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(TFT) Tomb VII
27. The characters stand in front of an ornate stone door carved with the
face of a king. The king?s eyes are made out of $2000 sapphires. If a
sapphire is removed the thief will be affected by a 6 ST BLAST TRAP (AW
p.17). 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 enter a
mega-megahex-sized room from the north. Across the room in the
southern-most megahex is a throne with a skeletal figure in robes sitting on
it. On each side of the figure on the throne is what looks like statues.
Surrounding the figure are five chests, one coffer of which has silver
spilling out of it. If the party steps in the center megahex at anytime go
to 36. As the party moves toward the figures in the south part of the
room, everyone in the room must make a 3D vs. DX or get hit by a large dart
(1 die of damage) coming from the southern wall. If a party member makes a
5D vs. IQ DETECT TRAP roll they can avoid the traps trigger (a wire line
stretched across the middle of the room). This trap cannot be disarmed
without allowing it to go off. Once the party passes this mid-point, the
two figures that stands on each side of the seated figure attack and the
skeletal figure on the throne begins to cast a spell.
Hotepa (liche)
ST 18 DX 18 IQ 20 MA 10
Spells: Wizard?s wrath, staff of power, seven hex illusion, seven hex fire,
insubstantiality, spell shield, spell sniffer, literacy, blast trap, zombie,
alchemist, teleport and mage sight.
Equipment: Staff of power with a 5 ST battery (remember EXPUNGE on staffs),
self-powered blur ring, self-powered stone flesh ring, and a belt with a 5
ST battery attached to the buckle.
Combat: Play him smart. He will try to keep the golems between himself and
the enemy. He will teleport away to a better position or go insubstantial
if attacked in melee.
Stone Golems (2; as per Interplay #7 article by Tracy Soldan)
ST 30 DX 11 IQ 6 MA 6 Damage 3-1 Hits Stopped: 5
28. If the IQ roll is made, the party will discover that the gold bars are
actually lead painted to look like gold.
29. You discover the door is false but trapped by a spike trap. There is no
reason to continue this way. Go back to 26.
30. Once the door is battered down, roll 3D vs. DX or fall into a pit trap.
The trap is deep enough that it will cause one die of damage. When the
unfortunate character hits bottom they will possibly hit from 1 to 6 spikes
that will do 1 more die of damage. Roll a D6 to see how many spikes the
character may have hit. For each one that they did hit they are allowed a
saving roll of 3D vs. DX. If the roll is made they will take no damage from
that spike. There is nothing else beside the pit here return to 26.
31. As the party goes down the hall toward the stone door at 26 have the
leading member(s) make a 4D vs. IQ to discover a trap. If the roll is not
made the leading character(s) must make a 5D vs. DX or be hit by a sliding
portcullis for 3 dice of damage also the hallway will be blocked to get to
26. The gate can be destroyed but it takes 25 hits and stops 3 hits. If
the trap is discovered, it takes a 3D vs. DX to disarm the trap. Once this
is accomplished, the party may continue to the door at 26.
32. The party enters a large room that runs north south. The room is the
size of two mega-megahexes plus two megahexes. Basically from the north
door that you entered six megahexes run north-south and five megahexes on
the east and west side of those six to create this chamber. At the far end
of the room from where the party has entered looks to be a two hex-sized
alter running east west and behind the altar is some type of idol. As the
party enters the room they are attacked by 18 skeletons. The party
automatically receives initiative as the skeletons rise from the ground.
Place the 18 skeletons randomly around the room.
Skeletons I (6)
ST 11 DX 13 (adj. 9) IQ ?19? MA 10 (adj. 6) Hits stopped: 3 or 4
Equipment: Chain armor, small shield, and short sword
Skeleton II (6)
ST 11 DX 13 (adj. 10) IQ ?19? MA 10 (adj. 6) Hits stopped: 3
Equipment: chain armor and spear
Skeleton III (6)
ST 10 DX 14 (adj. 11) IQ ?19? MA 10 (adj. 6) Hits stopped: 3
Equipment: Chain armor, horse bow, and cutlass
After the combat, if the party investigates the altar or idol make a 5D vs.
IQ if the roll is made go to 35. If at anytime the idol is touched go to
38.
33. The characters enter a mega-megahex-sized chamber. Across the room to
the south is an ornate stone door that leads to 27. This room holds a
guardian.
Apep
ST 40 DX 11 IQ 8 MA 6
Special: Follow the guidelines for this creature from TFT:ITL p. 59.
There is a sheen of oil on this floor. If a character moves more than one
hex during a turn they must make a 3D vs. DX or fall. Once the Apep is
defeated go to the ornate stone door at 27 or turn around and go back to 5.
34.As the party goes down the hall toward the stone door at 5 have the
leading member(s) make a 4D vs. IQ to discover a trap. If the roll is not
made the leading character(s) must make a 5D vs. DX or be hit by a sliding
portcullis for 3 dice of damage also the hallway will be blocked to get to
5. The gate can be destroyed but it takes 25 hits and stops 3 hits. If the
trap is discovered, it takes a 3D vs. DX to disarm the trap. Once this is
accomplished, the party may continue to the door at 5 or turn around and go
to 26.
35. The party notices the idol is some kind of secret door. After the party
goes through behind the idol they enter a megahex-sized room. In the center
hex is a stone chest. In order to open this chest one person must make a 5D
vs. ST. If the chest is opened go to 7.
36. At he end of the turn anyone standing on the center megahex will trip a
trap. The floor collapses causing anyone standing on the hex to fall in a
pit trap. If a character makes a 3D vs. IQ they can prevent themselves from
falling in if they make a 4D vs. DX. When the unfortunate character hits
bottom they will possibly hit from 1 to 6 spikes that will do 1 more die of
damage. Roll a D6 to see how many spikes the character may have hit. For
each one that they did hit they are allowed a saving roll of 3D vs. DX. If
the roll is made they will take no damage from that spike. In order to get
out of the pit they can make a climbing roll of 4D vs. DX. It takes two
turns to escape the pit once the roll is made.
37. The sphere is magical and acts as a zombie ring but the items spell is
limited to this room. If sold on the open market the sphere will fetch
$5000.
38. If the idol is touched it acts as a ST 12 BLAST TRAP (AW p. 17). Once
this happens the party can enter the room behind at 35.
39. If the party touches the throne go to 40. Otherwise the chests which
are locked, (5D vs. IQ to open). If this roll is not made go to 40. On
opening the first three chests yields rotted clothing or fabrics. If the
fourth chest is opened the party will discover 25 gold bars each worth $2500
but each weighs 25 kg. As the bars are removed from the chest roll a die.
If at any time a one is rolled go to 40.
40. The room begins to collapse. The characters have two turns to leave
this room. If they don?t they will take two dice of damage for each turn
they are in the room. The party must move quickly as it seems the whole
tomb is collapsing. As the party evacuates the tomb as it crumbles around
them they must make five 3D vs. DX or take one die of damage from falling
rocks. Go to 15 to get back to the entrance.
Once out of the tomb the party can go back to the nearest town or city and
enjoy the fruits and silver of their success (????)
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