Date: Mon, 27 Oct 1997 19:42:53 +0000 From: Peredur Glyn Subject: Ghosts, raiders, knives, snakes, icy winds....sleep tight! Hi there, Now that I've got you all dressing up in long robes and putting teatowels on your heads concerning the Araby scenario, here, before you all forget, is the Night Hazards table. Roll a D66 remember, and keep at least one warrior on guard... :) BTW, thanks for the kind words Janus! I was (of course :) going to put Undead events in the hazard tables - lots of them! And ghosts only come out at night, right? ;) ARABY ADVENTURES NIGHT HAZARD TABLE (D66) 11: Moonless Night - The sky is pitch black, and there is no light save from your wan lantern. None of you are able to sleep due to the howling and whistling that floats in the air. Due to this, each warrior must make a WP test difficulty 8. Big tough warriors like the Barbarian can add 1. Any who fail are permanently at -1 to all Fear rolls as they are so jumpy! Terror rolls ae made as normal (they're tricky enough!). 12-13: Ghosts! - You awake during the night to find out that pale figures are walking between you, looking at your sleeping bodies with empty eyes. Each warrior must make a Fear test at difficulty 12 or be at -1 to all Fear and Terror rolls for the next adventure. 14-15: Icy Cold - The night is so cold that even with all your blankets and cloaks you are shivering. By the morning you are shuddering and can hardly talk. Each warrior has -1 Starting Wound for the next adventure. 16: Creeping Shadows - The flickering lightb of the small fire you have lit casts eery shadows onto the rocks nearby, and you are sure some are moving to and fro as if they were alive...Each warrior makes a WP test dificulty 7. Any who fail are wary of dark places and for the next adventure they will not venture anywhere unless the bearer of the lantern is in the same board section as they are (or they have an independant source of light). 21-22: Uneventful Night - You have some trouble sleeping, because of the Dwarf's snoring, but otherwise you are glad to find yourself in one piece when dawn breaks. 23-24: Bed Bugs! - You have been foolish enough to put your mattress near a dwelling of insects, who crawl over you during the night, and you are kept awake trying to swat them and brush them away. You feel all weird all during the next few days as you can sense something crawling on your back, but nothing is there...During the next adventure you are at -1 Initiative. 25-26: Eaten Alive - A swarm of insects buzz around you all night, stinging and biting you. You do your best to swat them but they just keep on coming back. After a while you are fed up and let them chew on your flesh. In the morning your skin is dotted with bruises and sting- wounds - ouch. Next adventure you are at -1 Toughness. 31-32: Visitors at Midnight - You have a good night's sleep. But when you wake up, to your horror you find that D6x100 gold has disappeared from your pouch, but it is closed and tied in the exact knot you closed it with when you went to sleep. Strange... 33-34: Bump in the Night - You wake up at about three in the morning hearing a terrific bang [behave now] from behind a nearby rock. Rushing to see what it is, you find that the rock has split in two and that a cave has appeared. Searching inside you find...(D6): 1: Ghosts! - A spooky spectre chases you out; see 12-13. 2-3: Nothing. 4-5: Wizard! - A mighty Wizard is here, and he was just coming out through his "front door". He is surprised to see you but tells you to let him pass. As he goes he gives the leader a pouch containing magic dust which can be thrown into the air in an adventure (one use), and all the warriors on the same board section as the thrower are at +1 Strength until end of turn. 6: Shining in the Darkness - On a jutting column of rock in the centre of the cave is a gleaming treasure. Take a treasure (D6; 1-4 Dungeon, 5-6 Objective). 35-36: Uneventful Night - You choose a spot under a palm tree where you spend an untroubled night. 41-42: Raiders' Camp - Searching for a spot to spend the night, you stumble across a camp where bandits are sleeping. Roll a D6 and add the number of warriors in the party. If the result is greater than 6, then the bandits wake up and find you trespassing. They demand D6x100 gold from each warrior (they are surrounded quickly and cannot refuse without dying swiftly). If the result is 6 or less, the warriors are quiet, and can steal D6x50 gold each from the bandits' hoard before creeping off. 43-44: Snakes - A brood of snakes are living in a pit beside your campsite. Without warning one slithers out and bites an unsuspecting warrior. One random warrior is at -1 Starting Wounds for the next adventure. But he slays the snake and may sell it at a Settlement in Araby for 200 gold. 45-46: Mist - A dense fog descends during the night, and the warriors cannot find their bearings in the morning. This leads to them taking a wrong turning, and heading ten miles in a completely wrong direction. Roll a D6 for the leader and add his Initiative (and +1 if he is an Elf). If the result is greater than 9 then they find their way miraculously and are on their way again. Otherwise, roll for another Morning Hazard immediately, which counts as this one. 51-52: Fireflies - The night sky is illuminated by dozens of flitting and swooping bright insetcs, that form wonderful patterns in the air. These firelfies like to dwell in the Araby desert because of its humid comditions. Each warrior can make an initiative test (Diff 8) to catch a firefly and put it in a phial, that acts as a lantern for the duration of the next adventure. 53-54: Uneventful Night - You set camp in the shelter of a jutting rock, and nothing dusturbs you tonight. 55-56: Burial Mound - At dusk you stumble across a mound of sand with a gravestone marked on the top. If the warriors investigate it, roll a D6: 1-2: The Ghost rises! - A Ghost attacks you! See result 12-13. 3: Just a grave. RIP... 4-5: Sticking out half-buried is a skeletal hand, studded with rings and gems. The warriors can grave-rob to their hearts content, netting them D6x50 gold in between them. 6: The grave is not a grave at all, it's a bandits' treasure trove! The warriors each find a Dungeon Room Magic Item! 61-62: Riddles of the Ancients - The warriors meet a crooked hermit squatting in the middle of a narrow pass between two high dunes. The warriors can't pass without answering the hermit's riddle. Choose one warrior in the party, who must face the challenge. He makes a WP test at Difficulty 9. Add +1 if the warrior is a natural spell-caster, and +1 if the warrior is an Elf or a native of Araby. If the warrior succeeds, the warriors are allowed to pass, and the succesfull warrior gains +1 Luck permanently. If he fails, the warrior loses D3 Starting Wounds permanently as the curse takes effect, and the warriors are sent away running! 63-64: In the distance - The warriors can spy a Tribe-hold from the top of a high dune. They can extend their travel by one Morning Hazard if they wish to go to it, or they can continue on their normal journey. 65-66: Oasis - The warriors find a beautiful oasis to camp by. Lush waters and shady palms provide a restful night's sleep. In the morning, the warriors fill their water bottles with the wonderous liquid, which can be drunk at any time to heal 3 wounds. They can fill further bottles if they have any empty phials. The water does not go off. Well, that's all for today folks, when I get around to it I'll give you the details for the settlements, which might take more than one posting. Until then, keep away from them ghosts! Later, Peredur. -- Peredur Glyn