Room of Accumulation |
You will receive 10 GC for every monster you kill in this room |
Room of Agility |
You will be able to move diagonally in this room [this will often be applied to another room e.g. Room of Agile Geography or Semi-Agile Geography (where the number of squares from/to which you may move diagonally will be limited)] |
Room of Anxiety |
When you enter the room all doors will be locked and may not be opened. You find a specified number of gems and must put them on to a particular wall in numeric order (each attempt constitutes one turn) before the room’s monster, which may only move one square per turn, reaches you. The monster will always begin in an adjacent corridor. When the gems are placed in the correct order the doors unlock. If the monster is in the room when the door(s) open(s) or enters the room when this is the case then he/she shall melt. |
Room of Betterment |
This room contains a Trainer/Wizard who is capable of enhancing any Knights, such that they will become Pendragons. Pendragon Knights attack and defend with 2 extra combat dice. They’re Body and Mind are also incremented by 2, whilst their Soul is increased by 1 and Evil reduced by 1. To become a Pendragon a Knight must remain in the room for 8 turns, during which the character who controls the Knight must continue the Quest as normal (as deemed by the Morcar player) or the Trainer/Wizard will decide that your cowardice makes you unfit to command a Pendragon. This service costs 400 GC. |
Room of Cake and Sodomy |
In this room you may move one square at a time. On each move roll one combat die. If it is a skull then an Orc appears behind you and sodomoizes you: Lose 1 Mind Point (the Orc will remain but may only move one square whilst in room). If you roll a shield then a treasure will appear on a convenient adjacent square and will contain cake: Gain 1 Body Point. These effects will only be felt by the first figure to enter the room via one door and exit via another. |
Room of Darkness |
see Haphazardness: You must also attack haphazardly i.e. you may only attack North on the roll of a 1 etc. |
Room of Disease |
For each turn in this room you must roll two movement dice. You will contract the corresponding disease: 2-6 - see Disease Trap 7: Acne - from now on you must roll a shield on a combat die when using a Potion of Voluptuousness for it to work 8: Depression - lose 2 Jape Points 9: Measles - lose 1 Body Point, you will no longer be able to use potion of voluptuousness 10: Stroke - lose 2 turns, 2 Body Points and 4 Mind Points 11: Cholera - lose 2 Body Points, any food you eat will have no effect from now on 12: Haemophilia - roll again to see which 3 diseases effect you |
Room of Escapology |
On entering the room you are teleported inside a treasure chest in the centre of the room in a straightjacket. You must roll a 6 to get out of the straight jacket and destroy the treasure chest which has 6 Body Points and no Defence. Others may also attack the chest. |
Room of Flood |
When all characters have entered the room all adjoining doors lock and the room floods. The locks may be picked by rolling a skull on 1 combat die, either buy the Dwarf or by a character with the Tool Kit. |
Room of Geography |
Each square corresponds to a specified country. You may only move one square at a time to a square corresponding to a country with a higher specified statistic. You will lose 2 Body Points if wrong and must return to your previous square. If you are unable to go to a suitable country, you may go to your previous square at the cost of 3 Body Points. |
Room of Haphazardness |
You may only move one square at a time. On each move roll one movement die with the following effects (5 and 6 have no effect): 1 - North one square 2 - East one square 3 - South one square 4 - West one square |
Room of Ice |
Whilst in this room you may only roll one movement die and monsters may move half normal. For every four turns you spend in the room roll one combat die. On a skull, lose 1 Body Point from frostbite. |
Room of Inquisition |
Each square corresponds to a question (unknown when you first step onto it). You may only move one square at a time and answer the question on it, if you are correct you will gain 1 Body Point and may move again, if you are incorrect you must lose 2 Body Points and either stay to attempt to answer the question again (each answer will count as one turn) or move to a different square. |
Room of Intangibility |
Everyone and everything in the room is intangible and may be moved through. No attacks or searches may be made whilst you and/or monsters are in the room. |
Room of Interchange |
In this room you will move by rolling twelve dice and move one square for every skull rolled. You will Attack and Defend using one movement die as will monsters. |
Room of Marvellousness |
When a character enters the room two Marvel Top Trumps are dealt to him/her and to Morcar. A combat die is then rolled. On a skull Morcar begins, on a shield, the character. If Morcar wins the character loses three Body Points. If the Character wins then all monsters in the room will die. In the event of a draw repeat. |
Room of Misanthropy |
Once the characters turns have ended and all that will have entered the room all characters and monsters must attack each other for every turn that they are in the room. Note: No character may attack until all the characters/employees have moved. |
Room of Misfortune |
A different unfortunate event will occur for every consecutive turn spent in the room (monsters are immune). Turn: 1 - If you attack roll one fewer die 2 - You fall into a Pit Trap 3 - You activate a Falling Block Trap 4 - You fall and hit your head: Lose 1 Body Point, roll one movement die to see for how many turns you will be unconscious during which you may do nothing. The rules for the fifth turn will only commence after you have awoken. 5 - You have a heart attack and die |
Room of Oriental Domination |
Samurai will Attack and Defend with double the normal combat dice and the effects of Oriental weapons will also double. |
Room of Ostracision |
Only one character/employee may enter the room at a time and from now on they may not occupy the same room or corridor |
Room of Sadomasochism |
Gain one Mind Point for every Body Point you inflict or lose in this room. |
Room of Time Travel |
The doors into this room are time portals and within will reside Space Crusade monsters ( see monster tables). The time portal will close at the end of the characters’ turn and will not reopen until all the Space Crusade monsters are dead. |
Room of Uncertainty |
Roll one movement die to see which piece of furniture is contained within this room: 1 - Table 2 - Cupboard 3 - Treasure Chest 4 - Alchemist’s Bench 5 - Sorcerer’s Table 6 - Bookcase Roll again to discover what is within the furniture (see uncertainty table below).Roll again for a monster: 1 - Orc 2 - Two Goblins 3 - Chaos Warrior 4 - Ogre Warrior (2 Body Points) 5 - Skeleton 6 - Samurai |
|
1 |
2 |
3 |
4 |
5 |
6 |
1 |
Holy Water |
|
20 GC |
|
|
Potion of Healing |
2 |
Spear Trap |
Wand of Recall |
|
Helmet |
|
|
3 |
200 GC |
|
5 GC |
|
10 GC |
|
4 |
|
Potion of Healing |
Potion of Might |
|
Potion of Indifference |
|
5 |
Treasure Horde spell |
|
Wall of Flame spell |
|
Arrows of the Night |
|
6 |
|
Spear Trap |
Flying Shield Trap |
|
|
Talisman of Lore |