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Basilisk-Tunnels of Nechrubel
Basilisk-Tunnels of Nechrubel
(d4)
When you emerge from the Tunnels roll d4 T wo Player R ules
to discover how far to the left or right you
have strayed: Turn Structure
1 Two spaces left Each player creates three characters and
2 One space left must start from a different entrance.
3 One space right
4 Two spaces right Each turn a player may either move or
search, then resolve any encounter.
Evading combat counts as the end of a turn
- the player moving into another space at
R ules Clarifications the start of their next turn.
TUNNELS OF
the cruel affliction will automatically flee, challenges or monsters in the room. Only
vanishing from play. then may then decide to attack another
NECHRUBEL
player.
Blinded characters cannot use Powers.
The target DR is 10 plus the target’s AGI.
Being Followed by Tough Monsters Add any STR, PRE or other attack modifiers
When a tough monster follows a character you may have to your roll. Use the same
into another room, they bring any treasure results table as when fighting monsters.
written by
they are guarding with them.
As an alternative to rolling you could also
Backslide, Teleportation & Phase Keys use bomb, black poison, or a Power to
The Backslide Power or a Phase Key could immediately inflict a wound.
be used when Tunnel Event #6 (Exit) is
encountered. This would enable the Player versus player combat lasts until
character to continue exploring the either or both parties have sustained a
Tunnels. wound. If the attacker inflicts damage on
the target they may also steal an item. If the
If a character is Teleported while in the target is killed, then their corpse may he
Tunnels (e.g. by the Cursed Scrawl or fully looted. If the defender inflicts damage
Infernal Mason) then they emerge in a
Beneath the Catacombs of Verhu lie the TUNNELS OF NECHRUBEL:
on the attacker they take no further action. an infinitely sprawling maze of dense, dark passageways. Few who
room in the catacombs, d4 spaces away in a
random direction. descend ever return. Those who do either lose their wits or become
If, after resolving any room encounters, it is
corrupted by the power of the Occult Relics scattered therein.
possible to shooting a character in an
Whenever you are teleported into an adjacent chamber with a crossbow this
empty room, include an exit from your may also be done. Crossbow combat Are you foolish enough to trawl the depths?
direction of travel, along with any other between players is either hit (over or equal
exits rolled. to DR) or miss. It does not allow an
opportunity to steal an item. The turn ends
Fist of Yetsabu-Nech after the shot is fired, allowing the targeted
If thrown into the Lair this will destroy the player to enter melee, return fire, or move
Arch Cultist, but Verhu will be unscathed. If on. BASILISK! TUNNELS OF NECHRUBEL is an independent production by 1d10+5 and is not
the Lair does not become a void af�iliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the
(destroying both squares) then the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and
Mandate may still be delivered. If the Lair Stockholm Kartell.