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Emerging

(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.

Each player may use a counter or token to


Cruel, Nudist and Illiterate Characters keep track of which chamber they are
If a cruel, nudist, or illiterate character currently in.
begins with a pet, armour, or Power
respectively, then that item is immediately
discarded: they would begin their journey Player vs Player Combat
into the catacombs with only a weapon. If you are in the same room as another
Any pet encountered by a character with player you must first resolve any traps,

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.

becomes a void then victory is impossible.


T he T unnels of N echrubel Extended T ables T unnel D elving
Occult Relics (d10)
1 Bloodhungry Blade (d10+2 damage. +2
to attacks, but halves your maximum HP
Use of the Extended Tables Special Rooms (d10) Tunnel Events (d10) permanently)
When rolling Special Rooms or Events, 1 Rotating Room (No exits. Rotates 90 1* Encounter a Tunnel Dweller 2 Warpig's Snuff (+3 to attacks for the
use the Extended Tables on the right of degrees clockwise whenever entered. If 2 Encounter a Tunnel Dweller duration of one combat)
this page. They provide several you cannot escape, you suffocate) 3 Find a corpse with one Treasure 3 Fossilised Omen (Smash it to re-take
opportunities to enter the Tunnels of 2 Hellvent (Test DR10 AGI: pass = you 4* Avoid or endure two Traps to continue any dice roll)
Nechrubel. edge around the pit; fail = you die) or escape 4 Seer's Eyeball (See into an adjacent
3 Chasm (Four exits. An impassable 5 Horrible Darkness surrounds you chamber without entering it. After each
Entering the Tunnels chasm stretches across a diagonal) (DR8 TOU or -1 PRE) use there is a 1-in-4 of combusting,
When you enter the Tunnels you must first 4 Impenetrable Darkness (Four exits. 6* Exit (There is no way ahead, you must dealing d4 damage and vanishing.
decide on your direction of travel, which Roll d4 to determine which door you Emerge) 5 Vampyric Charme (When rolling on any
cannot change until you Emerge. leave through. Any combat here is DR+6) 7 Den (Two Weak Monsters guard one table, choose the result you want in
5 Cave In (DR8 AGI each crossing, or take Treasure) exchange for 2 HP. Crumbles after use)
Do not mark Tunnel journeys on the d4 damage) 8 Reliquary (Three Traps guard an 6 Flamethrowing Trumpet (d10, same
map: The Tunnels are below the 6 Stepping Stones (One exit – usually Occult Relic. Avoid or endure them if rules as Crossbow)
catacombs and are chaotic and ever- ahead. DR10 AGI or lose a random item. you wish to retrieve the relic) 7 Infernal Key (Evade combat by either
changing. You may like to use a counter to If you have no items, you die) 9* Encounter Arcane Graffiti (ignore if entering the Tunnels below or escaping
track your progress through the Tunnels. 7 Necrospire (A Weak Monster is here. you are Illiterate) back to the Catacombs above. One use)
While monsters are near the Necrospire 0 Discover an Occult Relic 8 Powder of Undeath (One use. Sprinkle
When you enter the Tunnels, roll on the they cannot be injured, only evaded) on a freshly killed creature. It will rise to
Tunnel Events table. Only after resolving 8 Arcane Temple (Roll d6 if you approach Entries marked * indicate opportunities to join you, adding its damage dice to
the Event may you move another space in the altar: 1 – Struck by lightning, d8 Emerge back into the catacombs. Unless yours)
your direction of travel and roll the next damage; 2 – Gain a random Affliction; specified it is always possible to push further 9 Fist of Yestabu-Nech (One use. Throw
Tunnel Event. You cannot backtrack: all 3 – Ignored; 4-5 – Fully healed; 6 – Gain on into the Tunnels. into an adjacent space, destroying
movement is ahead. one use of a Power) everything. 1-in-4 chance the space will
9 Entrance to the Tunnels of Nehcrubel become a void, killing all that enter it)
While in the Tunnels, ALL edges of the 0 Entrance to the Tunnels of Nechrubel, Tunnel Dwellers (d6) 0 Monkey’s Finger (One use. Invoke any
playing area wrap round. guarded by a Tough Monster Power you wish)
1 Undead Horde (Special: Cannot be
defeated, only evaded. d8 damage. If you
Emerging from the Tunnels Encounters (d10) are wounded, test DR10 TOU or join the
Tunnel Events marked with a * indicate 1 Find a Treasure. horde…) Arcane Graffiti (d8)
opportunities to emerge from the Tunnels, 2 Find a Treasure. 2 Emissary of Nechrubel (DR13, 12 HP, 1 Engraved Pebble (Gain one use of a
and back into the Catacombs of Bergen 3 A merchant will trade items for two d8+2 dam. Special: If the emissary is random Power)
Chrypt. Roll on the Emerging table to see random Treasures before vanishing. defeated, gain a Backup Mandate and an 2 Cursed Scrawl (DR10 PRE or a random
how far off course you have drifted and 4 A magical aberration occurs: test Occult Relic) Power is cast on yourself)
consider this your direction of travel. DR12 PRE or suffer a random Power on 3 Slithering Mass (DR9, 6 HP, d4 dam. 3 Statement of Truth (Increase a random
yourself. Special: On a successful hit a tentacle stat by +1)
When rolling exits for the room you 5 A cool waterfall: heal 1 HP per visit; whips out and snatches an item, which it 4 Occult Treasure Map (The next time
emerge into include an exit from the cures blindness. greedily digests) you cross the upper/lower edge of the
direction you emerged The room you 6 A trapped casket. DR12 AGI to disarm 4 Wyvern Kin (DR13, 10 HP, d8 dam. map, the next room or tunnel will
emerge into does not include a way back or suffer a random Trap, contains two Special: Test DR12 AGI before combat, contain an Occult Relic along with any
into the tunnels unless you happen to roll a Treasures. or be dragged deeper into the Tunnels: other encounters rolled)
9 or 0 on the Special Rooms table. 7 A Sorcerous Soul approaches: will roll an additional Tunnel Event and 5 Anuk’s Doomsign (To behold it is to be
trade ¼ of your current HP (- round up! require an additional * Event to escape) condemned to death: lose all your
Evading in the Tunnels -) for a scroll with a random Power 5 Infernal Mason (DR10, 4 HP. Special: items and weapons)
If you successfully evade in the tunnels (one use). They then vanish. When you are hit, suffer the effects of a 6 Bind Rune (You are frozen to the spot
then move onto the next Tunnel Event. If 8 Basilisk Vapours swell from the random Trap. Note: Teleport will until you defeat a Tunnel Dweller – no
you are followed, add the monster to the ground and remain here, inflicting 1 HP teleport you out of the Tunnels, to a evasion possible)
next Event. damage unless you have a gas mask. room in the catacombs d4 spaces away) 7 Horrific Mural (You are shaken: DR12
9 An emaciated wanderer offers to 6 Dripping Sphere (DR12, 11 HP, d8 dam. TOU or lose 1 PRE)
Death in the Tunnels show you an entrance to the Tunnels of Special: Explodes when killed, 8 Cursed Image (Test DR14 TOU or
If you die in the Tunnels, all your items Nechrubel, after which they depart. automatically dealing d10 damage) become blinded – add 6 to all DR)
are lost for eternity in the ever-changing 0 A hidden trapdoor opens, plunging
depths of chaos. you into the Tunnels of Nechrubel!

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