The iron bound door opens into a dark chamber with a set of stairs leading up to a large platform. Old Spell components lie on a mat ready for use. The room looks like it has been sealed off for a very long time - no doubt to keep the horror on the platform from leaving!
- The Summoning Chamber has either one (1-3) or two (4-6) Exit Doors, located somewhere along the far end of the room. The Exit Doors are magically sealed, and can only be opened after the Monster within is defeated.
- If a Spell-casting Warring moves into the square containing the Spell components, they can take them and gain 1D6 points of extra Power they can keep until used up.
- Instead of taking an Event Card, the Summoning Room contains Monster(s) that were summoned days, weeks, or perhaps years ago, and have been seething within ever since. Roll below to determine the creature(s) that the Warriors face.
1. Daemonette
2. 1D3 Fiends of Slaanesh
3. 1D3 Plaguebearers
4. Beast of Nurgle
5. 1D3 Bloodletters
6. Flamer of Tzeentch
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