds something at the end, and can take one Treasure Card.
5. The Warrior pulls up a battered Halfling who was being abused and left for dead by the monstrous inhabitants of the dungeon.  As thanks for rescuing him, he provides valuable information about the dungeon layout to the Warriors.  They can look at the next 1D3 Dungeon Cards in the current stack, reorder them as they wish, and discard one if they wish.
6. Toxic fumes assault the Warrior pulling the chain.  He should roll one die for every point of Toughness he has.  If any of the dice come up a 6, the Warrior manages to fend off the poisonous assault and complete the task, otherwise he takes 1D6 Wounds without any modifications (poison damage).  If the Warrior fails he can try again next turn, making the same Toughness Check described previously.  If the Warrior eventually gets the chain all the way up, he discovers an iron pail attached to it, and inside what appear to be 1D6 glittering gold ingots.  When he gets these back to a Settlement roll another 1D6.  On a 1 or 2 they are nothing more than Fool's Gold.  But on a 4 to 6 they are the genuine article and each ingot is worth 3D6x10 Gold.

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