Date: Mon, 19 Jan 1998 13:21:49 +0100 From: Jo Vernelen Subject: Randomizing treasures and other debris [...] Oh, an idea for traps (designed for WHFRP, tailor cut for formor adventures, but suited for your everyday WHQuest dungeon: Stinger Moulds: These moulds are usually found in dark and damp environments such as sewer systems and cave systems in swampy areas. They are usually bright in color, but are not fluorescent. In order for a warrior to see the mould, he/she should roll under his/her initiative, adding +2 when the warrior is carrying the lantern, +1 when carrying a torch of some kind, and a -2 otherwise. When the warriors come too close to the mould, it will explode, sending out spores of an unknown kind. Most of the times these spores only have a temporary effect, yet there have been occasions in the past when the results were more dramatic. All characters within 1 square of the mould are hit automatically, characters within 2 squares are only hit on a 4+. When a warrior has spotted the mould, the only way to get past it without causing it to explode, is to either avoid it by making a detour (difficult in most dungeons), or by setting it on fire. Make sure that the warriors remain at a safe distance, or the mould will go off. There are various types of moulds registered, and there are probably more of the around. But here are some examples: Yellow mould: if a yellow mould explode, check who gets hit as above. If a warrior gets hit, he'll be blinded for 1D6 turns, but when encountering very large moulds, you could make this 2D6, or even 3D6 when you're very mean. Blinded warriors fight with a WS of 1. Red mould: Red mould causes it victims to get drousy, or even feint. When a warrior is hit by a red mould, he must roll under or equal to his toughness, and this D3 times. The table below explains the effects, with N being the number of rolls he missed. N Effect -- -------------------------------------------------- 0 The warrior is tough and resilient, he does not suffer any negative effects for this encounter. This does not grant him immunity whatsoever. He was just lucky. 1 The warrrior feels a bit drousy. His WS and BS is halved, as is his I. During every turn, roll a D6. If the result is a 6, the effects have worn off. If the warrior is figting at the moment, he must roll a 6, followed by a 4+. 2 The warrior falls to the floor, and remains unconscious for D6 turns. Afterwards he gets drousy, so continue with the drousy effects. Whilst unconscious, the warrior counts as prone, and is unable to cast spells or to use potions of any kind. 3 Disaster: the warrior falls to the ground, and suffers the effect of 2 missed rolls. In addition, the spores have entered his system, and start duplicating rapidly, ready to take over the warrior once it has fully grown. Don't tell this to the warriors, just mention the effects give above. When the warriors reach the next settlement, the spores will have duplicated enough to leave the body, which happens with a short yet brutal and bloody explosion, as the victim's head explodes. As might be expected, the victim will die, and will cause a new burst, as the mould explosion given above. Randomly determine who is standing close to the warrior at that time. If the warrior in question used magical potions or has been cured by magical means, there is a chance that the potion or spell has caused the mould to shrivel and die. Secretly roll a D6 every time a warrior is healed in this way. On a roll of 1, the mould dies due to the medication given. These are just two examples of moulds, there are many more to be found whilst adventuring in those moist dungeons. Have fun with these critters, and don't be afraid of using them on high level parties. This is the appropriate way of stopping these too mighty warriors from killing yet another Liche. Remember, as a GM, you're supposed to be Tzeentch. Don't be afraid to his dirty tricks. Greetings questers. Teppe.