Monday, July 17, 2023

More Mummy Rooms

Animal Mummy Cells (#15/31; #196/365)

"This is a dank, dusty corridor, along both sides of which are iron-barred cells. From the cells you hear strange shuffling noises and gurgling groans and snarls."

Contents: Each cell, some of which are surprisingly large, contains a mummified creature, either left here originally when the Found Tombs were constructed, or are recent additions thanks to Arvakaten's new mummification process. None of these mummies have been fire-proofed however; all are flammable.

Stats:

To determine the inhabitant of each cell you can either roll or choose from the following table:

2 MUMMIFIED MINOTAUR

3 MUMMIFIED HIPPOHOG

4 MUMMIFIED TIGER

5 MUMMIFIED HYENA

6 MUMMIFIED MONKEY

7 MUMMIFIED COBRA

8 MUMMIFIED JACKAL

9 MUMMIFIED APE

10 MUMMIFIED CROCODILE

11 MUMMIFIED RASAUR

12 MUMMIFIED PIT FIEND

Mummified creatures have the same scores as their living counterparts, with the addition of +1 SKILL and +2 STAMINA. Mummified creatures are immune to all attacks, and will reanimate 20 minutes after being 'slain' and hunt their attackers down. It can only be permanently killed by fire, magical weapons or spells.

Grand Mummy Chamber (#16/31; #197/365)

"This is an opulent chamber whose walls are carved with elaborate inscriptions in Djaratian script. In the centre of the chamber are two immense sarcophagi, whose outer lids have been sculpted to represent fearsome warriors."

Contents: The sarcophagi contain the mummified remains of two of Arvakaten's strongest and most loyal bodyguards, entombed with him in death to be reborn as GREAT MUMMIES, extremely powerful undead servants and guardians. As soon as the Heroes touch the sarcophagi, the Great Mummies will erupt forth and attack!

The inscriptions on the walls detail the lives of these two warriors ('Pharolotep the Brave' and 'Keralakaten the Mighty'), their conquests over the newly risen Caarth, various Orc tribes and the armies of neighbouring nations.

In each sarcophagus is a bag of 3-36 ancient Djaratian gold coins, 1-3 canopic jars (carved from Agate and worth 50GP each) containing nothing but dust, and a gold ceremonial head-dress adorned with small sapphires emeralds and obsidian pieces worth 200GP total.

Stats:

2 GREAT MUMMIES, SKILL 10 STAMINA 22, 2 Attacks, Small Claw, +1 to Damage Roll. Great Mummies are immune to all attacks and will reanimate 20 minutes after being 'slain' and hunt their attackers down. They can only be permanently killed by magical weapons or spells. These are also fire-proof and immune to damage.

Mummy Firearms Training Chamber (#17/31; #198/365)

"This long chamber has a series of targets painted at one end, while at the other are two Skeleton Men showing a Mummy how to operate a flintlock pistol. As you watch, the Mummy pulls the trigger and the gun explodes in their hand! Bizarrely, they stand there burning, but the flames do not appear to hurt them, while the Skeleton Men attempt to put the fire out by beating the Mummy with cloth and rags."

Contents: This is the final stage in Arvakaten's grand plan, training fire-proof Mummies how to use firepowder weapons. It isn't going that great, largely because of the defective weapons. Any flintlock pistol made in this lab suffers an Oops/Fumble result on any double rolled, not just double 1.

The Skeleton Man will attack, tentatively with the two remaining pistols first, and then resorting to swords. The Mummy, still on fire but not suffering any damage, will also attack and set anyone on fire who it successfully wounds.

Stats:

2 SKELETON MEN, SKILL 9, STAMINA 7, 7, Flintlock Pistol, Sword, Breastplate.

Each Skeleton Man has 1-6 GP in a pouch at their belt.

1 MUMMY, SKILL 9, STAMINA 8 (wounded), Attacks: 2, Small Claw (see Out of the Pit, pp. 85-86). Mummies are immune to all attacks, and will reanimate 20 minutes after being 'slain' and hunt their attackers down. They can only be permanently killed by magical weapons or spells. This Mummy is fireproof and immune to fire damage.

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