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(TFT) Tomb VI




19.	 If a 6D vs. IQ is not made, the party will not discover that the door
is trapped.  The trap cannot be disarmed but can be avoided by not hitting
the door.  If the IQ roll is not made, the door will be hit and everyone in
the megahex in front of the door must make a 4D vs. DX or suffer two dice of
damage as the ceiling collapses.  If the DX roll is made, the character will
only suffer one die of damage.

20.	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 through the door go to 30.

21.	On opening four of the chests, the party will discover they are filled
with gold bars.  There are 25 per chest each bar weighing about 25kg.  If
someone with RECOGNIZE VALUE make a 4D vs. IQ go to 40.  Otherwise the bars
will have to be taken back to town to find out their value.  Inside the
smaller coffer is $1000 worth of silver.  The silver dollars are antique and
can be sold for a profit or loss according to the ?Finding Magic Items for
Sale? in AW on page 38.

22.	 If the party tries to destroy the sphere it stops 4 hits and takes 10
damage.   If it is removed from the podium it is protected by a 12 ST BLAST
TRAP (AW p. 17).  If touched in any way the trap will go off destroying the
podium and the sphere will take the BLAST TRAP?s damage.  If the sphere is
removed go to 37.

23.	The door openers on this door are in for a nasty surprise.  On trying to
open the door spikes shoot out from the door impaling anyone in the megahex
in front of the door for 2+2 damage unless they make a 4D vs. DX.

24.	The party discovers the remains of two would-be thieves.  In amongst the
rubble, the party finds a +1 DX/+1damage short sword, a rotten leather pouch
with $54 in it, a lock pick set that adds +2 DX to lock picking, a scroll
case with a REVEAL MAGIC spell scroll in it, and a STONE FLESH ring.

25.	Two crossbow bolts (2D6) will strike two random player characters that
are advancing north toward the door at 2.  Once the crossbows have fired
their deadly volley they break.

26.	The characters enter a mega-megahex sized room from the northwest
megahex (hallway at 18).  In the center of the room is a 3-hex sized warrior
statue made of what looks like to be silver wire.  Each of the following
walls has a stone door.  The northwest stone door they came through goes to
18.  The north stone door goes to 16.  The northeast door goes to 20.  The
southeast stone door goes to 12.  The south stone door goes to 32.  The
southeast stone door goes to 8.  If the statue is attacked or touched or if
any other door besides the one the characters came through is touched, the
statue in a shower of sparks animates.

Automaton Statue
ST 50  DX 12  IQ 0  MA 10  Hit stopped 5
Special: Wields a 3+1 Great sword.  All hexes surrounding this ?robot? spark
with electricity.  Anyone standing in these hexes will take 1 point of
damage that armor will not stop.  If that same character is wearing metal
armor next to this creature add +2 damage.  If someone is in the same hex
with the creature consider him or her as being hit by a shock shield, +2
damage if that person is wearing metal armor.  Any damage done to this
monster with lightning will act as a healing potion to the creature.  Each
point of damage from lightning will heal one point of damage to the
creature.
History:  More than likely a protective guardian created by the Mnoren.  It
will not leave this room it was only set here to guard it.  It will fight to
the death.
Treasure: The characters can pull anywhere from 10-60 kg of silver wiring
off this creature.  Each kg taken from the monster is worth $100.

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