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(TFT) Tomb V




14.	 There is a stone door in front of the party.  In order to go through it
the party must destroy the door or push it open.  To destroy the door, the
party must use a battering ram or blunt weapons.  The door is 6/50
(armor/hits to destroy).  The other way to try to open the door is to push
it open.  This will take a 6d v. ST and up to two characters can perform
this at the same time.  Each character is allowed to roll NOT a combination
of ST.  Remember the fall through rule for door bashing.  The party enters a
large chamber from the northwestern side of a megahex.  The chamber itself
is large, a mega-megahex plus three megahexes added to the south (a total of
ten megahexes).  To the far south, if the party has a good light source they
can see another stone door.  Three megahexes south from the north door there
is a podium that has a glass sphere with a blue light and magic emanating
from it.  If the sphere is removed from the podium or if the party tries to
destroy the sphere go to 22.  There seem to be warrior statues along the
walls of the chamber.  Once the party venture beyond the megahex they have
entered from these statues will attack.  The statues are actually animated
skeletons.

Skeletons (24; one in each hex along the wall on both sides of the chamber)
ST 12  DX 12 (adjDX 10)  IQ 0  MA 10  Hits stopped: 2 with shield
Equipment:  Broadsword and large shield

Treat skeletons as per TFT:ITL rules (p.  59).  Once the skeletons are
destroyed, the party can go to the sphere and try to remove it, go to 37.
They can go to the south door at 3 or go to the north door back to 6.

15.	If the party decides to try to swim underwater to the other side the
characters must make a 3D vs. ST three consecutive times to get to the other
side.  If the character does not make this roll they take one fatigue
damage.  They must make at least three rolls to get to the other side.
Consider each roll as a megahex of travel.  You swim underwater two
megahexes to the northeast to the stairs landing and then the stairs go up
underwater one hex to a dry one-megahex landing.  Go to 6 or if going back
to the entrance of the tomb go to 4.

16.	A three-megahex long hall goes north to a stone door go to 2.  If moving
south go to  26.  If going north make a 5D vs. IQ.  If this roll is made you
spot a trap a megahex before you reach the stone door.  To disarm the trap,
a 5D vs. IQ must be made to disarm it.  If the trap is not spotted or the
disarm fails go to 25.

17.	In order to open the sarcophagus, 5D vs. ST must be made to slide the
lid off.  Two characters can try to do this at the same time.  The
characters ST is not combined but each may make the ST roll in one turn.  On
opening the coffin, all characters within a hex of the coffin must make a 5D
vs. IQ to detect traps.  If the trap is detected, it will be noticed that
the coffin is trapped by a gem (2-die explosive).  To remove the gem without
the coffin exploding takes a 6D vs. DX to remove.  If the trap is not
detected or the disarm fails the explosive gem goes off causing two dice of
damage to anyone within one hex of the tomb.  If disarmed, the character
owns a 2D explosive gem.  Inside the coffin are moldering bones and a
necklace worth $1000 and a +1DX ring.

18.	 Someone in the party spots a hidden door in the northeast hex side of
the eastern-most megahex of this chamber.  In order to go through it the
party must destroy the door or push it open.  To destroy the door, the party
must use a battering ram or blunt weapons.  The door is 6/50 (armor/hits to
destroy).  The other way to try to open the door is to push it open.  This
will take a 6d v. ST and up to two characters can perform this at the same
time.  Each character is allowed to roll NOT a combination of ST.  Remember
the fall through rule for door bashing.  Once the party is through the door
they see a hall that goes a megahex to the northeast and then immediately
turns to the southeast to a stone door.  Make a 6D roll vs. IQ, if the roll
is made the party discovers a trap.  If the roll is made the party can
easily make it to the southeastern stone door go to 26.  If the roll is not
made go to 31.

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