Instrukcja · Rozdział 13 z 17
13.0 Room Features
General Rule: Some room segments contain unusual features, either a fountain, statue, trap door, furniture, staircase, mirror, or artwork. After the party has dealt with any monsters that may be in the room, the party has the option to investigate the feature.
Procedure: One character from the party must be delegated to investigate the feature. The owner of the investigating character then rolls 1D6 on the Feature Table and cross-indexes the result with the column on the table which corresponds to the feature investigated. The result can be found in the appropriate rules Case for that feature type. The investigating character (only) gains or suffers the effects of that feature.
Cases:
13.1 Fountains
In the room stands a large bronze fountain composed of three hyenas from whose mouths pour streams of liquid. There are six fountain results on the Feature Table:
Poison. The character investigating the fountain immediately suffers 1D3 wounds as a result of testing the fountain.
Potion. The liquid is a magical potion. Roll on the Magic Item Table to determine the nature of the potion (see 14.5). The investigating character gains or suffers from the potion. The character may then take one dose (only) of the potion with him.
Alcohol. The investigating character has tested an extremely potent dose of magical alcohol and is now drunk. His Combat Bonus is reduced by 2 for the remainder of the game (note the change on his Character Record).
Jewel. In the waters of the fountain the investigating character finds a jewel. Roll on the Jewel Table (14.9) to determine its value.
Water. The liquid is water and has no effect.
Blood. The liquid is steaming blood. The investigating character is sickened and has his Combat Bonus reduced by 1 for the remainder of the game (note change on Character Record).
13.2 Statues
In the room stands a lifesize statue made of finely polished alabaster. There are six statue results on the Feature Table:
Medusa. The statue is Medusa which now comes alive. The investigating character must make an immediate Resistance Check, and if he fails, the Medusa has turned him to stone. After the Resistance Check is resolved, the party may negotiate, bribe, or fight the Medusa (see 15.3).
Jewels. It is a statue of a ram which has two jewels for eyes. The investigating character may take them (determine the value of each using the Jewel Table, 14.9).
Medallion. Around the statue's neck hangs a medallion, which the investigating character may take. If he does so, refer to the Medallion column of the Treasure Table to determine the type of medallion and its effects.
Demon. A statue of a demon; the investigating character rolls a die and consults the Altar column of the Feature Table to determine which demon is depicted. The statue is treated as an altar to that demon (for effects see 13.5).
Talisman. Around the statue's neck hangs a small talisman, which the investigating character may take. If he does so, refer to the Talisman column of the Treasure Table to determine the type of talisman.
X. A statue of the arch-enemy, X the Unknown. The investigating character must make an immediate Resistance Check. If he passes, there is no further effect from the statue. If he fails, the character becomes a tool of X the Unknown. He must immediately attack the party. He does so by being lined up in the middle space of the monster march order; the Combat Sequence is begun and may only end if the party is killed, he is killed, or a member of the party successfully redeems him with a Redemption spell (he must attempt to resist the spell).
13.3 Trap Doors
In the center of the room is a trap door. There are four trap door results on the Feature Table:
Trap. The trap door is trapped. The investigating character immediately rolls on the Trap Table. Once the trap has been dealt with, the character may collect the Type J treasure it protected.
Room. The investigating character falls into a room beneath the floor of the current room (but not on the next level; do not pick a room chit). The character must determine if there is a room monster there, and if so, it must be dealt with. There is Type J treasure in the room. The party may not enter the room to help the character. The character may exit the room once the above procedures have been performed.
Pit. The investigating character falls into a pit containing 1D3 cronks. They may have treasure like a normal monster and may be negotiated with, bribed, or fought. The party may not help the character and the character may not leave until he has dealt with the cronks.
Hellgate. The investigating character falls into a shaft that takes him into the mouth of the Hellgate itself. The character is removed from play until the Hellgate is destroyed (see 16.0). At that point the character is freed from the infernal device and enters play again.
13.4 Furniture
The room contains a piece of magical furniture which may be investigated. There are six furniture results on the Feature Table:
Coffin. The room contains a coffin from which a Vampire rises (see 15.5). The Vampire and the investigating character must immediately fight (there is no negotiation or bribery). After the first round of combat, the rest of the party may join in the battle.
Bookcase. The investigating character rolls 1D6; on a result of 1-3, the bookcase falls on the character inflicting 1D3 wounds; on a result of 4-6, the character has found a book of spells from which he learns how to cast the "resurrect" spell (see 10.8).
Desk. The top desk drawer contains a trap. If the investigating character wants the medallion in the drawer, he must deal with the trap (see 7.0) first and then roll on the Magic Item Table to determine the type and effects of the medallion.
Bed. The room contains a large magical bed which the investigating character (only) may regain 1D3 Wound Points by lying on.
Clavicord. In the center of the room is a clavicord that plays itself. The investigating character must make a Resistance Check, and if he fails, he is wooed by the instrument into placing half of his Gold Marks inside the body of the instrument. The money may only be reclaimed by incurring a Wound Point to reopen the instrument.
Mirror. The room contains a large mirror; the investigating character must roll on the Mirror Table to determine its nature and effects (see 13.7).
13.5 Altars
In the room stands an altar to one of the six demons worshipped by the inhabitants of the Citadel. The character who investigates the altar will use the following procedure. He must make a Resistance Check, and if he passes, the altar gives him a benefit; if he fails, the altar curses him. The effects of the benefits and curses for each altar are as follows:
Alloces ("The Warrior Duke"). If the character passes, he gains the ability to cast combat spells in the next Combat Sequence (only) at no cost in Wound Points. If he fails, he is cursed and his Combat Bonus is reduced by 1 for the duration of the current game.
Vassago ("The Prince of Prophecy"). If the character passes, he gains a +3 detrap skill (or has his current skill increased by 3). If he fails, he permanently loses his detrap skill (if any) altogether.
Avnas ("The President of Fire"). If the character passes, he gains the ability to cast the lightning spell at only 1 Wound Point cost (and gains the spell if he does not already possess it on his spell list). If he fails his check, the altar casts a lightning spell at the character.
Malthus ("The Earl of Death and Havoc"). If the character passes his check he gains the ability to cast the Wrath of God spell. Should he fail his check, the statue immediately casts a Wrath of God spell at the character (see 10.8).
Leraje ("The Marquis of Archers). If the character passes his check, he gains a +3 bow skill (regardless of whether or not he possesses a bow). Should he fail his check, he is immediately attacked by 3 magical arrows; roll 3 times on the bow column of the Combat Results Table (9.9).
Asmoday ("The Infernal King"). If the character passes his check, he gains a Combat Bonus of +3 and the ability to cast a lightning spell at only 1 Wound Point cost (he gains the spell if he does not already possess it on his spell list). Should he fail his check, he is cursed and his Magic Potential for each sun is immediately and permanently reduced by 1.
13.6 Art Work
In the room is a beautiful piece of magical art work. There are six art work results listed on the Feature Table:
Tapestry. On the wall hangs an ornate tapestry of Elfin origin. The investigating character may discard one of his two weapons and take the tapestry with him instead. Its value is determined by rolling on the Jewel Table and adding 4 to the dice result.
Painting. On the wall is a painting of a group of figures. Each and every member of the party must roll 1D6; on a result of 1, the rolling character is one of the figures depicted. If depicted, the character is immediately cursed with 1D3 wounds.
Statue. There is a large statue in the room; roll on the statue column of the Feature Table (13.9) to determine its nature and effects.
Cut Glass. On a table is a cut glass object which the investigating character may claim. If claimed roll 1D6; on a result of 1-3 the object is a Talisman, and on a result of 4-6 it is a Medallion. Roll on the Magic Item Table under the proper column to determine its nature and effects.
Icon. On the wall is an icon of a demon. The investigating character rolls on the Altar column of the Feature Table (13.9) to determine its nature and its effects.
Manuscript. On a table is an illuminated manuscript of great beauty. From it the investigating character learns the Wrath of God spell (see 10.8).
13.7 Mirrors may reveal the location of the Hellgate.
The first mirror the party comes across will reveal to them the level on which the Hellgate is located. This is done by rolling on the Mirror Table (13.9) and cross-indexing the result with the column labeled Level. If the level rolled is the same as the one occupied by the party, then a second roll is made on the Mirror Table. This roll determines the number of unexplored segments the party must enter before the Hellgate is located. Should the first mirror be on a different level than the level indicated on the first die roll, a second die roll is not made. Instead the party must find a second mirror on the level indicated by the first die roll; then roll the second die roll. Example: The party finds a mirror on the first level and consults it. It reveals to them that the Hellgate is on the third level. The party searches for a staircase and once found, they use it to descend to the third level. Once there they locate a second mirror and make a second roll. The result is "6," which means that the Hellgate is the sixth unexplored segment from their current location. The party goes through the 5 segments and on the sixth, the Hellgate is found. The players do not roll each time they find a mirror but only for the first mirror and also the mirror on the level with the Hellgate.
13.8 Staircases affect the movement of the playing pieces and are described in 6.6.
13.9 Room Feature Tables
(see charts and tables)