Turn 1
Well, it would really be irresponsible to go back to sleep now. You have defenses to shore up, and if more serious tomb raiders showed up you would be ill prepared to defend the Orb.
You study the book before you. It is an object of great power; Mardoth’s Prayer. You have multiple such objects in the tomb, each helping the god-king on his path to ascension.
There are 6 such Objects of powe
1-Mardoth’s Prayer: Concerning ascension and the heavenly realms. Requires 60 points to unlock the basic summons of the heavens Requires the cooperation or soul of a religions high priest to unlock its full potential.
2-Bar-Dun’s Stone: The keystone of a great temple arch on which is written “The First Step on the Path to Change.” Unknown to most, a powerful demon resided, feeding fat on the whispered wishes and desires of the souls who walked through. Requires 60 points to awaken, and the rod of the arches’s architect and a pure, earnest wish are required to unlock its full potential.
WORK IN PROGRESS, YOU HAVE MANY ITEMS HOW CAN YOU BE EXPECTED TO REMEMBER THEM ALL
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You manage to get some information from the thralls. They were taken by a group of bandits that holed up in a cavern outside the Statue Garden.
Now, you can’t exactly leave the tomb, but you do happen to have a murderous rampaging former bandit you can return to them, or perhaps you could come to terms with their chief by sending one of the humans?
A. Send Gro-mash the Rage Vampire to deal with the bandits.
B. Send the Thralls to discuss a deal with the bandits. The mages life force is rather potent, allowing you to alter the environment or summon or recruit creatures. You decide to make with your 20pts:
Combat Room-20pts Comes with a squad of minions (skeletons/zombies/giants rats sort of deal, typically not dangerous to hero except in large numbers) Room should be designed to fit the strategies (if any) of the minions or planned combatants. Describe room, its minions/or champion and a potential strategy.
Illusion Room-20pts A room designed to maximize mental stress and confusion on those who enter. The magic of the room increases the desired effect, reducing the disbelief and skepticism of any tomb raiders. Describe room and the reaction it seeks to provoke.
Support Rooms-Typically off the main path of any adventure
Minion Squad -10pts A squad of minions such as skeletons/zombies/giants rats sort of deal, typically not dangerous to hero except in large numbers. Can be used to support champions or plopped into rooms. Describe where they come from.
(You will unlock more room types in the future! So there will be about ~6 different hallways adventurers will go down, each with a potent treasure at the end. Right now whichever room you pick will just happen to be in the next hallway the raiders will choose. Support rooms will be off the main path, but you can direct adventurers to them to lay on a little more damage, but you risk damaging the room.
You typically want a good mix of combat and illusion rooms to keep the raiders on their toes. Regular rooms can be either, which is good for flexibility, but won’t be as strong as either. Using a combat room for an illusion will be as strong as a regular room, and vice versa. )
Let me know if you have any questions!