d91 | Discovery |
---|---|
1-10 |
Passage leads to a dead end, you must backtrack. |
11-20 |
False side passage which leads over an ancient un-sprung pit trap (use the one from RuneQuest page 127). |
21-30 |
Route passes through a tomb, inside which a Death Spirit of 1d3 Intensity stands guard. |
31-40 |
Unstable tunnel, which partially collapses. Everyone must succeed in an unopposed Evade roll or be buried alive as per an Earthquake miracle of Intensity 8 (see RuneQuest page 269). |
41-50 |
Opened tomb with a dead body sprawled across the floor and an angry Wraith of 1d3 Intensity ready to attack trespassers. |
51-60 |
Archway inscribed by an unseen magical glyph which inflicts the following miracle at an Intensity of 1d6+4 on the first person passing through: Roll on "Archway Miracle" |
61-70 |
Defiled ossuarium filled with the bones of 1d10 x100 bodies. No bad effect. |
71-80 |
Twisting passage, at the end of which is a near-dead colonist who is possessed by a Sickness Spirit of 1d3 Intensity. If somehow saved the victim proves to be a fellow explorer, Yhounkehd cultist or escaped sacrifice. |
81-90 |
Treacherous vault, which completely caves in. Everyone must succeed in an unopposed Evade roll or be buried alive as per an Earthquake miracle of Intensity 9 (see RuneQuest page 269). In addition the fall divides the party into two groups (roll randomly) which must now separately navigate their way through the catacombs. |
91 |
Stairs lead up to an exit, but it is the passage through which the characters originally entered the subterranean labyrinth! |
Subcharts
Archway Miracle (d4)
d4 | Result |
---|---|
1 |
Berserk |
2 |
Corruption |
3 |
Mindblast |
4 |
Sever Spirit |