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(TFT) Tomb II




1.	The cavern below is a mega-megahex and the character lands right in the
center hex.  The character must make a 3d v. IQ or be surprised by the caves
occupant, a large troll.  If the roll is not made, the character is
surprised and the troll gets one free round to attack the trespasser.  If
the roll is made, roll initiative as normal to begin combat rounds.

Troll (1)
ST 35  DX 11  IQ 8  MA 8
ABILITIES:  As per Troll rules in TFT:ITL (p. 54).  Does 2D of damage in
melee and HTH.

Combat modifiers:  Remember the cavern is dark.  If the character does not
go down without a light source they will be at ?2DX until there is a source.
It also takes one turn to repel down into the cavern and remember that the
landing spot is on top of the character that just went down.
After combat:  If someone in the party makes a 3D v. IQ, go to 11.
Otherwise to the north they see the remains of a broken stone door and a
megahex wide hallway going north, go to 4.

2.  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 room is a mega-megahex in size and the characters have entered from the
south.  In each of the megahexes in the north of the room (NW, N, NE) there
is a stone sarcophagus.  Once the room is entered, its occupants, three
wights, appear next to each tomb.  The wights attack the party.

Wight I
ST 13  DX 12  IQ 14  MA 10
She uses a +1 magic damage bastard sword, which she uses two-handed.  The
weapon does 3-1 damage.
Wight II
ST 11  DX 13  IQ 12  MA 10
She carries +1DX/+1 DM silver dagger.  The weapon does 1D in melee combat
and 1+1 in HTH combat.
Wight III
ST 9  DX 14  IQ 10  MA 10
She carries a wizard?s staff that does 1D of damage.
ABILITIES:  As per Wight rules in TFT:ITL (p. 56).  If at any time the wight
takes damage, it will use its DRAIN STRENGTH power to restore its health.

When the wights are defeated, the party can open the stone sarcophagi or
leave.  If the northern sarcophagus is opened go to 13.  If the northeastern
sarcophagus is opened go to 9.  If  the northwestern sarcophagus is opened
go to 17.  If the party leaves the
chamber goes to 16.

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