Monday, August 8, 2011

Sarcophagus Chamber

This room was created based on the beautiful dungeon tiles in the Dark Crypts Chambers set by Lord Zsezse Works.  Lord Zsezse produces some of the most spectacular tiles I've ever seen, rivaling the board sections that were created for WHQ itself.


Exit Doors

The Chamber contains one Exit, placed where the light is shining through the bars.  A Warrior needs to pass a Strength Check when adjacent to the bars to bend them apart and allow Exploration beyond.  The Warrior must spend their entire Warrior Phase in the attempt.

Events

The room will trigger an Event on a 1-3 of a 1D6 roll.

Examining the Sarcophagi

Any Warrior standing in a square that contain a closed sarcophagus can attempt to open it by spending their entire Warrior Phase there and passing a Strength Check.  Roll on the Closed Sarcophagus Table each time one is opened.

The open sarcophagus can be examined by moving into any square it occupies.  The first time that a Warrior enters such a square, roll on the Open Sarcophagus Table.

Closed Sarcophagus Table

1. After much straining, whatever was keeping the lid shut finally gives, but the force pushes the stone lid to the ground, shattering it with a terrific crash.  Draw an Event Card and re-roll on this table, re-rolling any 1's.  Any treasure must be collected after resolving the Event.
2. When the lid slides open, a burst of stale crypt dust envelopes you.  Pass a Toughness Check, or roll on the Crypt Dust Table below to determine the effects.  Inside is nothing more than a dessicated, ancient skeleton.
3. The skeletal remains of a warrior from some long lost realm is revealed.  Roll on the Arms and Armor Table below to determine what's salvageable.
4. Upon opening the sarcophagus, you sense the immediate presence of a malignant spirit, but there is also a potentially great reward within.  If you choose to attempt to overcome the entity and claim the reward, roll a Willpower Check as you struggle against its spiritual assault.  A failure indicates that the spirit has succeeded in cursing you for the remainder of the adventure, roll on the Curse Table below.  After the conflict, you search inside the coffin and find a Treasure Card.  You can take the treasure as long as you weren't turned into a toad!
5. Inside, among the remains, you discover some ancient jewelry worth 5D6x10 Gold.
6. Inside, amidst the dusty bones, you salvage a Treasure Card.

Open Sarcophagus Table

1. A Ghost drifts from the coffin, and attacks.
2. A Wight rises from the coffin, and attacks.
3. A Skeleton rises from the coffin, and attacks.
4. A mold-infested skeleton of an ancient Dwarf warrior lies within.  You can examine inside, but must first roll on the Mold Table below.  Inside is a Great Axe (like the Dwarf's) inscribed with 1D3 Runes (roll on Dwarf Guildmasters Table to determine which Runes).
5. A pile of dust is all that remains of the one buried here ... that, and his arms and armor.  Roll twice on the Arms and Armor Table below.
6. A bone white skeleton lies in a strangely regal manner within.  The strange thing about the remains is the skeletal left hand, which is made of pure gold!  A Warrior removing the hand could sell it in a Settlement for 500 Gold, but the GM might very well have some more interesting ideas in mind for this artifact ...

Crypt Dust Table

1. The dust is extremely toxic, and the breath that you took to inhale it was your last!  The Warrior is killed.
2. The dust ravages your lungs with searing pain.  You take 2D6 Wounds, modified for Toughness only, and are at -1 Toughness for the rest of the adventure.
3. The dust contains microscopic flecks of Warpstone, causing a random mutation!  Roll on the Chaos Warrior's Mutation table.
4. The dust severely irritates your eyes.  You are at -1 on all to-hit rolls for the remainder of the adventure, unless you encounter the Fountain of Light, which you can use to cleanse your eyes.
5. Falling on your knees, you lapse into a coughing fit that lasts 1D6 turns.
6. The dust smells strangely sweet, and grants you a premonition of the future!  You can look at the next Event Card coming up in the deck.

Mold Table

1. The mold spores explode in a lethal cloud.  Any Warrior in any of this crypt's squares must pass a Toughness Check or die.
2. The mold is highly corrosive and burns your hands as you examine the interior of the coffin.  Take 2 Wounds, and suffer -1 on all to-hit rolls for the remainder of the adventure.
3. The sickly and slimy brown growth is so vile that you must pass a Willpower Check of you cannot examine this sarcophagus any further due to revulsion.
4. You think you spot something of value, but to get to it you need to spend 1D6 turns scraping away the thick layers of rock hard, reddish mold caked inside.
5. A loathsome green and purple fungus has spread throughout the interior of the sarcophagus, and anything of value that was within is rendered worthless.
6. Roll an Initiative Check.  If you succeed, you recognize the cakes of white mold as Under Bread, a nutritious food source.  There is enough for 1D6 Provisions, that don't spoil after the adventure.

Arms and Armor Table

1. A Sword.
2. A Shield.
3. A Broadsword.
4. Chainmail Armor.
5. A Battle-axe.
6. Plate Mail (Dwarf only).

Curse Table

Except for result 1, these effects last for the remainder of the adventure.

1. Toad!  You are transformed into a toad.  M6, W1, T1, no attacks, never pinned.  If you make it out alive, your companions can take you to a Settlement Healer to try and have this reversed.
2. Rats love you!  Whenever an Unexpected Event occurs place 1D3 Giant Rats next to your figure as well.
3. Erratic Movement!  Each turn roll 1D6.  On a 1, you move in a random direction (1-4) for your maximum Movement, if possible.  Must roll to escape pinning like normal.
4. Foul Stench!  Any Warrior seeking to move adjacent to you must pass a Willpower Check or their Movement ends.
5. Poverty!  Each time you gain any Gold roll 1D6.  On a 1-3 you don't gain the Gold.
6. Butterfingers!  Each time you use a piece of Equipment, Treasure, or weapon, roll 1D6.  On a 1 you drop the item and must spend the rest of the turn picking it up.

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