Modifier List



To determine what new challenge you have discovered here roll a 1d10 if you are on level one, 2d10 if you are on level two, or 3d10 if you are on level three, then click on the corresponding number below.

1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30



1. Ooze

Before you lays an open space, the floor an undulating surface of sticky purple ooze. You have no real idea as to what it might be, or how it comes to be here but a quick test with your weapon shows it to be harmless. It is however, very slippery and you will have to watch your footing if you are to cross it.

If you choose to cross you must undertake a test of your agility attribute. If you are successful you may pass unhindered to your chosen exit. If you fail you fall, landing heavily within the cloying muck. Such a fall will deduct 1 point from your endurance and the test must be repeated until you are successful. Each failure will lead to a further 1 point reduction in endurance until you cross safely.

Any combat fought in such a room must be done so with a 4 point reduction in combat value due to the unsure footing you must contend with.

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2. An Overgrown Tangle

Before you stands a hanging tangle of Oerdaaki roots that completely bars your way forward. For a moment you consider what you should do, but it is obvious that there is no easy way through. Carefully you test the thick roots and tendrils at the edge of the room and you realise that they are dead, but in their desiccated state remain tough and beyond anything other than an axe's blade to overcome.

You have two options to force a path beyond this tangle. If you have an axe in your possession you may have a chance at cutting your way through. Test your strength attribute. If you are successful you have been able to cut a path to your chosen exit. No combat is possible within this room. Any Encounter indicated for this chamber should be disregarded. If you fail the test then the roots have proven too thick and fibrous, and you will not be able to go this way. Retrace your steps and find another path.

If you have a Force stone in your possession you can choose to use it to hammer a way through. If this is your choice utter the Force stone's ancient name and test your intuition attribute. If you are successful turn to section reference 179. If you are unsuccessful it is beyond the talisman's ability to help you.

If you have no axe or Force stone this is an impassable barrier. You must find another way.

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3. Fractured Ground

You can hear the sucking of your breath between your teeth as you survey what lies ahead. The floor is broken by huge rifts that extend across your path, breaking the way ahead into sections of stable ground separated by open cracks that descend into absolute darkness below. To pass beyond this barrier will require jumping over 3 rifts and finding a safe purchase beyond.

If you wish to continue you must test your agility attribute 3 times. If you pass all three tests then you can move on beyond the fractured ground and choose a way forward. If you fail this test on any test then you do not make the jump without harming yourself, for which you must take a 2 point reduction to your endurance. You must then retake the test until such time as you are successful. Each failure will result in a further 2 point reduction. If this reduction leaves you at any time with 0 EP you have fallen into one of the rifts and disappeared to an anonymous death. If this is the case your quest is over.

Any combats conducted in such an environment must be resolved with a -2 penalty to your combat value. If an Encounter is indicated for this room, any combat must be completed prior to attempting to cross the rifts.

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4. Flooded Ground

It is only as you raise your light above your head that you realise the way ahead is flooded. As far as you can see there is nothing but water, still and dark as it spreads beyond your view. If you wish to pass beyond this flooded ground you will have to swim.

If it is your choice to try and traverse this flooded ground test your strength attribute. Your equipment is heavy, and will be all the more so when wet. If you are successful you find a way beyond the waters and can continue with your quest on the other side. If you fail, then you have been unable to find a way through and have become fatigued from the effort. If this is your lot you must retreat from the flooded ground and find another way. This failure will also take 2 points from your endurance due to the exertion.

No matter what the outcome of your strength test, if you attempt the swim you shall lose your torch if you were using one for illumination and will have to light another. This rule does not apply to Light Stones. If at this time you have no additional torches, and do not have a Sharya'ka in your possession, turn to section reference 191a.

Please note that no Encounter or Search indicators can be actioned on Flooded Ground. If a room has either of these actions indicated they must be disregarded.

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5. Steam Vents

The ground before you is a pockmarked terrain of steaming vents that gush clouds of scalding vapours into the air. To cross this barrier you will need to watch the vents and time your movements so that you may pass beyond safely.

If you choose to move forward test your agility attribute to traverse this hazard. If you are successful then you may pass through without loss or penalty. If you fail this test you have been burned and must take a 2 point reduction to your endurance points. You have however, made it through the steam but with damage done. Due to the dangerous nature of this terrain any Encounter or Search indicators should be disregarded.

The effects of this room can be nullified with the use of either a Shield Stone or Force Stone. Using either of these stones will force the steaming vapours away from you and allow you an easier passage. If you choose to use either of these talismans turn to section 183. Any combats undertaken in such an environment must be resolved with a -2 penalty to your combat value unless you have one of the previously mentioned Sharyah.

Note: If you choose to traverse this room your torch will be extinguished unless you use a Shield Stone or Force Stone. You will need to discard the old and light a new torch before you can continue. If you have no new torches, or a Sharyah'ka to light your way, turn to section 184.

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6. Shimmering Illusion

As you look into the space before you there shimmers at the edge of your vision a distortion in the air. You have seen such a phenomena before and it leaves you in no doubt that here will be found a shimmering illusion. There is a good chance that this room is not as it seems, and if you choose to enter it will be luck that shall rule what you find. It may be as it appears or something completely different.

If you choose to enter this chamber you must roll another modifier from this list before continuing. This is the true nature of this room and whatever the new conditions are you must endure them. You cannot withdraw unless the room conditions allow you to do so. If however, you choose not to enter this room you will have no choice but to find another way and leave this illusion to someone else.

Shimmering Illusions can be nullified with the use of a Scrying Stone. If you have one of these talismans and wish to use it test your intuition attribute. If you are successful roll another Modifier. This will be the true nature of the room and you can then choose to enter or not depending on what you have drawn. If you are unsuccessful in activating the Scrying stone then the previous rules apply.

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7. Rockfall

A rockfall blocks the way ahead and it brings you to a halt. Even as you survey the pile of broken stone and crushed earth you can feel the rock shifting above you, the whole ceiling ready to collapse. Your chosen path is blocked, and there is a chance that the stone above is about to fall.

If you have a Force Stone and you wish to use it to sweep away this rubble, test your intuition attribute. If you are successful turn to section reference 154. If you are unsuccessful then you will need to look to other means.

If you have no Force Stone, or cannot use one due to a failed intuition test, but are in possession of a shovel you can attempt to dig yourself a passage through to the other side of the fall. If this is your choice you must test your strength attribute. If you are successful then you have been able to clear enough of the debris to find a way past. If you are unsuccessful then the room remains blocked and you must find another way. Either way the exertion will be considerable and you must take two points from your endurance.

If you do not have a Force Stone, or a shovel, then a new path must be found elsewhere. Action any Encounter or Search indicators first, then retreat back the way you have come and take another path.

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8. Flame Vents

The smell of ash wafts towards you in thick choking waves and you wait patiently for the heat that is to come. You know that the area ahead is dangerous, and that somewhere beneath your feet there is a great pressure building. Almost before you have time to ready yourself the ground vibrates to the rushing charge of gas as it surges upwards, and then explodes through small vents in the walls. Flame erupts in all directions, smoke and ash spewing out into the air ahead of you. Carefully you note each of the vents, and the extent of the flaming jets that explode from their smoking mouths. If you are to traverse this space you will have to guess the exact time to move and then run for all your worth. It is not something to attempt lightly.

If you choose to try and pass beyond these flame vents you must take an intuition test and an agility test. If you pass both of these tests you will successfully avoid the flames and may continue on your quest. If you fail either of these tests you will be burnt by the flames, and must take a reduction of 6 points to your endurance before leaving the room. Flame Vents can be nullified with a Shield Stone. If you have one in your possession and wish to use it test your intuition attribute. If you are successful turn to section reference 164. If you are not successful the talisman cannot help you. If this is the case you must take your chances unprotected.

No combats can be undertaken in a room such as this. If an Encounter is indicated it must be disregarded for no creature alive or dead will enter such a place. Likewise no Searches can be undertaken in an environment of this type. If you choose to take your chances with the flame vents make directly for the exit of your choice and move on.

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9. Toxic Gases

The air ahead of you is thick with a sweet smelling vapour that numbs your face even as you consider what you should do next. You have heard talk amongst your Brethren of such gases and you know them to be deadly. For a moment you ponder the chances of making any further headway here, but you know the answer already. Such an environment can only be traversed with the use of a Shield stone or a Face Mask, and if you do not have either of these items you will have to find another way.

If you have a Face Mask in your possession you can use it to make a run for an exit of your choosing but must make two agility tests for the attempt. This is a choice fraught with danger, for if you fail either of the tests you will find yourself overcome by the foul vapour's insidious effects. If this is your fate then your quest will be over. If however, you pass both the tests then you have made it to a safe exit and may continue on your way.

If you have a Shield stone in your possession whisper its name and test your intuition attribute. If you are successful turn to section 178. If you are unsuccessful the talisman cannot help and you will need to turn around and find another way.

If you do not have a Shield stone then there is no way forward. With the gases swirling about your legs you must retreat back the way you came and find another path. If you cannot retreat, either because you have exited a sealed room, or passed through a Secret Door then you have placed yourself in a dire situation. A lack of an exit shall take your life quickly, the numbing gases overwhelming you before you can run for the nearest passage. If this is the case your quest is over and it will be to your next life that you will need to look for better luck.

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10. Dark Obelisk

In the gloom you see a tall obelisk of black stone, standing silent and immovable before you. The light from your torch plays over its surface, and you can see that it is covered in symbols and glyphs unknown to you, its purpose shrouded from your knowledge. You cannot help but feel that it has not been placed here for your benefit.

You are correct. The Dark Obelisk renders ineffective all Sharyah whilst you remain within the confines of this chamber. All creature aversions are nullified, and all uses of any Sharyah you possess are cancelled until you move on. Leave this area quickly.

If you are forced to return this way the Dark Obelisk will respond to your presence by draining you of endurance points. If you must return this way you will need to throw a 1d10 and take the number thrown from your endurance level. This must be done before you will be able to move on to the next part of Traebor.

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11. Shimmering Illusion

As you look into the space before you there shimmers at the edge of your vision a distortion in the air. You have seen such a phenomena before and it leaves you in no doubt that here will be found a shimmering illusion. There is a good chance that this room is not as it seems, and if you choose to enter it will be luck that shall rule what you find. It may be as it appears or something completely different.

If you choose to enter this chamber you must roll another modifier from this list before continuing. This is the true nature of this room and whatever the new conditions are you must endure them. You cannot withdraw unless the room conditions allow you to do so. If however, you choose not to enter this room you will have no choice but to find another way and leave this illusion to someone else.

Shimmering Illusions can be nullified with the use of a Scrying Stone. If you have one of these talismans and wish to use it test your intuition attribute. If you are successful roll another Modifier. This will be the true nature of the room and you can then choose to enter or not depending on what you have drawn. If you are unsuccessful in activating the Scrying stone then the previous rules apply.

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12. Choking Gases

You smell the suffocating gases long before you are confronted by the swirling mists that bar your way forward. One sniff tells you that they are not toxic, but the vapours stand as a barrier between you and your chosen exit.

If you wish to pass beyond these gases you need only hold your breath and continue. You will however, take a 1 point reduction to your endurance if you choose to do so.

If you are in possession of a Force Stone you may be able to nullify this modifier and pass through without harm. If you have such a talisman whisper its name and test your intuition attribute. If you are successful turn to section 185. If you are unsuccessful the Force stone cannot help you.

If you are in possession of a Shield stone you may be able to use it to find a way past these suffocating fumes. If you have such a Sharyah whisper its name and test your intuition attribute. If you are successful turn to section 181. If you are unsuccessful it is not within the power of this talisman to help you.

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13. Uneven Ground

Before you the ground is buckled and uneven, some great force having distorted its surface in undulations and cracks. No attribute test is required to pass through, but if you must make an Encounter roll any combat must be fought with a -1 reduction to your combat value. This reduction applies only as you stand on uneven ground.

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14. Ancient Garden

You have found a great curiosity, and in the silence of this space you consider its unusual presence so far below ground. In the ceiling high above a wide opening lets in natural light and within its yellow glow a great garden thrives. All manner of flowering plants and vines crowd the walls and floor. It is a riot of colour and vibrancy that seems completely out of place in these dark halls. There is however, more to this garden than meets the eye. As you stand and consider what you have found you sense that there may be more here than just plants and insects.

(Note: The Ancient Garden is a perfect place for an ambush. If the Map Section you are on requires an Encounter roll, there will be no opportunity for retreat. All creature aversions must be disregarded as an ambush will allow no time to activate any talismans. You will have nowhere to run. If you are attacked you must fight.)

If you wish you may make a Search roll and determine what you have found. If you find nothing, or decide there is little point searching anyway, then you should leave the Ancient Garden. Somewhere ahead is the Orncryst.

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15. Dark Obelisk

In the gloom you see a tall obelisk of black stone, standing silent and immovable before you. The light from your torch plays over its surface, and you can see that it is covered in symbols and glyphs unknown to you, its purpose shrouded from your knowledge. You sense immediately that it has not been placed here for your benefit.

You are correct. The Dark Obelisk is an artifact of the Ancient World, one that renders ineffective the capacity of any Being to wield EarthMagic. In particular it nullifies the power of any Sharyah and will do so to any of the talismans you may hold whilst you remain within the confines of this chamber. All creature aversions must be ignored, and all uses of any Sharyah you possess will be cancelled until you move on. Take the nearest exit as soon as you can and leave this area quickly.

If you are forced to return this way the Dark Obelisk will respond to your presence by draining you of endurance points. If you must return this way you will need to roll a 1d10 and take the number thrown from your endurance level. This must be done before you will be able to move on to your next map section.

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16. Spike Room

The area ahead of you is a morass of rusting iron spikes and crumbling stonework. At some time in its ancient past this place must have had a purpose, but now it stands as a hazard that must be crossed with caution.

Test your agility attribute. If you are successful you will be able to pass through without harm. If you fail this test you must take a 2 point reduction in endurance points and then take the test again. Keep testing your agility until you are successful. Each failure must result in a 2 point penalty to your endurance.

Think carefully about resolving any combat in a room such as this. If you must fight a -1 penalty will apply to your combat value, and any lost combat round will result in double points being taken from your endurance.

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17. Fractured Ground

You can hear the sucking of your breath between your teeth as you survey what lies ahead. The floor is broken by huge rifts that extend across your path, breaking the way ahead into sections of stable ground separated by open cracks that descend into absolute darkness below. To pass beyond this barrier will require jumping over 3 rifts and finding a safe purchase beyond.

If you wish to continue you must test your agility attribute 3 times. If you pass all three tests then you can move on beyond the fractured ground and choose a way forward. If you fail any of these tests you do not make the jump without harming yourself, for which you must take a 2 point reduction to your endurance. You must then retake the test until such time as you are successful. Each failure will result in a further 2 point reduction. If this reduction leaves you at any time with 0 EP you have fallen into one of the rifts and disappeared to an anonymous and unwelcome death. If this is the case your quest is over.

Any combats conducted in such an environment must be resolved with a -2 penalty to your combat value. If an Encounter is indicated for this room, any combat must be completed prior to attempting to cross the rifts.

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18. Crystal Room

You have stumbled into a Crystal Room. As you look about you see the glow of your light reflecting from thousands of multicoloured crystals that cover the walls, floor and ceiling before you. Quickly the reflected light grows until you are confronted by a glistening dazzle of distorted light that glares brilliantly back at you. Holding your free hand over your face you consider what you should do.

The Crystal Room requires no attribute tests to traverse but carries a -1 penalty to your combat value if you are required to fight here.

The effects of this room can be nullified with a Scrying stone. If you have this talisman and wish to use it, whisper the name of the stone and make an intuition test. If you are successful turn to section 198. If not, then shield your eyes and make for your chosen exit. Any combat required in this modified room will not carry a -1 penalty if using a Scrying stone.

Please note also that if a Search roll is indicated for this room, it can only be done if you have a Scrying stone in your possession. If you do not, this Search indicator must be disregarded.

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19. Arachnari Hive

There are some places in this world that no Dungeon Crawler in his right mind will enter, and an Arachnari Hive is one of them. Before you can be seen the first signs of Arachnari ahead, and you know that beyond this chamber resides a Hive with its teeming multitudes of armoured residents.

At your feet you can see the remains of animals and men that have been dragged into the hive to be consumed, the remnants of the Arachnaris' feasting thrown haphazardly into the dust. It is a carpet of broken bones and rotting flesh disturbed only by the trails left by the Arachnari themselves, and you know as a certainty that to go any further forward will mean certain death. There is no choice for you here. If this chamber indicates an Encounter turn and flee from whatever is to be found here. Any noise at all will bring you to the attention of the Arachnari and they will not suffer your presence undisturbed. If a Search is indicated it must also be disregarded for the same reasons. Turn back and find another way.

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20. Sealed Room

This room looks the same as all others, but once you have passed through it will not allow you to return this way again. Upon entering the next chamber all the exits to this room will seal themselves shut and you will be barred from re-entering. Think carefully before passing through.

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21. Stone Forest

Before you stands a forest of exquisitely carved trees that reach out of the floor below, and spread as a canopy of stone branches and leaves into the ceiling overhead. It is an amazing representation of a living forest captured in minute detail, as if it was taken from the world above and somehow preserved here for eternity. For a moment you stand and consider the time and effort that must have been applied to such an enormous undertaking, but as you remain still in the quiet darkness a feeling begins to take hold that there is something close, something worth the finding.

Test your intuition attribute. If you are successful then turn to section reference 162. If you are unsuccessful turn to section reference 173.

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22. Rockfall

A rockfall blocks the way ahead and it brings you to a halt. Even as you survey the pile of broken stone and crushed earth you can feel the rock in the roof shifting above you, the whole ceiling ready to collapse. Your chosen path is blocked, and there is a chance that the stone above is about to fall. If you have a Force Stone and you wish to use it to sweep away this rubble, test your intuition attribute. If you are successful turn to section reference 154. If you are unsuccessful then you will need to look to other means to find a way through.

If you have no Force Stone, or cannot use one due to a failed intuition test, but are in possession of a shovel you can attempt to dig yourself a passage through to the other side of the fall. If this is your choice you must test your strength attribute. If you are successful then you have been able to clear enough of the debris to find a way past. If you are unsuccessful then the room remains blocked and you must find another way. Either way the exertion will be considerable and you must take two points from your endurance.

If you do not have a Force Stone, or a shovel, then a new path must be found elsewhere. Retreat back the way you have come and take another path.

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23. Flooded Ground

It is only as you raise your light above your head that you realise the way ahead is flooded. As far as you can see there is nothing but water, still and dark as it spreads beyond your view. If you wish to pass beyond this submerged ground you will have to swim.

If it is your choice to try and traverse this flooded ground test your strength attribute. Your equipment is heavy, and will be all the more so when wet. If you are successful you find a way beyond the waters, and can continue with your quest on the other side. If you fail, then you have been unable to find a way through, and have become fatigued from the effort. If this is your lot you must retreat from the flooded ground and find another way. This failure will also take 2 points from your endurance due to the exertion.

No matter what the outcome of your strength test, if you attempt the swim you will lose your torch if you were using one and will have to light another. This rule does not apply to Light Stones. If you have no additional torches, and do not have a Sharya'ka in your possession, turn to section reference 191a.

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24. Hanging Pillars

In the dark you come to a shuddering halt as you realise that there is something very strange before you. In the ceiling high overhead you can just make out the edges of a large number of stone pillars hanging quietly in the shadows. As you watch you can see them moving slowly from side to side as if they are suspended by no more than the barest of purchases. It is possible that the slightest sound will dislodge them and send them crashing to the ground around you.

If you wish to move through this area you must test your luck attribute. If you are successful you may pass through and make your way to your chosen exit. If you fail this test then the pillars will start to fall, and you must make a further test of your agility attribute as you try and avoid falling stone. If you are successful you evade these hazards and move on. If you fail this test you must roll a 1d10 and deduct the number rolled from your endurance points. Falling stone hurts, and if enough endurance points are lost it will kill you.

Combat under these conditions is difficult. If you must fight then the beginning of each combat round must also include a test of your luck attribute. If you pass this test you may continue with the combat. If you fail this test then you have dislodged more of the hanging stone, and in the heat of combat have been too preoccupied to avoid it. Each unsuccessful luck test will require the rolling of a 1d10 and the deduction of the number rolled from your endurance points. Needless to say you will be fighting at a considerable disadvantage. The option of retreating from an encounter under these conditions may be a better alternative.

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25. Shimmering Illusion

As you look into the space before you there shimmers at the edge of your vision a distortion in the air. You have seen such a phenomena before and it leaves you in no doubt that here will be found a shimmering illusion. There is a good chance that this room is not as it seems, and if you choose to enter it will be luck that shall rule what you find. It may be as it appears or something completely different.

If you choose to enter this chamber you must roll another modifier from this list before continuing. This is the true nature of this room and whatever the new conditions are you must endure them. You cannot withdraw unless the room conditions allow you to do so. If however, you choose not to enter this room you will have no choice but to find another way and leave this illusion to someone else.

Shimmering Illusions can be nullified with the use of a Scrying Stone. If you have one of these talismans and wish to use it test your intuition attribute. If you are successful roll another Modifier. This will be the true nature of the room and you can then choose to enter or not depending on what you have drawn. If you are unsuccessful in activating the Scrying stone then the previous rules apply.

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26. Ancient Garden

You have found a great curiosity, and in the silence of this space you consider its unusual presence so far below ground. In the ceiling high above a wide opening lets in natural light and within its yellow glow a great garden thrives. All manner of flowering plants and vines crowd the walls and floor. It is a riot of colour and vibrancy that seems completely out of place in these dark halls. There is however, more to this garden than meets the eye. As you stand and consider what you have found you sense that there may be more here than just plants and insects.

(Note: The Ancient Garden is a perfect place for an ambush. If the Map Section requires an Encounter roll, there will be no opportunity for retreat. All creature aversions must be disregarded as an ambush will allow no time to activate any talismans. You will have nowhere to run. If you are attacked you must fight.)

If you wish you may make a Search roll and determine what you have found. If you find nothing, or decide there is little point searching anyway, then you should leave the Ancient Garden. Somewhere ahead is the Orncryst.

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27. Dark Obelisk

In the gloom you see a tall obelisk of black stone, standing silent and immovable before you. The light from your torch plays over its surface, and you can see that it is covered in symbols and glyphs unknown to you, its purpose shrouded from your knowledge. You cannot help but feel that it has not been placed here for your benefit.

You are correct. The Dark Obelisk renders ineffective all Sharyah whilst you remain within the confines of this chamber. All creature aversions are nullified, and all uses of any Sharyah you possess are cancelled until you move on. Leave this area quickly.

If you are forced to return this way the Dark Obelisk will respond to your presence by draining you of endurance points. If you must return this way you will need to throw a 1d10 and take the number thrown from your endurance level. This must be done before you will be able to move on to the next map card.

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28. Spike Room

The area ahead of you is a morass of rusting iron spikes and crumbling stonework. At some time in its ancient past this place must have had a purpose, but now it stands as a hazard that must be crossed with caution.

Test your agility attribute. If you are successful you will be able to pass through without harm. If you fail this test you must take a 2 point reduction in endurance points and then take the test again. Keep testing your agility until you are successful. Each failure must result in a 2 point penalty to your endurance.

Think carefully about resolving any combat in a room such as this. If you must fight then a -1 penalty will apply to your combat value, and any lost combat round will result in double points being taken from your endurance.

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29. Sealed Room

This room looks the same as all others, but once you have passed through it will not allow you to return this way again. Upon leaving this chamber all the exits to the room will seal themselves shut and you will be barred from re-entering. It is your choice if you wish to continue along this path.

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30. Arachnari Hive

There are some places in this world that no Dungeon Crawler in his right mind will enter, and an Arachnari Hive is one of them. Before you can be seen the first signs of Arachnari ahead, and you know that beyond this chamber resides a Hive with its teeming multitudes of armoured residents.

At your feet you can see the remains of animals and men that have been dragged into the hive to be consumed, the remnants of the Arachnaris' feasting thrown haphazardly into the dust. It is a carpet of broken bones and rotting flesh disturbed only by the trails left by the Arachnari themselves, and you know as a certainty that to go any further forward will mean certain death. There is no choice for you here. If this chamber indicates an Encounter turn and flee from whatever is to be found here. Any noise at all will bring you to the attention of the Arachnari and they will not suffer your presence undisturbed. If a Search is indicated it must also be disregarded for the same reasons. Turn back and find another way.

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The Torchlight Text Edition is the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. Any questions regarding this title, or any other book in the Chronicles of Arborell series can be answered by emailing the author at densleyw@shoal.net.au