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(TFT) Tomb III




3.	 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.   On opening the
door, the party enters a mega-megahex-sized room from the north.  In the
center of this chamber (exact center hex) is a stone brazier with a constant
flame emitting from it.  On the far side of the chamber on the south wall is
another stone door.   As soon as one of the living members of the party
travels passes by the brazier, a wave of fire sweeps the room.  Treat as if
each of the characters was hit by a 1 ST fireball
(1-1).  After this happens, two fire elementals will appear at the south
door blocking the party?s way.

Fire Elementals
ST 20  DX 13  IQ 8  MA 10
ABILITIES:  As per fire elemental rules in TFT:ITL.  If an elemental falls
down to 8 ST or less it will try to retreat to the brazier.  An elemental in
the brazier will heal 2 ST per turn and cannot be attacked while there
normally.  Treat the elemental as being INSUBSTANTIAL while it is in the
brazier.  The brazier can be destroyed if it takes 30 hit points but it has
an armor of 4.  If an elemental is in the brazier when it is destroyed, so
is the elemental.

4.	The hallway goes two megahexes north and then turns to the northeast
becoming stairs going down.  The stairs go down for a megahex and then enter
water.  Turn back to one or continue to 15.

5.	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).  Across the megahex from the party in
the northeastern part of the megahex is a stone door.  To the far south, if
the party has a good light source they can see another stone door.  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 12 skeletons in chain armor.

Skeletons I  (4)
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  (4)
ST 11  DX 13 (adj. 10)  IQ ?19?   MA 10  (adj. 6)  Hits stopped: 3
Equipment:  chain armor and spear
Skeleton III  (4)
ST 10  DX  14  (adj. 11)  IQ  ?19?  MA  10  (adj. 6)  Hits stopped: 3
Equipment:  Chain armor, horse bow, and cutlass

Treat skeletons as per TFT:ITL rules (p.  59).
If party tries to open the northeastern door go to 18.  If the party
defeated the skeletons they can try to open the southern door.  Go to 10.

6.	The party takes the stairs up to the southeast.  The stairs go up two
megahexes and then opens up to a four-megahex landing.  This area is
diamond-shaped ? two megahexes north/south with one megahex on each side
east/west.  You see a megahex wide door to the south (southern-most megahex)
and a lot of rubble.  All party members must make a 3D vs. IQ.  If this roll
is made go to 24.  If the roll is not made, the party can either turn back
to 15 or go to the southern door at 14.  If someone in the party makes a 5D
vs. IQ, when in this chamber they may go to 18.

7.	Inside the stone chest is a brass strongbox that is locked.  In order to
open the lock, the key must be had or it must be picked at 6D vs. DX.
Inside the box are five scrolls (wizard?s wrath, revival, and three zombie
spells), $1000 in silver; and 1-6 gems worth $10, 1-6 gems worth $50, 1-6
gems worth $100 and 1-3 gems worth $500.  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.  Once this is completed the party may return to 22.

8.	 Make a detect traps roll at 5D vs. IQ.  If the roll is made go to 29.
If the roll is not made go to 23.

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