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Necromancer Circle A ROLL FOR
party member may stand ROOM
in the middle, roll d6 CONTENT
1- A weird monster is FIRST
summoned inside the
circle, Character fights
one – on - one to death.
2-5 nothig happens.
6- A Magic treasure is
found! Roll for the
treasure.
Snake Pit Trap! As party moves on, the
trap door on dungeon floor opens:
2 Characters leading the marching
order must save vs. TIER+3 agility or fall
into the pit (Rogues & Assassins add L), losing
TIER HP.
In the pit there are TIER*d6+4 Giant Snakes
(HCL+2). Snakes immediately attack until
Characters get up (before ranged). After initial
attack, other characters outside the pit may
attack with ranged weapons or spells. If any
character in the pit survives, he/she is rescued
with help of the friends. If there is no one else
25 26 above, character(s) in the pit dies. 32
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ROLL FOR ROOM CONTENT FIRST.
Food Storage. The party walks into a storage
room & looks around roll d6:
1-4 Nothing useful
5-6 Found 1d6 Ration
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Dark corridor:
The long corridor is so dark that
any light source is not sufficient
to enlighten it completely. Any
wandering monsters
encountered here are treated as
1 L higher.
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Dark corridor:
The long corridor is so dark that
any light source is not sufficient
to enlighten it completely. Any
wandering monsters
encountered here are treated as
1 L higher.
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Large Room rule applies for Flying enemies: Moving Gate: The area is
Only range attacks (at +1), spells, spears and separated with a deep chasm.
pole arms can be used for entire combat Party spots a lever on the opposite
side that operates a moving gate
bridging the chasm. If Party
decides to cross, choose 1
character, he/she must jump over
the Chasm and make a TIER+1
Jump save (No bonuses apply,
Heavy Armor gets -1 penalty).
If the save roll fails: Character
jumps slightly shorter and falls;
Roll another d6 to see what
happens:
1-3: Character falls into the chasm
screaming, never to be found again.
4-6: Character holds a stone and pulls
himself / herself up to the other side but
suffers 1d4 damage due to the hit on the
rocks. If the character, can make the jump,
the gate opens and party moves over the
67 68 71 chasm without problem. 72
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ROLL FOR ROOM
CONTENT FIRST
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ROLL FOR ROOM CONTENT FIRST
Pool of Fate: Each Character rolls a d6:
1. Poisoned, Lose TIER HP
2. Cursed, -1 to DEF rolls until blessed
3-4 No effect
5-6 Healing +TIER HP
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